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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-05-13 16:01:56 +0200 |
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committer | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-05-13 16:01:56 +0200 |
commit | 1563ae5be6bc130a9b3a23464f7e28fdb1e87da3 (patch) | |
tree | b1f65a03827494fa78e320b134f4cc7df54754bb /code/graphics/Display.cpp | |
parent | 2017-05-12 (diff) | |
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Diffstat (limited to 'code/graphics/Display.cpp')
-rw-r--r-- | code/graphics/Display.cpp | 268 |
1 files changed, 268 insertions, 0 deletions
diff --git a/code/graphics/Display.cpp b/code/graphics/Display.cpp new file mode 100644 index 0000000..a68c35b --- /dev/null +++ b/code/graphics/Display.cpp @@ -0,0 +1,268 @@ +#include <iomanip> +#include "Display.hpp" +#include "AssetManager.hpp" + +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); + 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); +} + +bool Display::IsClosed() { + return !window->isOpen(); +} + +void Display::SetPlayerPos(double playerX, double playerY, double playerZ) { + camera.Position = glm::vec3(playerX, playerY, playerZ); + const int ChunkDistance = 1; + PositionI playerChunk = PositionI((int) playerX / 16, (int) playerZ / 16, (int) playerY / 16); + /*std::cout << "Player chunk position: " << playerChunk.GetX() << " " + << playerChunk.GetZ() << " " << playerChunk.GetY() << std::endl;*/ + for (auto &it:world->m_sections) { + PositionI chunkPosition = it.first; + PositionI delta = chunkPosition - playerChunk; + 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(it.first); + } + std::cout << "Chunks to render: " << toRender.size() << std::endl; +} + +void Display::MainLoop() { + Shader shader("./shaders/simple.vs", "./shaders/simple.fs"); + + 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 + }; + GLuint VBO, VAO, EBO; + glGenBuffers(1, &VBO); + glGenBuffers(1, &EBO); + glGenVertexArrays(1, &VAO); + + glBindVertexArray(VAO); + { + glBindBuffer(GL_ARRAY_BUFFER, VBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); + + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0); + glEnableVertexAttribArray(0); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid *) (3 * sizeof(GLfloat))); + glEnableVertexAttribArray(2); + } + glBindVertexArray(0); + + shader.Use(); + + bool captureMouse = true; + + 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; + while (window->pollEvent(event)) { + switch (event.type) { + case sf::Event::Closed: + window->close(); + 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 (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); + } + 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); + + + //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 (GLuint i = 0; i < 10; i++) { + glm::mat4 model; + glm::vec3 cubePositions[] = { + glm::vec3(0, 0, 0), + glm::vec3(0, 0, 1), + glm::vec3(0, 0, 2), + glm::vec3(1, 0, 0), + glm::vec3(1, 0, 1), + glm::vec3(1, 0, 2), + glm::vec3(2, 0, 0), + glm::vec3(2, 0, 1), + glm::vec3(2, 0, 2), + glm::vec3(3, 0, 3), + }; + if (toRender.size()<1) + continue; + model = glm::translate(model, + glm::vec3(toRender[0].GetX() * 16, toRender[0].GetZ() * 16, + toRender[0].GetY() * 16)); + model = glm::translate(model, cubePositions[i]); + + GLfloat angle = 20.0f * (i); + //model = glm::rotate(model, glm::radians(angle * absTime), glm::vec3(1.0f, 0.3f, 0.5f)); + glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); + + glDrawArrays(GL_TRIANGLES, 0, 36); + }*/ + + for (auto §ionPos:toRender) { + Section §ion = world->m_sections[sectionPos]; + 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(PositionI(x, z, y)); + 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(); + } + +} |