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-rw-r--r--graphics/Display.cpp102
1 files changed, 74 insertions, 28 deletions
diff --git a/graphics/Display.cpp b/graphics/Display.cpp
index 380a8ec..ff2d6a6 100644
--- a/graphics/Display.cpp
+++ b/graphics/Display.cpp
@@ -1,3 +1,4 @@
+#include <iomanip>
#include "Display.hpp"
#include "AssetManager.hpp"
@@ -28,18 +29,27 @@ bool Display::IsClosed() {
}
void Display::SetPlayerPos(double playerX, double playerY, double playerZ) {
- const int ChunkDistance = 2;
- PositionI playerPos((int) playerX, (int) playerZ, (int) playerY);
+ camera.Position = glm::vec3(playerX, playerY, playerZ);
+ const float 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 delta = it.first-playerPos;
-
+ 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");
- Texture &texture1 = *(AssetManager::GetAsset("minecraft/textures/blocks/brick").data.texture);
- Texture &texture2 = *(AssetManager::GetAsset("minecraft/textures/blocks/beacon").data.texture);
GLfloat vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
@@ -109,26 +119,6 @@ void Display::MainLoop() {
shader.Use();
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, texture1.texture);
- glUniform1i(glGetUniformLocation(shader.Program, "texture1"), 0);
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, texture2.texture);
- glUniform1i(glGetUniformLocation(shader.Program, "texture2"), 1);
-
- glm::vec3 cubePositions[] = {
- glm::vec3(0.0f, 0.0f, 0.0f),
- glm::vec3(2.0f, 5.0f, -15.0f),
- glm::vec3(-1.5f, -2.2f, -2.5f),
- glm::vec3(-3.8f, -2.0f, -12.3f),
- glm::vec3(2.4f, -0.4f, -3.5f),
- glm::vec3(-1.7f, 3.0f, -7.5f),
- glm::vec3(1.3f, -2.0f, -2.5f),
- glm::vec3(1.5f, 2.0f, -2.5f),
- glm::vec3(1.5f, 0.2f, -1.5f),
- glm::vec3(-1.3f, 1.0f, -1.5f)
- };
- Camera3D camera;
bool captureMouse = true;
bool isRunning = true;
@@ -171,6 +161,12 @@ void Display::MainLoop() {
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);
@@ -196,21 +192,71 @@ void Display::MainLoop() {
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++) {
+ /*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));
+ //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 &sectionPos:toRender) {
+ Section &section = 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);