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-rw-r--r--src/core/Core.cpp1146
1 files changed, 632 insertions, 514 deletions
diff --git a/src/core/Core.cpp b/src/core/Core.cpp
index 3257cb6..9ad36ba 100644
--- a/src/core/Core.cpp
+++ b/src/core/Core.cpp
@@ -1,574 +1,692 @@
#include "Core.hpp"
GLenum glCheckError_(const char *file, int line) {
- GLenum errorCode;
- while ((errorCode = glGetError()) != GL_NO_ERROR) {
- std::string error;
- switch (errorCode) {
- case GL_INVALID_ENUM:
- error = "INVALID_ENUM";
- break;
- case GL_INVALID_VALUE:
- error = "INVALID_VALUE";
- break;
- case GL_INVALID_OPERATION:
- error = "INVALID_OPERATION";
- break;
- case GL_STACK_OVERFLOW:
- error = "STACK_OVERFLOW";
- break;
- case GL_STACK_UNDERFLOW:
- error = "STACK_UNDERFLOW";
- break;
- case GL_OUT_OF_MEMORY:
- error = "OUT_OF_MEMORY";
- break;
- case GL_INVALID_FRAMEBUFFER_OPERATION:
- error = "INVALID_FRAMEBUFFER_OPERATION";
- break;
- }
- LOG(ERROR) << "OpenGL error: " << error << " at " << file << ":" << line;
- }
- return errorCode;
+ GLenum errorCode;
+ while ((errorCode = glGetError()) != GL_NO_ERROR) {
+ std::string error;
+ switch (errorCode) {
+ case GL_INVALID_ENUM:
+ error = "INVALID_ENUM";
+ break;
+ case GL_INVALID_VALUE:
+ error = "INVALID_VALUE";
+ break;
+ case GL_INVALID_OPERATION:
+ error = "INVALID_OPERATION";
+ break;
+ case GL_STACK_OVERFLOW:
+ error = "STACK_OVERFLOW";
+ break;
+ case GL_STACK_UNDERFLOW:
+ error = "STACK_UNDERFLOW";
+ break;
+ case GL_OUT_OF_MEMORY:
+ error = "OUT_OF_MEMORY";
+ break;
+ case GL_INVALID_FRAMEBUFFER_OPERATION:
+ error = "INVALID_FRAMEBUFFER_OPERATION";
+ break;
+ }
+ LOG(ERROR) << "OpenGL error: " << error << " at " << file << ":" << line;
+ }
+ return errorCode;
}
#define glCheckError() glCheckError_(__FILE__, __LINE__)
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,
+ //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 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,
+ //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,
};
Core::Core() {
- LOG(INFO) << "Core initializing...";
- InitSfml(900, 450, "AltCraft");
- glCheckError();
- InitGlew();
- glCheckError();
- client = new NetworkClient("127.0.0.1", 25565, "HelloOne");
- gameState = new GameState(client);
- std::thread loop = std::thread(&Core::UpdateGameState, this);
- std::swap(loop, gameStateLoopThread);
- assetManager = new AssetManager;
- PrepareToWorldRendering();
- LOG(INFO) << "Core is initialized";
- glCheckError();
+ LOG(INFO) << "Core initializing...";
+ InitSfml(900, 450, "AltCraft");
+ glCheckError();
+ InitGlew();
+ glCheckError();
+ client = new NetworkClient("127.0.0.1", 25565, "HelloOne");
+ gameState = new GameState(client);
+ std::thread loop = std::thread(&Core::UpdateGameState, this);
+ std::swap(loop, gameStateLoopThread);
+ assetManager = new AssetManager;
+ PrepareToWorldRendering();
+ LOG(INFO) << "Core is initialized";
+ glCheckError();
}
Core::~Core() {
- LOG(INFO) << "Core stopping...";
- gameStateLoopThread.join();
- delete shader;
- delete gameState;
- delete client;
- delete assetManager;
- delete window;
- LOG(INFO) << "Core is stopped";
+ LOG(INFO) << "Core stopping...";
+ gameStateLoopThread.join();
+ delete shader;
+ delete gameState;
+ delete client;
