]> git.localhorst.tv Git - blank.git/blobdiff - src/app.cpp
world class for multiple chunks
[blank.git] / src / app.cpp
index c418660ec48d209be4fef8ba2074c3aa1bb192ee..56b12dda8c58bf5b29a5decefd301f69c0c71c5a 100644 (file)
@@ -19,9 +19,8 @@ Application::Application()
 , move_velocity(0.003f)
 , pitch_sensitivity(-0.0025f)
 , yaw_sensitivity(-0.001f)
-, blockType()
 , cam()
-, chunk()
+, world()
 , outline()
 , outline_visible(false)
 , outline_transform(1.0f)
@@ -41,7 +40,12 @@ Application::Application()
 , left(false)
 , right(false)
 , up(false)
-, down(false) {
+, down(false)
+, place(false)
+, remove(false)
+, pick(false)
+, remove_id(0)
+, place_id(1) {
        GLContext::EnableVSync();
        GLContext::EnableDepthTest();
        GLContext::EnableBackfaceCulling();
@@ -53,6 +57,7 @@ Application::Application()
                "layout(location = 2) in vec3 vtx_normal;\n"
                "uniform mat4 M;\n"
                "uniform mat4 V;\n"
+               "uniform mat4 MV;\n"
                "uniform mat4 MVP;\n"
                "uniform vec3 light_position;\n"
                "out vec3 frag_color;\n"
@@ -64,11 +69,11 @@ Application::Application()
                        "vec4 v = vec4(vtx_position, 1);\n"
                        "gl_Position = MVP * v;\n"
                        "vtx_world = (M * v).xyz;\n"
-                       "vec3 vtx_camera = (V * M * v).xyz;\n"
+                       "vec3 vtx_camera = (MV * v).xyz;\n"
                        "eye = vec3(0, 0, 0) - vtx_camera;\n"
                        "vec3 light_camera = (V * v).xyz;\n"
                        "light_direction = light_position + eye;\n"
-                       "normal = (V * M * vec4(vtx_normal, 0)).xyz;\n"
+                       "normal = (MV * vec4(vtx_normal, 0)).xyz;\n"
                        "frag_color = vtx_color;\n"
                "}\n"
        );
@@ -112,28 +117,7 @@ Application::Application()
 
        cam.Position(glm::vec3(0, 4, 4));
 
-       blockType.Add(BlockType(true, glm::vec3(1, 1, 1)));
-       blockType.Add(BlockType(true, glm::vec3(1, 0, 0)));
-       blockType.Add(BlockType(true, glm::vec3(0, 1, 0)));
-       blockType.Add(BlockType(true, glm::vec3(0, 0, 1)));
-
-       chunk.BlockAt(glm::vec3(0, 0, 0)) = Block(blockType[4]);
-       chunk.BlockAt(glm::vec3(0, 0, 1)) = Block(blockType[1]);
-       chunk.BlockAt(glm::vec3(1, 0, 0)) = Block(blockType[2]);
-       chunk.BlockAt(glm::vec3(1, 0, 1)) = Block(blockType[3]);
-       chunk.BlockAt(glm::vec3(2, 0, 0)) = Block(blockType[4]);
-       chunk.BlockAt(glm::vec3(2, 0, 1)) = Block(blockType[1]);
-       chunk.BlockAt(glm::vec3(3, 0, 0)) = Block(blockType[2]);
-       chunk.BlockAt(glm::vec3(3, 0, 1)) = Block(blockType[3]);
-       chunk.BlockAt(glm::vec3(2, 0, 2)) = Block(blockType[4]);
-       chunk.BlockAt(glm::vec3(2, 0, 3)) = Block(blockType[1]);
-       chunk.BlockAt(glm::vec3(3, 0, 2)) = Block(blockType[2]);
-       chunk.BlockAt(glm::vec3(3, 0, 3)) = Block(blockType[3]);
-       chunk.BlockAt(glm::vec3(1, 1, 0)) = Block(blockType[1]);
-       chunk.BlockAt(glm::vec3(1, 1, 1)) = Block(blockType[4]);
-       chunk.BlockAt(glm::vec3(2, 1, 1)) = Block(blockType[3]);
-       chunk.BlockAt(glm::vec3(2, 2, 1)) = Block(blockType[2]);
-       chunk.Invalidate();
+       world.Generate();
 
        outline.vertices = std::vector<glm::vec3>({
                { 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f },
@@ -163,10 +147,6 @@ Application::Application()
        glClearColor(0.0, 0.0, 0.0, 1.0);
 }
 
