#include "graphics/shader.hpp"
#include "graphics/viewport.hpp"
#include "graphics/window.hpp"
+#include "physics/ray.hpp"
#include "rand/SimplexNoise.hpp"
+#include "world/Cursor.hpp"
#include "world/Floor.hpp"
#include <iostream>
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
+#include <glm/gtx/io.hpp>
using namespace tacos;
GLint mv_location = floor_program.UniformLocation("MV");
GLint mvp_location = floor_program.UniformLocation("MVP");
+ Shader cursor_vert(asset_loader.LoadVertexShader("cursor"));
+ Shader cursor_frag(asset_loader.LoadFragmentShader("cursor"));
+ Program cursor_program;
+ cursor_program.Attach(cursor_vert);
+ cursor_program.Attach(cursor_frag);
+ cursor_program.Link();
+ GLint vp_location = cursor_program.UniformLocation("VP");
+
Floor floor(64, 50);
SimplexNoise noise(0);
for (int z = 0; z < floor.Depth(); ++z) {
}
floor.GenerateVertices();
+ Cursor cursor;
+
Camera camera;
camera.Warp(glm::vec3(20.0f, 0.0f, 20.0f));
glm::mat4 M;
glm::mat4 V;
+ glm::mat4 VP;
glm::mat4 MV;
glm::mat4 MVP;
+ // cursor stuff
+ glm::mat4 inverse_VP;
+ glm::vec2 screen_mouse;
+ {
+ int x, y;
+ SDL_GetMouseState(&x, &y);
+ screen_mouse.x = x;
+ screen_mouse.y = y;
+ }
+ Ray world_mouse;
+ glm::vec3 pointer;
+
constexpr float cam_speed = 15.0f; // units per second
constexpr float cam_rot_speed = 2.0f; // radians per second
glm::vec2 cam_rot_ccw(0.0f);
glm::vec2 cam_rot_cw(0.0f);
- floor_program.Use();
-
bool running = true;
Uint32 last = SDL_GetTicks();
SDL_Event event;
break;
}
break;
+ case SDL_MOUSEMOTION:
+ screen_mouse.x = event.motion.x;
+ screen_mouse.y = event.motion.y;
+ break;
case SDL_QUIT:
running = false;
break;
camera.BackOff((cam_far - cam_near) * cam_speed * dt);
camera.Rotate((cam_rot_ccw - cam_rot_cw) * cam_rot_speed * dt);
- // render
V = camera.View();
+ VP = viewport.Perspective() * V;
+ { // mouse
+ inverse_VP = glm::inverse(VP);
+ glm::vec2 clip_mouse((screen_mouse / glm::vec2(viewport.Width(), viewport.Height()) - 0.5f) * 2.0f);
+ // viewport space has origin in lower left, but sdl gives coordinates with orgin in upper left,
+ // so Y is inverted here (since it maps from -1 to 1 simply by negating)
+ glm::vec4 ray_begin(inverse_VP * glm::vec4(clip_mouse.x, -clip_mouse.y, -1.0f, 1.0f));
+ glm::vec4 ray_end(inverse_VP * glm::vec4(clip_mouse.x, -clip_mouse.y, 0.0f, 1.0f));
+ world_mouse.origin = glm::vec3(ray_begin) / ray_begin.w;
+ world_mouse.direction = glm::normalize((glm::vec3(ray_end) / ray_end.w) - world_mouse.origin);
+ }
+
+ if (floor.Intersection(world_mouse, pointer)) {
+ cursor.FloorTile(floor, int(pointer.x), int(pointer.z));
+ } else {
+ cursor.Hide();
+ }
+
+ // render
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ floor_program.Use();
for (int z = 0; z < floor.VAODepth(); ++z) {
for (int x = 0; x < floor.VAOWidth(); ++x) {
M = glm::translate(glm::mat4(1.0f), floor.VAOPosition(x, z));
floor.DrawVAO(x, z);
}
}
+ if (cursor.Visible()) {
+ cursor_program.Use();
+ cursor_program.Uniform(vp_location, VP);
+ cursor.Draw();
+ }
window.Flip();
last = now;