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[blank.git] / src / app.cpp
1 #include "app.hpp"
2
3 #include "geometry.hpp"
4
5 #include <iostream>
6 #include <stdexcept>
7
8
9 namespace blank {
10
11 Application::Application()
12 : init_sdl()
13 , init_img()
14 , init_gl()
15 , window()
16 , ctx(window.CreateContext())
17 , init_glew()
18 , program()
19 , move_velocity(0.003f)
20 , pitch_sensitivity(-0.0025f)
21 , yaw_sensitivity(-0.001f)
22 , blockType()
23 , cam()
24 , chunk()
25 , outline()
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)
30 , light_power(250.0f)
31 , m_handle(0)
32 , v_handle(0)
33 , mv_handle(0)
34 , mvp_handle(0)
35 , light_position_handle(0)
36 , light_color_handle(0)
37 , light_power_handle(0)
38 , running(false)
39 , front(false)
40 , back(false)
41 , left(false)
42 , right(false)
43 , up(false)
44 , down(false)
45 , place(false)
46 , remove(false)
47 , pick(false)
48 , remove_id(0)
49 , place_id(1) {
50         GLContext::EnableVSync();
51         GLContext::EnableDepthTest();
52         GLContext::EnableBackfaceCulling();
53         program.LoadShader(
54                 GL_VERTEX_SHADER,
55                 "#version 330 core\n"
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"
59                 "uniform mat4 M;\n"
60                 "uniform mat4 V;\n"
61                 "uniform mat4 MVP;\n"
62                 "uniform vec3 light_position;\n"
63                 "out vec3 frag_color;\n"
64                 "out vec3 vtx_world;\n"
65                 "out vec3 normal;\n"
66                 "out vec3 eye;\n"
67                 "out vec3 light_direction;\n"
68                 "void main() {\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"
78                 "}\n"
79         );
80         program.LoadShader(
81                 GL_FRAGMENT_SHADER,
82                 "#version 330 core\n"
83                 "in vec3 frag_color;\n"
84                 "in vec3 vtx_world;\n"
85                 "in vec3 normal;\n"
86                 "in vec3 eye;\n"
87                 "in vec3 light_direction;\n"
88                 "uniform mat4 MV;\n"
89                 "uniform vec3 light_position;\n"
90                 "uniform vec3 light_color;\n"
91                 "uniform float light_power;\n"
92                 "out vec3 color;\n"
93                 "void main() {\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"
103                         "color = ambient"
104                                 " + frag_color * light_color * light_power * cos_theta / (distance * distance)"
105                                 " + specular * light_color * light_power * pow(cos_alpha, 5) / (distance * distance);\n"
106                 "}\n"
107         );
108         program.Link();
109         if (!program.Linked()) {
110                 program.Log(std::cerr);
111                 throw std::runtime_error("link program");
112         }
113
114         GLuint VertexArrayID;
115         glGenVertexArrays(1, &VertexArrayID);
116         glBindVertexArray(VertexArrayID);
117
118         cam.Position(glm::vec3(0, 4, 4));
119
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)));
124
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]);
141         chunk.Invalidate();
142
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 },
156         });
157         outline.colors.resize(24, { -1, -1, -1 });
158         outline.Invalidate();
159
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");
167
168         glClearColor(0.0, 0.0, 0.0, 1.0);
169 }
170
171
172 void Application::Run() {
173         running = true;
174         Uint32 last = SDL_GetTicks();
175         window.GrabMouse();
176         while (running) {
177                 Uint32 now = SDL_GetTicks();
178                 int delta = now - last;
179                 Loop(delta);
180                 last = now;
181         }
182 }
183
184 void Application::Loop(int dt) {
185         HandleEvents();
186         Update(dt);
187         Render();
188 }
189
190
191 void Application::HandleEvents() {
192         SDL_Event event;
193         while (SDL_PollEvent(&event)) {
194                 switch (event.type) {
195                         case SDL_KEYDOWN:
196                         case SDL_KEYUP:
197                                 switch (event.key.keysym.sym) {
198                                         case SDLK_w:
199                                                 front = event.key.state == SDL_PRESSED;
200                                                 break;
201                                         case SDLK_s:
202                                                 back = event.key.state == SDL_PRESSED;
203                                                 break;
204                                         case SDLK_a:
205                                                 left = event.key.state == SDL_PRESSED;
206                                                 break;
207                                         case SDLK_d:
208                                                 right = event.key.state == SDL_PRESSED;
209                                                 break;
210                                         case SDLK_q:
211                                                 up = event.key.state == SDL_PRESSED;
212                                                 break;
213                                         case SDLK_e:
214                                                 down = event.key.state == SDL_PRESSED;
215                                                 break;
216                                 }
217                                 break;
218                         case SDL_MOUSEBUTTONDOWN:
219                                 if (event.button.button == 1) {
220                                         // left
221                                         remove = true;
222                                 } else if (event.button.button == 2) {
223                                         // middle
224                                         pick = true;
225                                 } else if (event.button.button == 3) {
226                                         // right
227                                         place = true;
228                                 }
229                                 break;
230                         case SDL_MOUSEMOTION:
231                                 cam.RotateYaw(event.motion.xrel * yaw_sensitivity);
232                                 cam.RotatePitch(event.motion.yrel * pitch_sensitivity);
233                                 break;
234                         case SDL_QUIT:
235                                 running = false;
236                                 break;
237                         case SDL_WINDOWEVENT:
238                                 switch (event.window.event) {
239                                         case SDL_WINDOWEVENT_RESIZED:
240                                                 cam.Viewport(event.window.data1, event.window.data2);
241                                                 break;
242                                         default:
243                                                 break;
244                                 }
245                                 break;
246                         default:
247                                 break;
248                 }
249         }
250 }
251
252 void Application::Update(int dt) {
253         glm::vec3 vel;
254         if (right && !left) {
255                 vel.x = move_velocity;
256         } else if (left && !right) {
257                 vel.x = -move_velocity;
258         }
259         if (up && !down) {
260                 vel.y = move_velocity;
261         } else if (down && !up) {
262                 vel.y = -move_velocity;
263         }
264         if (back && !front) {
265                 vel.z = move_velocity;
266         } else if (front && !back) {
267                 vel.z = -move_velocity;
268         }
269         cam.OrientationVelocity(vel);
270
271         cam.Update(dt);
272
273         Ray aim = cam.Aim();
274         int blkid;
275         float dist;
276         glm::vec3 normal;
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);
281         } else {
282                 outline_visible = false;
283         }
284
285         if (pick) {
286                 if (outline_visible) {
287                         place_id = chunk.BlockAt(blkid).type->id;
288                 }
289                 pick = false;
290         }
291         if (remove) {
292                 chunk.BlockAt(blkid).type = blockType[remove_id];
293                 chunk.Invalidate();
294                 remove = false;
295         }
296         if (place) {
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];
301                                 chunk.Invalidate();
302                         }
303                 }
304                 place = false;
305         }
306 }
307
308 void Application::Render() {
309         GLContext::Clear();
310
311         program.Use();
312
313         glm::mat4 m(1.0f);
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);
323
324         chunk.Draw();
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]);
331                 outline.Draw();
332         }
333
334         window.Flip();
335 }
336
337 }