#include <iomanip>
#include "Display.hpp"
#include "AssetManager.hpp"
/*GLfloat vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
};
GLuint indices[] = {
0, 1, 2,
0, 2, 3
};*/
const GLfloat vertices[] = {
//Z+ edge
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
//Z- edge
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
//X+ edge
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
//X- edge
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
//Y+ edge
0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, 0.5f,
//Y- edge
-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
};
const GLfloat uv_coords[] = {
//Z+
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f,
//Z-
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 0.0f,
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
//X+
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f,
//X-
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
//Y+
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
//Y-
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
};
Display::Display(unsigned int winWidth, unsigned int winHeight, const char *winTitle, World *worldPtr) : world(
worldPtr) {
sf::ContextSettings contextSetting;
contextSetting.majorVersion = 3;
contextSetting.minorVersion = 3;
contextSetting.attributeFlags = contextSetting.Core;
contextSetting.depthBits = 24;
window = new sf::Window(sf::VideoMode(winWidth, winHeight), winTitle, sf::Style::Default, contextSetting);
window->setVerticalSyncEnabled(true);
window->setMouseCursorVisible(false);
window->setPosition(sf::Vector2i(sf::VideoMode::getDesktopMode().width / 2 - window->getSize().x/2,
sf::VideoMode::getDesktopMode().height / 2 - window->getSize().y/2));
sf::Mouse::setPosition(sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2), *window);
//Glew
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
std::cout << "Failed to initialize GLEW" << std::endl;
throw 3;
}
glViewport(0, 0, width(), height());
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
}
bool Display::IsClosed() {
return !window->isOpen();
}
void Display::SetPlayerPos(double playerX, double playerY, double playerZ) {
camera.Position = glm::vec3(playerX, playerY, playerZ);
toRender.clear();
const float ChunkDistance = 1;
Vector playerChunk = Vector(floor(playerX / 16.0f), floor(playerY / 16.0f), floor(playerZ / 16.0f));
for (auto &it:world->m_sections) {
Vector chunkPosition = it.first;
Vector delta = chunkPosition - playerChunk;
//std::cout << delta.GetDistance() << std::endl;
if (delta.GetDistance() > ChunkDistance)
continue;
/*std::cout << "Rendering " << delta.GetDistance() << " Detailed: " << delta.GetX() << " " << delta.GetZ() << " "
<< delta.GetY() << std::endl <<
"\t" << chunkPosition.GetX() << " " << chunkPosition.GetZ() << " "
<< chunkPosition.GetY() << std::endl;*/
toRender.push_back(chunkPosition);
}
std::cout << "Chunks to render: " << toRender.size() << std::endl;
}
void Display::MainLoop() {
Shader shader("./shaders/simple.vs", "./shaders/simple.fs");
GLuint VBO, VAO, VBO2;
glGenBuffers(1, &VBO);
glGenBuffers(1, &VBO2);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
{
glBindBuffer(GL_ARRAY_BUFFER, VBO2);
glBufferData(GL_ARRAY_BUFFER, sizeof(uv_coords), uv_coords, GL_STATIC_DRAW);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), 0);
glEnableVertexAttribArray(0);
}
glBindVertexArray(0);
shader.Use();
bool captureMouse = true;
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
bool isRunning = true;
while (isRunning) {
static sf::Clock clock, clock1;
float deltaTime = clock.getElapsedTime().asSeconds();
float absTime = clock1.getElapsedTime().asSeconds();
clock.restart();
sf::Event event;
/*static sf::Clock clock2;
if (clock2.getElapsedTime().asSeconds() > 5.0f) {
clock2.restart();
SetPlayerPos(camera.Position.x, camera.Position.y, camera.Position.z);
}*/
while (window->pollEvent(event)) {
switch (event.type) {
case sf::Event::Closed:
isRunning = false;
break;
case sf::Event::Resized:
glViewport(0, 0, width(), height());
break;
case sf::Event::KeyPressed:
switch (event.key.code) {
case sf::Keyboard::Escape:
isRunning = false;
break;
case sf::Keyboard::T:
captureMouse = !captureMouse;
window->setMouseCursorVisible(!captureMouse);
sf::Mouse::setPosition(sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2),
*window);
break;
case sf::Keyboard::R:
shader.Reload();
break;
default:
break;
}
case sf::Event::MouseWheelScrolled:
camera.ProcessMouseScroll(event.mouseWheelScroll.delta);
break;
default:
break;
}
}
std::ostringstream toWindow;
glm::highp_vec3 cameraPosition(camera.Position);
toWindow << std::setprecision(2) << std::fixed << "Pos: " << cameraPosition.x << ", " << cameraPosition.y
<< ", " << cameraPosition.z << "; ";
toWindow << "FPS: " << (1.0f / deltaTime) << " ";
window->setTitle(toWindow.str());
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
camera.ProcessKeyboard(Camera_Movement::FORWARD, deltaTime);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
camera.ProcessKeyboard(Camera_Movement::BACKWARD, deltaTime);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
camera.ProcessKeyboard(Camera_Movement::LEFT, deltaTime);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
camera.ProcessKeyboard(Camera_Movement::RIGHT, deltaTime);
if (captureMouse) {
sf::Vector2i mousePos = sf::Mouse::getPosition(*window);
sf::Vector2i center = sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2);
sf::Mouse::setPosition(center, *window);
int deltaX = (mousePos - center).x, deltaY = (center - mousePos).y;
camera.ProcessMouseMovement(deltaX, deltaY);
}
//Render code
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.Use();
GLint modelLoc = glGetUniformLocation(shader.Program, "model");
GLint projectionLoc = glGetUniformLocation(shader.Program, "projection");
GLint viewLoc = glGetUniformLocation(shader.Program, "view");
GLint blockLoc = glGetUniformLocation(shader.Program, "block");
GLint timeLoc = glGetUniformLocation(shader.Program, "time");
glm::mat4 projection = glm::perspective(camera.Zoom, (float) width() / (float) height(), 0.1f, 1000.0f);
glm::mat4 view = camera.GetViewMatrix();
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniform1f(timeLoc, absTime);
glBindVertexArray(VAO);
for (auto §ionPos:toRender) {
Section §ion = world->m_sections.find(sectionPos)->second;
for (int y = 0; y < 16; y++) {
for (int z = 0; z < 16; z++) {
for (int x = 0; x < 16; x++) {
glm::mat4 model;
model = glm::translate(model,
glm::vec3(sectionPos.GetX() * 16, sectionPos.GetY() * 16,
sectionPos.GetZ() * 16));
model = glm::translate(model, glm::vec3(x, y, z));
Block block = section.GetBlock(Vector(x, y, z));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniform1i(blockLoc, block.id);
std::string textureName = AssetManager::GetAssetNameByBlockId(block.id);
if (textureName.find("air") != std::string::npos)
continue;
Texture &texture1 = *(AssetManager::GetAsset(textureName).data.texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1.texture);
glUniform1i(glGetUniformLocation(shader.Program, "blockTexture"), 0);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
}
}
}
glBindVertexArray(0);
//End of render code
window->display();
}
}