-Application::~Application() {
-
-}
-
 
 void Application::Run() {
        running = true;
@@ -214,6 +194,18 @@ void Application::HandleEvents() {
                                                break;
                                }
                                break;
+                       case SDL_MOUSEBUTTONDOWN:
+                               if (event.button.button == 1) {
+                                       // left
+                                       remove = true;
+                               } else if (event.button.button == 2) {
+                                       // middle
+                                       pick = true;
+                               } else if (event.button.button == 3) {
+                                       // right
+                                       place = true;
+                               }
+                               break;
                        case SDL_MOUSEMOTION:
                                cam.RotateYaw(event.motion.xrel * yaw_sensitivity);
                                cam.RotatePitch(event.motion.yrel * pitch_sensitivity);
@@ -258,15 +250,44 @@ void Application::Update(int dt) {
        cam.Update(dt);
 
        Ray aim = cam.Aim();
+       Chunk *chunk;
        int blkid;
        float dist;
-       if (chunk.Intersection(aim, glm::mat4(1.0f), &blkid, &dist)) {
+       glm::vec3 normal;
+       if (world.Intersection(aim, glm::mat4(1.0f), &chunk, &blkid, &dist, &normal)) {
                glm::vec3 pos = Chunk::ToCoords(blkid);
                outline_visible = true;
-               outline_transform = glm::translate(glm::mat4(1.0f), pos);
+               outline_transform = glm::translate(chunk->Transform(), pos);
        } else {
                outline_visible = false;
        }
+
+       if (pick) {
+               if (chunk) {
+                       place_id = chunk->BlockAt(blkid).type->id;
+               }
+               pick = false;
+       }
+       if (remove) {
+               if (chunk) {
+                       chunk->BlockAt(blkid).type = world.BlockTypes()[remove_id];
+                       chunk->Invalidate();
+               }
+               remove = false;
+       }
+       if (place) {
+               if (chunk) {
+                       Chunk *mod_chunk = chunk;
+                       glm::vec3 next_pos = Chunk::ToCoords(blkid) + normal;
+                       if (!Chunk::InBounds(next_pos)) {
+                               mod_chunk = &world.Next(*chunk, normal);
+                               next_pos -= normal * Chunk::Extent();
+                       }
+                       mod_chunk->BlockAt(next_pos).type = world.BlockTypes()[place_id];
+                       mod_chunk->Invalidate();
+               }
+               place = false;
+       }
 }
 
 void Application::Render() {
@@ -274,21 +295,25 @@ void Application::Render() {
 
        program.Use();
 
-       glm::mat4 m(1.0f);
-       glm::mat4 mv(cam.View() * m);
-       glm::mat4 mvp(cam.MakeMVP(m));
-       glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
        glUniformMatrix4fv(v_handle, 1, GL_FALSE, &cam.View()[0][0]);
-       glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
-       glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
        glUniform3f(light_position_handle, light_position.x, light_position.y, light_position.z);
        glUniform3f(light_color_handle, light_color.x, light_color.y, light_color.z);
        glUniform1f(light_power_handle, light_power);
 
-       chunk.Draw();
+       for (Chunk &chunk : world.LoadedChunks()) {
+               glm::mat4 m(chunk.Transform());
+               glm::mat4 mv(cam.View() * m);
+               glm::mat4 mvp(cam.MakeMVP(m));
+               glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
+               glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
+               glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
+               chunk.Draw();
+       }
+
        if (outline_visible) {
-               mv = cam.View() * outline_transform;
-               mvp = cam.MakeMVP(outline_transform);
+               glm::mat4 m(outline_transform);
+               glm::mat4 mv(cam.View() * outline_transform);
+               glm::mat4 mvp(cam.MakeMVP(outline_transform));
                glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
                glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
                glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);