X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp.cpp;h=e8f92689f2fe8cc4cda80cc987baf0aa79b89819;hb=66d7cf56cfbb565dd4700d94e5f338a39a40edeb;hp=56b12dda8c58bf5b29a5decefd301f69c0c71c5a;hpb=5700ea3c08ea5e4a5c743f0413b65dc8eebfd220;p=blank.git diff --git a/src/app.cpp b/src/app.cpp index 56b12dd..e8f9268 100644 --- a/src/app.cpp +++ b/src/app.cpp @@ -24,16 +24,6 @@ Application::Application() , 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) @@ -47,69 +37,6 @@ 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); @@ -119,31 +46,6 @@ Application::Application() world.Generate(); - outline.vertices = std::vector({ - { 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); } @@ -187,9 +89,11 @@ 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; } @@ -257,6 +161,8 @@ 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); } else { outline_visible = false; @@ -293,30 +199,17 @@ 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.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(); }