+ delete assetManager;
+ delete window;
+ LOG(INFO) << "Core is stopped";
}
void Core::Exec() {
- LOG(INFO) << "Main loop is executing!";
- isRunning = true;
- while (isRunning) {
- static sf::Clock clock, clock1;
- deltaTime = clock.getElapsedTime().asSeconds();
- absTime = clock1.getElapsedTime().asSeconds();
- clock.restart();
-
- static bool alreadyDone = false;
- if (gameState->g_IsGameStarted && !alreadyDone) {
- alreadyDone = true;
- UpdateChunksToRender();
- }
-
- std::ostringstream toWindow;
- glm::highp_vec3 camPos(camera.Position);
- toWindow << std::setprecision(2) << std::fixed;
- toWindow << "Pos: " << camPos.x << ", " << camPos.y << ", " << camPos.z << "; ";
- toWindow << "FPS: " << (1.0f / deltaTime) << " ";
- window->setTitle(toWindow.str());
-
- HandleEvents();
- if (isMouseCaptured)
- HandleMouseCapture();
- glCheckError();
-
- RenderFrame();
-
- }
+ LOG(INFO) << "Main loop is executing!";
+ isRunning = true;
+ while (isRunning) {
+ static sf::Clock clock, clock1;
+ deltaTime = clock.getElapsedTime().asSeconds();
+ absTime = clock1.getElapsedTime().asSeconds();
+ clock.restart();
+
+ static bool alreadyDone = false;
+ if (gameState->g_IsGameStarted && !alreadyDone) {
+ alreadyDone = true;
+ UpdateChunksToRender();
+ }
+
+ std::ostringstream toWindow;
+ glm::highp_vec3 camPos(camera.Position);
+ toWindow << std::setprecision(2) << std::fixed;
+ toWindow << "Pos: " << camPos.x << ", " << camPos.y << ", " << camPos.z << "; ";
+ toWindow << "FPS: " << (1.0f / deltaTime) << " ";
+ toWindow << " (" << deltaTime * 1000 << "ms) ";
+ window->setTitle(toWindow.str());
+
+ HandleEvents();
+ if (isMouseCaptured)
+ HandleMouseCapture();
+ glCheckError();
+
+ RenderFrame();
+
+ }
}
void Core::RenderFrame() {
- glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- switch (currentState) {
- case MainMenu:
- //RenderGui(MenuScreen);
- break;
- case Loading:
- //RenderGui(LoadingScreen);
- break;
- case Playing:
- RenderWorld();
- //RenderGui(HUD);
- break;
- case PauseMenu:
- RenderWorld();
- //RenderGui(PauseGui);
- break;
- }
-
- window->display();
+ glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ switch (currentState) {
+ case MainMenu:
+ //RenderGui(MenuScreen);
+ break;
+ case Loading:
+ //RenderGui(LoadingScreen);
+ break;
+ case Playing:
+ RenderWorld();
+ //RenderGui(HUD);
+ break;
+ case PauseMenu:
+ RenderWorld();
+ //RenderGui(PauseGui);
+ break;
+ }
+
+ window->display();
}
void Core::InitSfml(unsigned int WinWidth, unsigned int WinHeight, std::string WinTitle) {
- LOG(INFO) << "Creating window: " << WinWidth << "x" << WinHeight << " \"" << WinTitle << "\"";
- 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);
- glCheckError();
- //window->setVerticalSyncEnabled(true);
- //window->setPosition(sf::Vector2i(sf::VideoMode::getDesktopMode().width / 2, sf::VideoMode::getDesktopMode().height / 2));
- window->setPosition(sf::Vector2i(sf::VideoMode::getDesktopMode().width / 2 - window->getSize().x / 2,
- sf::VideoMode::getDesktopMode().height / 2 - window->getSize().y / 2));
-
- SetMouseCapture(false);
+ LOG(INFO) << "Creating window: " << WinWidth << "x" << WinHeight << " \"" << WinTitle << "\"";
+ 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);
+ glCheckError();
