3 #include "geometry.hpp"
11 Application::Application()
16 , ctx(window.CreateContext())
19 , move_velocity(0.003f)
20 , pitch_sensitivity(-0.0025f)
21 , yaw_sensitivity(-0.001f)
26 , outline_visible(false)
27 , outline_transform(1.0f)
28 , light_position(17.0f, 17.0f, 17.0f)
29 , light_color(1.0f, 1.0f, 1.0f)
35 , light_position_handle(0)
36 , light_color_handle(0)
37 , light_power_handle(0)
50 GLContext::EnableVSync();
51 GLContext::EnableDepthTest();
52 GLContext::EnableBackfaceCulling();
56 "layout(location = 0) in vec3 vtx_position;\n"
57 "layout(location = 1) in vec3 vtx_color;\n"
58 "layout(location = 2) in vec3 vtx_normal;\n"
62 "uniform vec3 light_position;\n"
63 "out vec3 frag_color;\n"
64 "out vec3 vtx_world;\n"
67 "out vec3 light_direction;\n"
69 "vec4 v = vec4(vtx_position, 1);\n"
70 "gl_Position = MVP * v;\n"
71 "vtx_world = (M * v).xyz;\n"
72 "vec3 vtx_camera = (V * M * v).xyz;\n"
73 "eye = vec3(0, 0, 0) - vtx_camera;\n"
74 "vec3 light_camera = (V * v).xyz;\n"
75 "light_direction = light_position + eye;\n"
76 "normal = (V * M * vec4(vtx_normal, 0)).xyz;\n"
77 "frag_color = vtx_color;\n"
83 "in vec3 frag_color;\n"
84 "in vec3 vtx_world;\n"
87 "in vec3 light_direction;\n"
89 "uniform vec3 light_position;\n"
90 "uniform vec3 light_color;\n"
91 "uniform float light_power;\n"
94 "vec3 ambient = vec3(0.1, 0.1, 0.1) * frag_color;\n"
95 "vec3 specular = vec3(0.3, 0.3, 0.3);\n"
96 "float distance = length(light_position - vtx_world);\n"
97 "vec3 n = normalize(normal);\n"
98 "vec3 l = normalize(light_direction);\n"
99 "float cos_theta = clamp(dot(n, l), 0, 1);\n"
100 "vec3 E = normalize(eye);\n"
101 "vec3 R = reflect(-l, n);\n"
102 "float cos_alpha = clamp(dot(E, R), 0, 1);\n"
104 " + frag_color * light_color * light_power * cos_theta / (distance * distance)"
105 " + specular * light_color * light_power * pow(cos_alpha, 5) / (distance * distance);\n"
109 if (!program.Linked()) {
110 program.Log(std::cerr);
111 throw std::runtime_error("link program");
114 GLuint VertexArrayID;
115 glGenVertexArrays(1, &VertexArrayID);
116 glBindVertexArray(VertexArrayID);
118 cam.Position(glm::vec3(0, 4, 4));
120 blockType.Add(BlockType(true, glm::vec3(1, 1, 1)));
121 blockType.Add(BlockType(true, glm::vec3(1, 0, 0)));
122 blockType.Add(BlockType(true, glm::vec3(0, 1, 0)));
123 blockType.Add(BlockType(true, glm::vec3(0, 0, 1)));
125 chunk.BlockAt(glm::vec3(0, 0, 0)) = Block(blockType[4]);
126 chunk.BlockAt(glm::vec3(0, 0, 1)) = Block(blockType[1]);
127 chunk.BlockAt(glm::vec3(1, 0, 0)) = Block(blockType[2]);
128 chunk.BlockAt(glm::vec3(1, 0, 1)) = Block(blockType[3]);
129 chunk.BlockAt(glm::vec3(2, 0, 0)) = Block(blockType[4]);
130 chunk.BlockAt(glm::vec3(2, 0, 1)) = Block(blockType[1]);
131 chunk.BlockAt(glm::vec3(3, 0, 0)) = Block(blockType[2]);
132 chunk.BlockAt(glm::vec3(3, 0, 1)) = Block(blockType[3]);
133 chunk.BlockAt(glm::vec3(2, 0, 2)) = Block(blockType[4]);
134 chunk.BlockAt(glm::vec3(2, 0, 3)) = Block(blockType[1]);
135 chunk.BlockAt(glm::vec3(3, 0, 2)) = Block(blockType[2]);
136 chunk.BlockAt(glm::vec3(3, 0, 3)) = Block(blockType[3]);
137 chunk.BlockAt(glm::vec3(1, 1, 0)) = Block(blockType[1]);
138 chunk.BlockAt(glm::vec3(1, 1, 1)) = Block(blockType[4]);
139 chunk.BlockAt(glm::vec3(2, 1, 1)) = Block(blockType[3]);
140 chunk.BlockAt(glm::vec3(2, 2, 1)) = Block(blockType[2]);
143 outline.vertices = std::vector<glm::vec3>({
144 { 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f },
145 { 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 0.0f },
146 { 1.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f },
147 { 0.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 0.0f },
148 { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 1.0f },
