]> git.localhorst.tv Git - blank.git/blobdiff - src/app.cpp
outline pointed-at block
[blank.git] / src / app.cpp
index de7a39ea48add859bcebda28a3f9fcfbe6efe00a..c418660ec48d209be4fef8ba2074c3aa1bb192ee 100644 (file)
 #include "app.hpp"
 
+#include "geometry.hpp"
+
 #include <iostream>
 #include <stdexcept>
 
 
-namespace {
-
-constexpr GLfloat vtx_coords[] = {
-       -1.0f, -1.0f, -5.0f,
-        1.0f, -1.0f, -5.0f,
-        0.0f,  1.0f, -5.0f,
-};
-
-}
-
 namespace blank {
 
 Application::Application()
 : init_sdl()
+, init_img()
 , init_gl()
 , window()
 , ctx(window.CreateContext())
 , init_glew()
 , program()
+, move_velocity(0.003f)
+, pitch_sensitivity(-0.0025f)
+, yaw_sensitivity(-0.001f)
+, blockType()
 , cam()
-, vtx_buf(0)
+, 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(250.0f)
+, m_handle(0)
+, v_handle(0)
+, mv_handle(0)
 , mvp_handle(0)
-, running(false) {
+, light_position_handle(0)
+, light_color_handle(0)
+, light_power_handle(0)
+, running(false)
+, front(false)
+, back(false)
+, left(false)
+, right(false)
+, up(false)
+, down(false) {
        GLContext::EnableVSync();
+       GLContext::EnableDepthTest();
+       GLContext::EnableBackfaceCulling();
        program.LoadShader(
                GL_VERTEX_SHADER,
                "#version 330 core\n"
-               "layout(location = 0) in vec3 vertexPosition_modelspace;\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 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(vertexPosition_modelspace, 1);\n"
+                       "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"
+                       "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"
+                       "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"
-                       "color = vec3(1, 1, 1);\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();
@@ -56,11 +110,55 @@ Application::Application()
        glGenVertexArrays(1, &VertexArrayID);
        glBindVertexArray(VertexArrayID);
 
-       glGenBuffers(1, &vtx_buf);
-       glBindBuffer(GL_ARRAY_BUFFER, vtx_buf);
-       glBufferData(GL_ARRAY_BUFFER, sizeof(vtx_coords), vtx_coords, GL_STATIC_DRAW);
+       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");
+       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");
 
        glClearColor(0.0, 0.0, 0.0, 1.0);
 }
@@ -73,6 +171,7 @@ Application::~Application() {
 void Application::Run() {
        running = true;
        Uint32 last = SDL_GetTicks();
+       window.GrabMouse();
        while (running) {
                Uint32 now = SDL_GetTicks();
                int delta = now - last;
@@ -83,6 +182,7 @@ void Application::Run() {
 
 void Application::Loop(int dt) {
        HandleEvents();
+       Update(dt);
        Render();
 }
 
@@ -91,6 +191,33 @@ void Application::HandleEvents() {
        SDL_Event event;
        while (SDL_PollEvent(&event)) {
                switch (event.type) {
+                       case SDL_KEYDOWN:
+                       case SDL_KEYUP:
+                               switch (event.key.keysym.sym) {
+                                       case SDLK_w:
+                                               front = event.key.state == SDL_PRESSED;
+                                               break;
+                                       case SDLK_s:
+                                               back = event.key.state == SDL_PRESSED;
+                                               break;
+                                       case SDLK_a:
+                                               left = event.key.state == SDL_PRESSED;
+                                               break;
+                                       case SDLK_d:
+                                               right = event.key.state == SDL_PRESSED;
+                                               break;
+                                       case SDLK_q:
+                                               up = event.key.state == SDL_PRESSED;
+                                               break;
+                                       case SDLK_e:
+                                               down = event.key.state == SDL_PRESSED;
+                                               break;
+                               }
+                               break;
+                       case SDL_MOUSEMOTION:
+                               cam.RotateYaw(event.motion.xrel * yaw_sensitivity);
+                               cam.RotatePitch(event.motion.yrel * pitch_sensitivity);
+                               break;
                        case SDL_QUIT:
                                running = false;
                                break;
@@ -109,31 +236,64 @@ void Application::HandleEvents() {
        }
 }
 
+void Application::Update(int dt) {
+       glm::vec3 vel;
+       if (right && !left) {
+               vel.x = move_velocity;
+       } else if (left && !right) {
+               vel.x = -move_velocity;
+       }
+       if (up && !down) {
+               vel.y = move_velocity;
+       } else if (down && !up) {
+               vel.y = -move_velocity;
+       }
+       if (back && !front) {
+               vel.z = move_velocity;
+       } else if (front && !back) {
+               vel.z = -move_velocity;
+       }
+       cam.OrientationVelocity(vel);
+
+       cam.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 model(1.0f); // identity: no transformation
-       glm::mat4 mvp(cam.MakeMVP(model));
+       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);
 
-       glEnableVertexAttribArray(0);
-       glBindBuffer(GL_ARRAY_BUFFER, vtx_buf);
-       glVertexAttribPointer(
-               0,        // attribute 0 (for shader)
-               3,        // size
-               GL_FLOAT, // type
-               GL_FALSE, // normalized
-               0,        // stride
-               nullptr   // offset
-       );
-       glDrawArrays(
-               GL_TRIANGLES, // how
-               0,            // start
-               3             // len
-       );
-       glDisableVertexAttribArray(0);
+       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();
 }