+ //window->setVerticalSyncEnabled(true);
+ //window->setPosition(sf::Vector2i(sf::VideoMode::getDesktopMode().width / 2, sf::VideoMode::getDesktopMode().height / 2));
+ window->setPosition(sf::Vector2i(sf::VideoMode::getDesktopMode().width / 2 - window->getSize().x / 2,
+ sf::VideoMode::getDesktopMode().height / 2 - window->getSize().y / 2));
+
+ SetMouseCapture(false);
}
void Core::InitGlew() {
- LOG(INFO) << "Initializing GLEW";
- glewExperimental = GL_TRUE;
- GLenum glewStatus = glewInit();
- glCheckError();
- if (glewStatus != GLEW_OK) {
- LOG(FATAL) << "Failed to initialize GLEW: " << glewGetErrorString(glewStatus);
- }
- glViewport(0, 0, width(), height());
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- glFrontFace(GL_CCW);
- glCheckError();
+ LOG(INFO) << "Initializing GLEW";
+ glewExperimental = GL_TRUE;
+ GLenum glewStatus = glewInit();
+ glCheckError();
+ if (glewStatus != GLEW_OK) {
+ LOG(FATAL) << "Failed to initialize GLEW: " << glewGetErrorString(glewStatus);
+ }
+ glViewport(0, 0, width(), height());
+ glEnable(GL_DEPTH_TEST);
+ //glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ glFrontFace(GL_CCW);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glCheckError();
}
unsigned int Core::width() {
- return window->getSize().x;
+ return window->getSize().x;
}
unsigned int Core::height() {
- return window->getSize().y;
+ return window->getSize().y;
}
void Core::HandleEvents() {
- sf::Event event;
- while (window->pollEvent(event)) {
- switch (event.type) {
- case sf::Event::Closed:
- LOG(INFO) << "Received close event by window closing";
- isRunning = false;
- break;
- case sf::Event::Resized:
- glViewport(0, 0, width(), height());
- break;
- case sf::Event::KeyPressed:
- if (!window->hasFocus())
- break;
- switch (event.key.code) {
- case sf::Keyboard::Escape:
- LOG(INFO) << "Received close event by esc";
- isRunning = false;
- break;
- case sf::Keyboard::T:
- SetMouseCapture(!isMouseCaptured);
- break;
- case sf::Keyboard::Z:
- camera.MovementSpeed /= 2;
- break;
- case sf::Keyboard::X:
- camera.MovementSpeed *= 2;
- break;
- default:
- break;
- }
- case sf::Event::MouseWheelScrolled:
- if (!window->hasFocus())
- break;
- camera.ProcessMouseScroll(event.mouseWheelScroll.delta);
- break;
- default:
- break;
- }
- }
- if (window->hasFocus()) {
- 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);
- }
+ sf::Event event;
+ while (window->pollEvent(event)) {
+ switch (event.type) {
+ case sf::Event::Closed:
+ LOG(INFO) << "Received close event by window closing";
+ isRunning = false;
+ break;
+ case sf::Event::Resized:
+ glViewport(0, 0, width(), height());
+ break;
+ case sf::Event::KeyPressed:
+ if (!window->hasFocus())
+ break;
+ switch (event.key.code) {
+ case sf::Keyboard::Escape:
+ LOG(INFO) << "Received close event by esc";
+ isRunning = false;
+ break;
+ case sf::Keyboard::T:
+ SetMouseCapture(!isMouseCaptured);
+ break;
+ case sf::Keyboard::Z:
+ camera.MovementSpeed /= 2;
+ break;
+ case sf::Keyboard::X:
+ camera.MovementSpeed *= 2;
+ break;
+ case sf::Keyboard::M:
+ std::sort(toRender.begin(), toRender.end(), [this](const Vector &lhs, const Vector &rhs) {
+ return glm::length((glm::vec3) lhs - camera.Position) <
+ glm::length((glm::vec3) rhs - camera.Position);
+ });
+ LOG(WARNING) << "Render list is optimized";