149 { 1.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 1.0f },
150 { 1.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f },
151 { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 1.0f },
152 { 0.0f, 0.0f, 1.0f }, { 1.0f, 0.0f, 1.0f },
153 { 1.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f },
154 { 1.0f, 1.0f, 1.0f }, { 0.0f, 1.0f, 1.0f },
155 { 0.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 1.0f },
157 outline.colors.resize(24, { -1, -1, -1 });
158 outline.Invalidate();
160 m_handle = program.UniformLocation("M");
161 v_handle = program.UniformLocation("V");
162 mv_handle = program.UniformLocation("MV");
163 mvp_handle = program.UniformLocation("MVP");
164 light_position_handle = program.UniformLocation("light_position");
165 light_color_handle = program.UniformLocation("light_color");
166 light_power_handle = program.UniformLocation("light_power");
168 glClearColor(0.0, 0.0, 0.0, 1.0);
172 void Application::Run() {
174 Uint32 last = SDL_GetTicks();
177 Uint32 now = SDL_GetTicks();
178 int delta = now - last;
184 void Application::Loop(int dt) {
191 void Application::HandleEvents() {
193 while (SDL_PollEvent(&event)) {
194 switch (event.type) {
197 switch (event.key.keysym.sym) {
199 front = event.key.state == SDL_PRESSED;
202 back = event.key.state == SDL_PRESSED;
205 left = event.key.state == SDL_PRESSED;
208 right = event.key.state == SDL_PRESSED;
211 up = event.key.state == SDL_PRESSED;
214 down = event.key.state == SDL_PRESSED;
218 case SDL_MOUSEBUTTONDOWN:
219 if (event.button.button == 1) {
222 } else if (event.button.button == 2) {
225 } else if (event.button.button == 3) {
230 case SDL_MOUSEMOTION:
231 cam.RotateYaw(event.motion.xrel * yaw_sensitivity);
232 cam.RotatePitch(event.motion.yrel * pitch_sensitivity);
237 case SDL_WINDOWEVENT:
238 switch (event.window.event) {
239 case SDL_WINDOWEVENT_RESIZED:
240 cam.Viewport(event.window.data1, event.window.data2);
252 void Application::Update(int dt) {
254 if (right && !left) {
255 vel.x = move_velocity;
256 } else if (left && !right) {
257 vel.x = -move_velocity;
260 vel.y = move_velocity;
261 } else if (down && !up) {
262 vel.y = -move_velocity;
264 if (back && !front) {
265 vel.z = move_velocity;
266 } else if (front && !back) {
267 vel.z = -move_velocity;
269 cam.OrientationVelocity(vel);
277 if (chunk.Intersection(aim, glm::mat4(1.0f), &blkid, &dist, &normal)) {
278 glm::vec3 pos = Chunk::ToCoords(blkid);
279 outline_visible = true;
280 outline_transform = glm::translate(glm::mat4(1.0f), pos);
282 outline_visible = false;
286 if (outline_visible) {
287 place_id = chunk.BlockAt(blkid).type->id;
292 chunk.BlockAt(blkid).type = blockType[remove_id];
297 if (outline_visible) {
298 int next_blkid = Chunk::ToIndex(Chunk::ToCoords(blkid) + normal);
299 if (next_blkid >= 0 && next_blkid < Chunk::Size()) {
300 chunk.BlockAt(next_blkid).type = blockType[place_id];
308 void Application::Render() {
314 glm::mat4 mv(cam.View() * m);
315 glm::mat4 mvp(cam.MakeMVP(m));
316 glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
317 glUniformMatrix4fv(v_handle, 1, GL_FALSE, &cam.View()[0][0]);
318 glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
319 glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
320 glUniform3f(light_position_handle, light_position.x, light_position.y, light_position.z);
321 glUniform3f(light_color_handle, light_color.x, light_color.y, light_color.z);
322 glUniform1f(light_power_handle, light_power);
325 if (outline_visible) {
326 mv = cam.View() * outline_transform;
327 mvp = cam.MakeMVP(outline_transform);
328 glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
329 glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
330 glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);