]> git.localhorst.tv Git - blank.git/blobdiff - src/app.cpp
minor optimizations in chunk
[blank.git] / src / app.cpp
index 56b12dda8c58bf5b29a5decefd301f69c0c71c5a..57651e3b754370602eca2d92706dd000573df1fb 100644 (file)
 #include "app.hpp"
 
-#include "geometry.hpp"
-
 #include <iostream>
 #include <stdexcept>
 
 
 namespace blank {
 
-Application::Application()
+Application::Application(const Config &config)
 : init_sdl()
 , init_img()
-, init_gl()
+, init_gl(config.doublebuf, config.multisampling)
 , window()
 , ctx(window.CreateContext())
 , init_glew()
-, program()
-, move_velocity(0.003f)
-, pitch_sensitivity(-0.0025f)
-, yaw_sensitivity(-0.001f)
+, chunk_prog()
+, entity_prog()
 , cam()
-, world()
-, 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)
-, left(false)
-, right(false)
-, up(false)
-, down(false)
-, place(false)
-, remove(false)
-, pick(false)
-, 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");
+, world(config.world)
+, interface(config.interface, world)
+, test_controller(MakeTestEntity(world))
+, running(false) {
+       if (config.vsync) {
+               GLContext::EnableVSync();
        }
 
-       GLuint VertexArrayID;
-       glGenVertexArrays(1, &VertexArrayID);
-       glBindVertexArray(VertexArrayID);
+       glClearColor(0.0, 0.0, 0.0, 1.0);
+}
 
-       cam.Position(glm::vec3(0, 4, 4));
+Entity &Application::MakeTestEntity(World &world) {
+       Entity &e = world.AddEntity();
+       e.Position({ 0.0f, 0.0f, 0.0f });
+       e.SetShape(world.BlockTypes()[1].shape, { 1.0f, 1.0f, 0.0f });
+       e.AngularVelocity(glm::quat(glm::vec3{ 0.00001f, 0.000006f, 0.000013f }));
+       return e;
+}
 
-       world.Generate();
 
-       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();
+void Application::RunN(size_t n) {
+       Uint32 last = SDL_GetTicks();
+       for (size_t i = 0; i < n; ++i) {
+               Uint32 now = SDL_GetTicks();
+               int delta = now - last;
+               Loop(delta);
+               last = now;
+       }
+}
 
-       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");
+void Application::RunT(size_t t) {
+       Uint32 last = SDL_GetTicks();
+       Uint32 finish = last + t;
+       while (last < finish) {
+               Uint32 now = SDL_GetTicks();
+               int delta = now - last;
+               Loop(delta);
+               last = now;
+       }
+}
 
-       glClearColor(0.0, 0.0, 0.0, 1.0);
+void Application::RunS(size_t n, size_t t) {
+       for (size_t i = 0; i < n; ++i) {
+               Loop(t);
+       }
 }
 
 
@@ -172,53 +88,40 @@ void Application::HandleEvents() {
        while (SDL_PollEvent(&event)) {
                switch (event.type) {
                        case SDL_KEYDOWN:
+                               interface.HandlePress(event.key);
+                               break;
                        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;
-                               }
+                               interface.HandleRelease(event.key);
                                break;
                        case SDL_MOUSEBUTTONDOWN:
-                               if (event.button.button == 1) {
-                                       // left
-                                       remove = true;
-                               } else if (event.button.button == 2) {
-                                       // middle
-                                       pick = true;
-                               } else if (event.button.button == 3) {
-                                       // right
-                                       place = true;
-                               }
+                               interface.HandlePress(event.button);
+                               break;
+                       case SDL_MOUSEBUTTONUP:
+                               interface.HandleRelease(event.button);
                                break;
                        case SDL_MOUSEMOTION:
-                               cam.RotateYaw(event.motion.xrel * yaw_sensitivity);
-                               cam.RotatePitch(event.motion.yrel * pitch_sensitivity);
+                               interface.Handle(event.motion);
+                               break;
+                       case SDL_MOUSEWHEEL:
+                               interface.Handle(event.wheel);
                                break;
                        case SDL_QUIT:
                                running = false;
                                break;
                        case SDL_WINDOWEVENT:
                                switch (event.window.event) {
+                                       case SDL_WINDOWEVENT_FOCUS_GAINED:
+                                               window.GrabMouse();
+                                               break;
+                                       case SDL_WINDOWEVENT_FOCUS_LOST:
+                                               window.ReleaseMouse();
+                                               break;
                                        case SDL_WINDOWEVENT_RESIZED:
                                                cam.Viewport(event.window.data1, event.window.data2);
+                                               interface.Handle(event.window);
                                                break;
                                        default:
+                                               interface.Handle(event.window);
                                                break;
                                }
                                break;
@@ -229,96 +132,20 @@ 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();
-       Chunk *chunk;
-       int blkid;
-       float dist;
-       glm::vec3 normal;
-       if (world.Intersection(aim, glm::mat4(1.0f), &chunk, &blkid, &dist, &normal)) {
-               glm::vec3 pos = Chunk::ToCoords(blkid);
-               outline_visible = true;
-               outline_transform = glm::translate(chunk->Transform(), pos);
-       } else {
-               outline_visible = false;
-       }
-
-       if (pick) {
-               if (chunk) {
-                       place_id = chunk->BlockAt(blkid).type->id;
-               }
-               pick = false;
-       }
-       if (remove) {
-               if (chunk) {
-                       chunk->BlockAt(blkid).type = world.BlockTypes()[remove_id];
-                       chunk->Invalidate();
-               }
-               remove = false;
-       }
-       if (place) {
-               if (chunk) {
-                       Chunk *mod_chunk = chunk;
-                       glm::vec3 next_pos = Chunk::ToCoords(blkid) + normal;
-                       if (!Chunk::InBounds(next_pos)) {
-                               mod_chunk = &world.Next(*chunk, normal);
-                               next_pos -= normal * Chunk::Extent();
-                       }
-                       mod_chunk->BlockAt(next_pos).type = world.BlockTypes()[place_id];
-                       mod_chunk->Invalidate();
-               }
-               place = false;
-       }
+       interface.Update(dt);
+       test_controller.Update(dt);
+       world.Update(dt);
 }
 
 void Application::Render() {
        GLContext::Clear();
 
-       program.Use();
+       chunk_prog.SetProjection(cam.Projection());
+       entity_prog.SetProjection(cam.Projection());
 
-       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);
+       world.Render(chunk_prog, entity_prog);
 
-       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]);
-               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]);
-               outline.Draw();
-       }
+       interface.Render(entity_prog);
 
        window.Flip();
 }