+ break;
+ case sf::Keyboard::K:
+ ChunkDistance++;
+ LOG(INFO)<<"Increased render distance: "<<ChunkDistance;
+ break;
+ case sf::Keyboard::L:
+ ChunkDistance--;
+ LOG(INFO)<<"Decreased render distance: "<<ChunkDistance;
+ break;
+ case sf::Keyboard::O:
+ UpdateChunksToRender();
+ LOG(INFO)<<"Render list is updated";
+ break;
+ default:
+ break;
+ }
+ case sf::Event::MouseWheelScrolled:
+ if (!window->hasFocus())
+ break;
+ camera.ProcessMouseScroll(event.mouseWheelScroll.delta);
+ break;
+ default:
+ break;
+ }
+ }
+ if (window->hasFocus()) {
+ 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);
+ }
}
void Core::HandleMouseCapture() {
- 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);
- mouseXDelta = (mousePos - center).x, mouseYDelta = (center - mousePos).y;
- camera.ProcessMouseMovement(mouseXDelta, mouseYDelta);
+ 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);
+ mouseXDelta = (mousePos - center).x, mouseYDelta = (center - mousePos).y;
+ camera.ProcessMouseMovement(mouseXDelta, mouseYDelta);
}
void Core::RenderGui(Gui &Target) {
- Target.WHY++;
+ Target.WHY++;
}
void Core::RenderWorld() {
- shader->Use();
- glCheckError();
-
- 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 stateLoc = glGetUniformLocation(shader->Program, "State");
- GLint timeLoc = glGetUniformLocation(shader->Program, "time");
- glm::mat4 projection = glm::perspective(camera.Zoom, (float) width() / (float) height(), 0.1f, 10000000.0f);
- 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);
-
- glCheckError();
-
- glBindVertexArray(VAO);
-
- for (auto &sectionPos : toRender) {
- Section &section = gameState->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++) {
- Block block = section.GetBlock(Vector(x, y, z));
- if (block.id == 0)
- continue;
-
- 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));
-
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
- glUniform1i(blockLoc, block.id);
- glUniform1i(stateLoc, block.state);
-
- glDrawArrays(GL_TRIANGLES, 0, 36);
- }
- }
- }
- }
- glBindVertexArray(0);
- glCheckError();
+ shader->Use();
+ glCheckError();
+
+ 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 stateLoc = glGetUniformLocation(shader->Program, "State");
+ GLint timeLoc = glGetUniformLocation(shader->Program, "time");
+ glm::mat4 projection = glm::perspective(camera.Zoom, (float) width() / (float) height(), 0.1f, 10000000.0f);
+ 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);
+ glUniform2f(glGetUniformLocation(shader->Program, "windowSize"), width(), height());
+
+ glCheckError();
+
+ glBindVertexArray(VAO);
+ for (auto &sectionPos : toRender) {
+ Section &section = gameState->world.m_sections.find(sectionPos)->second;
+
+ std::vector<Vector> sectionCorners = {
+ Vector(0, 0, 0),
+ Vector(0, 0, 16),
+ Vector(0, 16, 0),
+ Vector(0, 16, 16),
+ Vector(16, 0, 0),
+ Vector(16, 0, 16),
+ Vector(16, 16, 0),
+ Vector(16, 16, 16),
+ };
+ bool isBreak = true;
+ for (auto &it:sectionCorners) {
+ glm::mat4 vp = projection * view;
+ glm::vec3 point(sectionPos.GetX() * 16 + it.GetX(), sectionPos.GetY() * 16 + it.GetY(),
+ sectionPos.GetZ() * 16 + it.GetZ());
+ glm::vec4 p = vp * glm::vec4(point, 1);
+ glm::vec3 res = glm::vec3(p) / p.w;
