#include "app.hpp"
+#include "geometry.hpp"
+
#include <iostream>
#include <stdexcept>
, move_velocity(0.003f)
, pitch_sensitivity(-0.0025f)
, yaw_sensitivity(-0.001f)
+, blockType()
, cam()
-, model({
- // vertices
- { 0.0f, 0.0f, 1.0f }, // front, red
- { 1.0f, 0.0f, 1.0f },
- { 0.0f, 1.0f, 1.0f },
- { 1.0f, 0.0f, 1.0f },
- { 1.0f, 1.0f, 1.0f },
- { 0.0f, 1.0f, 1.0f },
- { 0.0f, 0.0f, 0.0f }, // back, cyan
- { 0.0f, 1.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 1.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f }, // top, green
- { 0.0f, 1.0f, 1.0f },
- { 1.0f, 1.0f, 0.0f },
- { 1.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 1.0f },
- { 1.0f, 1.0f, 1.0f },
- { 0.0f, 0.0f, 0.0f }, // bottom, magenta
- { 1.0f, 0.0f, 0.0f },
- { 0.0f, 0.0f, 1.0f },
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 0.0f }, // left, blue
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 1.0f, 1.0f },
- { 1.0f, 0.0f, 0.0f }, // right, yellow
- { 1.0f, 1.0f, 0.0f },
- { 1.0f, 0.0f, 1.0f },
- { 1.0f, 0.0f, 1.0f },
- { 1.0f, 1.0f, 0.0f },
- { 1.0f, 1.0f, 1.0f },
-}, {
- // colors
- { 1.0f, 0.0f, 0.0f }, // front, red
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 0.0f, 1.0f, 1.0f }, // back, cyan
- { 0.0f, 1.0f, 1.0f },
- { 0.0f, 1.0f, 1.0f },
- { 0.0f, 1.0f, 1.0f },
- { 0.0f, 1.0f, 1.0f },
- { 0.0f, 1.0f, 1.0f },
- { 0.0f, 1.0f, 0.0f }, // top, green
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 1.0f, 0.0f, 1.0f }, // bottom, magenta
- { 1.0f, 0.0f, 1.0f },
- { 1.0f, 0.0f, 1.0f },
- { 1.0f, 0.0f, 1.0f },
- { 1.0f, 0.0f, 1.0f },
- { 1.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f }, // left, blue
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f },
- { 1.0f, 1.0f, 0.0f }, // right, yellow
- { 1.0f, 1.0f, 0.0f },
- { 1.0f, 1.0f, 0.0f },
- { 1.0f, 1.0f, 0.0f },
- { 1.0f, 1.0f, 0.0f },
- { 1.0f, 1.0f, 0.0f },
-}, {
- // normals
- { 0.0f, 0.0f, 1.0f }, // front, red
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, -1.0f }, // back, cyan
- { 0.0f, 0.0f, -1.0f },
- { 0.0f, 0.0f, -1.0f },
- { 0.0f, 0.0f, -1.0f },
- { 0.0f, 0.0f, -1.0f },
- { 0.0f, 0.0f, -1.0f },
- { 0.0f, 1.0f, 0.0f }, // top, green
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, -1.0f, 0.0f }, // bottom, magenta
- { 0.0f, -1.0f, 0.0f },
- { 0.0f, -1.0f, 0.0f },
- { 0.0f, -1.0f, 0.0f },
- { 0.0f, -1.0f, 0.0f },
- { 0.0f, -1.0f, 0.0f },
- { -1.0f, 0.0f, 0.0f }, // left, blue
- { -1.0f, 0.0f, 0.0f },
- { -1.0f, 0.0f, 0.0f },
- { -1.0f, 0.0f, 0.0f },
- { -1.0f, 0.0f, 0.0f },
- { -1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f }, // right, yellow
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
-})
-, modelCtrl()
-, light_position(5.0f, 5.0f, 5.0f)
+, chunk()
+, outline()
+, outline_visible(false)
+, outline_transform(1.0f)
+, light_position(17.0f, 17.0f, 17.0f)
, light_color(1.0f, 1.0f, 1.0f)
-, light_power(50.0f)
+, light_power(250.0f)
, m_handle(0)
, v_handle(0)
, mv_handle(0)
, up(false)
, down(false) {
GLContext::EnableVSync();
+ GLContext::EnableDepthTest();
GLContext::EnableBackfaceCulling();
program.LoadShader(
GL_VERTEX_SHADER,
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
- modelCtrl.Position(glm::vec3(0, 0, -4));
- cam.Position(glm::vec3(0, 0, 4));
+ 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();
+
+ outline.vertices = std::vector<glm::vec3>({
+ { 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 0.0f },
+ { 1.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 1.0f },
+ { 1.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 1.0f },
+ { 1.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f },
+ { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f }, { 1.0f, 0.0f, 1.0f },
+ { 1.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f },
+ { 1.0f, 1.0f, 1.0f }, { 0.0f, 1.0f, 1.0f },
+ { 0.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 1.0f },
+ });
+ outline.colors.resize(24, { -1, -1, -1 });
+ outline.Invalidate();
m_handle = program.UniformLocation("M");
v_handle = program.UniformLocation("V");
glClearColor(0.0, 0.0, 0.0, 1.0);
}
-Application::~Application() {
-
-}
-
void Application::Run() {
running = true;
cam.OrientationVelocity(vel);
cam.Update(dt);
- modelCtrl.Update(dt);
+
+ Ray aim = cam.Aim();
+ int blkid;
+ float dist;
+ if (chunk.Intersection(aim, glm::mat4(1.0f), &blkid, &dist)) {
+ glm::vec3 pos = Chunk::ToCoords(blkid);
+ outline_visible = true;
+ outline_transform = glm::translate(glm::mat4(1.0f), pos);
+ } else {
+ outline_visible = false;
+ }
}
void Application::Render() {
- glClear(GL_COLOR_BUFFER_BIT);
+ GLContext::Clear();
program.Use();
- glm::mat4 m(modelCtrl.Transform());
+ 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]);
glUniform3f(light_color_handle, light_color.x, light_color.y, light_color.z);
glUniform1f(light_power_handle, light_power);
- model.Draw();
+ chunk.Draw();
+ if (outline_visible) {
+ mv = cam.View() * outline_transform;
+ 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]);
+ outline.Draw();
+ }
window.Flip();
}