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authorLaG1924 <12997935+LaG1924@users.noreply.github.com>2017-05-28 16:16:05 +0200
committerLaG1924 <12997935+LaG1924@users.noreply.github.com>2017-05-28 16:16:05 +0200
commitd93c2073896e63aca5a859fe7182ba24dbe84cd3 (patch)
tree6144aaf7e01854fe245011ca4f4735974366febb /src/graphics/Display.cpp
parent2017-05-26 (diff)
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Diffstat (limited to '')
-rw-r--r--src/graphics/Display.cpp353
1 files changed, 0 insertions, 353 deletions
diff --git a/src/graphics/Display.cpp b/src/graphics/Display.cpp
deleted file mode 100644
index 63498fa..0000000
--- a/src/graphics/Display.cpp
+++ /dev/null
@@ -1,353 +0,0 @@
-#include <iomanip>
-#include "Display.hpp"
-#include "AssetManager_old.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 &sectionPos:toRender) {
- Section &section = 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_old::GetAssetNameByBlockId(block.id);
- if (textureName.find("air") != std::string::npos)
- continue;
- Texture &texture1 = *(AssetManager_old::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();
- }
-
-}