+ if (res.x < 1 && res.x > -1 && res.y < 1 && res.y > -1 && res.z > 0) {
+ isBreak = false;
+ break;
+ }
+ }
+ if (isBreak && glm::length(
+ camera.Position - glm::vec3(sectionPos.GetX() * 16, sectionPos.GetY() * 16, sectionPos.GetZ() * 16)) >
+ 30) {
+ //zLOG(ERROR)<<"CULL";
+ continue;
+ }
+
+ std::vector<glm::mat4> &arrOfModels = toRenderModels[sectionPos];
+ std::vector<glm::vec2> &arrOfBlocks = toRenderBlocks[sectionPos];
+
+ glBindBuffer(GL_ARRAY_BUFFER, VBO3);
+ glBufferData(GL_ARRAY_BUFFER, arrOfModels.size() * sizeof(glm::mat4), arrOfModels.data(), GL_DYNAMIC_DRAW);
+
+ glBindBuffer(GL_ARRAY_BUFFER, VBO4);
+ glBufferData(GL_ARRAY_BUFFER, arrOfBlocks.size() * sizeof(glm::vec2), arrOfBlocks.data(), GL_DYNAMIC_DRAW);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glDrawArraysInstanced(GL_TRIANGLES, 0, 36, arrOfModels.size());
+ }
+ glBindVertexArray(0);
+ glCheckError();
}
void Core::SetMouseCapture(bool IsCaptured) {
- window->setMouseCursorVisible(!isMouseCaptured);
- sf::Mouse::setPosition(sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2), *window);
- isMouseCaptured = IsCaptured;
- window->setMouseCursorVisible(!IsCaptured);
+ window->setMouseCursorVisible(!isMouseCaptured);
+ sf::Mouse::setPosition(sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2), *window);
+ isMouseCaptured = IsCaptured;
+ window->setMouseCursorVisible(!IsCaptured);
}
void Core::PrepareToWorldRendering() {
- //Cube-rendering data
- 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);
-
- glCheckError();
-
- shader = new Shader("./shaders/block.vs", "./shaders/block.fs");
- shader->Use();
-
- LOG(INFO) << "Initializing texture atlas...";
- //TextureAtlas texture
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, assetManager->GetTextureAtlas());
- glUniform1i(glGetUniformLocation(shader->Program, "textureAtlas"), 0);
-
- //TextureAtlas coordinates
- std::vector<glm::vec4> textureCoordinates;
- std::vector<GLint> indexes;
- GLint totalTextures;
- for (int id = 1; id < 4096; id++) {
- bool isReachedEnd = true;
- for (int state = 0; state < 16; state++) {
- BlockTextureId blockTextureId(id, state, 6);
- if (!assetManager->GetTextureByBlock(blockTextureId) &&
- !assetManager->GetTextureByBlock(BlockTextureId(id, state, 0))) {
- continue;
- }
- isReachedEnd = false;
- int side = assetManager->GetTextureByBlock(blockTextureId) ? 6 : 0;
- do {
- int index = (side << 16) | (id << 4) | state;
- TextureCoordinates tc = assetManager->GetTextureByBlock(BlockTextureId(id, state, side));
- textureCoordinates.push_back(glm::vec4(tc.x, tc.y, tc.w, tc.h));
- indexes.push_back(index);
- /*LOG(ERROR) << "Encoded texture (" << id << " " << state << " " << side << ") as " << index << " ("
- << std::bitset<19>(index) << ")" << " = " << tc.x << "," << tc.y << "," << tc.w << ","
- << tc.h;*/
- /*LOG(FATAL)<<std::bitset<18>(index);
- side = 0x7;
- id = 0xFFF;
- state = 0xF;
- LOG(WARNING) << "side: " << side << " id: " << id << " state: " << state;
- int i, si, st, index = 0;
- si = side << 15;
- i = id<<3;
- st = state;
- index = i | si | st;
- LOG(FATAL) << std::bitset<18>(index) << " (" << index << "): " << std::bitset<18>(si) << " "
- << std::bitset<18>(i) << " " << std::bitset<18>(st);*/
- /*if (rand() == 73) //Almost impossible(Almost==1/32768)
- {
