]> git.localhorst.tv Git - blank.git/blobdiff - src/app.cpp
grow outline a bit to have it more visible
[blank.git] / src / app.cpp
index 56b12dda8c58bf5b29a5decefd301f69c0c71c5a..8c0793dfc123b4ab0f14bafd806aafc8c118f09e 100644 (file)
@@ -20,20 +20,11 @@ Application::Application()
 , pitch_sensitivity(-0.0025f)
 , yaw_sensitivity(-0.001f)
 , cam()
+, hud()
 , world()
 , 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(250.0f)
-, m_handle(0)
-, v_handle(0)
-, mv_handle(0)
-, mvp_handle(0)
-, light_position_handle(0)
-, light_color_handle(0)
-, light_power_handle(0)
 , running(false)
 , front(false)
 , back(false)
@@ -47,102 +38,16 @@ Application::Application()
 , remove_id(0)
 , place_id(1) {
        GLContext::EnableVSync();
-       GLContext::EnableDepthTest();
-       GLContext::EnableBackfaceCulling();
-       program.LoadShader(
-               GL_VERTEX_SHADER,
-               "#version 330 core\n"
-               "layout(location = 0) in vec3 vtx_position;\n"
-               "layout(location = 1) in vec3 vtx_color;\n"
-               "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"
-               "out vec3 vtx_world;\n"
-               "out vec3 normal;\n"
-               "out vec3 eye;\n"
-               "out vec3 light_direction;\n"
-               "void main() {\n"
-                       "vec4 v = vec4(vtx_position, 1);\n"
-                       "gl_Position = MVP * v;\n"
-                       "vtx_world = (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 = (MV * vec4(vtx_normal, 0)).xyz;\n"
-                       "frag_color = vtx_color;\n"
-               "}\n"
-       );
-       program.LoadShader(
-               GL_FRAGMENT_SHADER,
-               "#version 330 core\n"
-               "in vec3 frag_color;\n"
-               "in vec3 vtx_world;\n"
-               "in vec3 normal;\n"
-               "in vec3 eye;\n"
-               "in vec3 light_direction;\n"
-               "uniform mat4 MV;\n"
-               "uniform vec3 light_position;\n"
-               "uniform vec3 light_color;\n"
-               "uniform float light_power;\n"
-               "out vec3 color;\n"
-               "void main() {\n"
-                       "vec3 ambient = vec3(0.1, 0.1, 0.1) * frag_color;\n"
-                       "vec3 specular = vec3(0.3, 0.3, 0.3);\n"
-                       "float distance = length(light_position - vtx_world);\n"
-                       "vec3 n = normalize(normal);\n"
-                       "vec3 l = normalize(light_direction);\n"
-                       "float cos_theta = clamp(dot(n, l), 0, 1);\n"
-                       "vec3 E = normalize(eye);\n"
-                       "vec3 R = reflect(-l, n);\n"
-                       "float cos_alpha = clamp(dot(E, R), 0, 1);\n"
-                       "color = ambient"
-                               " + frag_color * light_color * light_power * cos_theta / (distance * distance)"
-                               " + specular * light_color * light_power * pow(cos_alpha, 5) / (distance * distance);\n"
-               "}\n"
-       );
-       program.Link();
-       if (!program.Linked()) {
-               program.Log(std::cerr);
-               throw std::runtime_error("link program");
-       }
 
        GLuint VertexArrayID;
        glGenVertexArrays(1, &VertexArrayID);
        glBindVertexArray(VertexArrayID);
 
-       cam.Position(glm::vec3(0, 4, 4));
-
        world.Generate();
 
-       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");
-       mv_handle = program.UniformLocation("MV");
-       mvp_handle = program.UniformLocation("MVP");
-       light_position_handle = program.UniformLocation("light_position");
-       light_color_handle = program.UniformLocation("light_color");
-       light_power_handle = program.UniformLocation("light_power");
+       cam.Position(glm::vec3(0, 4, 4));
+       hud.Viewport(960, 600);
+       hud.Display(*world.BlockTypes()[place_id]);
 
        glClearColor(0.0, 0.0, 0.0, 1.0);
 }
@@ -187,9 +92,11 @@ void Application::HandleEvents() {
                                                right = event.key.state == SDL_PRESSED;
                                                break;
                                        case SDLK_q:
+                                       case SDLK_SPACE:
                                                up = event.key.state == SDL_PRESSED;
                                                break;
                                        case SDLK_e:
+                                       case SDLK_LSHIFT:
                                                down = event.key.state == SDL_PRESSED;
                                                break;
                                }
@@ -217,6 +124,7 @@ void Application::HandleEvents() {
                                switch (event.window.event) {
                                        case SDL_WINDOWEVENT_RESIZED:
                                                cam.Viewport(event.window.data1, event.window.data2);
+                                               hud.Viewport(event.window.data1, event.window.data2);
                                                break;
                                        default:
                                                break;
@@ -257,7 +165,10 @@ void Application::Update(int dt) {
        if (world.Intersection(aim, glm::mat4(1.0f), &chunk, &blkid, &dist, &normal)) {
                glm::vec3 pos = Chunk::ToCoords(blkid);
                outline_visible = true;
+               outline.Clear();
+               chunk->BlockAt(blkid).type->FillOutlineModel(outline);
                outline_transform = glm::translate(chunk->Transform(), pos);
+               outline_transform = glm::scale(outline_transform, glm::vec3(1.0001f));
        } else {
                outline_visible = false;
        }
@@ -265,6 +176,7 @@ void Application::Update(int dt) {
        if (pick) {
                if (chunk) {
                        place_id = chunk->BlockAt(blkid).type->id;
+                       hud.Display(*world.BlockTypes()[place_id]);
                }
                pick = false;
        }
@@ -293,33 +205,23 @@ void Application::Update(int dt) {
 void Application::Render() {
        GLContext::Clear();
 
-       program.Use();
+       program.Activate();
 
-       glUniformMatrix4fv(v_handle, 1, GL_FALSE, &cam.View()[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);
+       program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
+       program.SetVP(cam.View(), cam.Projection());
 
        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]);
+               program.SetM(chunk.Transform());
                chunk.Draw();
        }
 
        if (outline_visible) {
-               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]);
+               program.SetM(outline_transform);
                outline.Draw();
        }
 
+       hud.Render(program);
+
        window.Flip();
 }