- int index = 393233;
- LOG(WARNING) << std::bitset<20>(index) << "(" << index << ")";
- int side = (index & 0xE0000) >> 16;
- int id = (index & 0xFF0) >> 4;
- int state = index & 0xF;
- LOG(WARNING) << std::bitset<20>(side) << " " << std::bitset<20>(id) << " "
- << std::bitset<20>(state);
- LOG(FATAL) << side << " " << id << " " << state;
- }*/
- side++;
- } while (side < 6);
- }
- if (isReachedEnd)
- break;
-
- }
- totalTextures = indexes.size();
- LOG(INFO) << "Created " << totalTextures << " texture indexes";
- CHECK_EQ(indexes.size(), textureCoordinates.size()) << "Arrays of textureCoordinates and of indexes is not equals";
- CHECK_LE(totalTextures, 1023) << "There is more texture indexes, than GLSL buffer allows";
-
- GLuint bp1 = 0;
- GLuint ubo = glGetUniformBlockIndex(shader->Program, "TextureIndexes");
- glUniformBlockBinding(shader->Program, ubo, bp1);
- glGenBuffers(1, &UBO);
- glBindBuffer(GL_UNIFORM_BUFFER, UBO);
- glBindBufferBase(GL_UNIFORM_BUFFER, bp1, UBO);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::vec4) + sizeof(glm::vec4) * 1023, NULL, GL_STATIC_DRAW);
- glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GLint), &totalTextures); //copy totalTextures
- for (int i = 0; i < indexes.size(); i++) {
- size_t baseOffset = sizeof(glm::vec4);
- size_t itemOffset = sizeof(glm::vec4);
- size_t offset = baseOffset + i * itemOffset;
- /*int index = indexes[i];
- int side = (index & 0x70000) >> 16;
- int id = (index & 0xFF0) >> 4;
- int state = index & 0xF;
- LOG(WARNING) << "Copying " << indexes[i] << " at " << offset<<" side is "<<side;*/
- glBufferSubData(GL_UNIFORM_BUFFER, offset, sizeof(GLint), &indexes[i]); //copy indexes' item
- }
- glCheckError();
-
- GLuint bp2 = 1;
- GLuint ubo2_index = glGetUniformBlockIndex(shader->Program, "TextureData");
- glUniformBlockBinding(shader->Program, ubo2_index, bp2);
- glGenBuffers(1, &UBO2);
- glBindBuffer(GL_UNIFORM_BUFFER, UBO2);
- glBindBufferBase(GL_UNIFORM_BUFFER, bp2, UBO2);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::vec4) * 1024, NULL, GL_STATIC_DRAW);
- glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::vec4) * textureCoordinates.size(), textureCoordinates.data());
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
- glCheckError();
+ //Cube-rendering data
+ glGenBuffers(1, &VBO);
+ glGenBuffers(1, &VBO2);
+ glGenBuffers(1, &VBO3);
+ glGenBuffers(1, &VBO4);
+ glGenVertexArrays(1, &VAO);
+
+ glBindVertexArray(VAO);
+ {
+ //Cube vertices
+ 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);
+
+ //Cube UVs
+ 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);
+
+ //Blocks ids
+ glBindBuffer(GL_ARRAY_BUFFER, VBO4);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec2) * 16 * 16 * 16, NULL, GL_DYNAMIC_DRAW);
+ glVertexAttribPointer(7, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
+ glEnableVertexAttribArray(7);
+ glVertexAttribDivisor(7, 1);
+ glCheckError();
+
+ //Blocks models
+ glBindBuffer(GL_ARRAY_BUFFER, VBO3);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * 16 * 16 * 16, NULL, GL_DYNAMIC_DRAW);
+ glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, 4 * 4 * sizeof(GLfloat), 0);
+ glEnableVertexAttribArray(8);
+ glVertexAttribPointer(8 + 1, 4, GL_FLOAT, GL_FALSE, 4 * 4 * sizeof(GLfloat),
+ (void *) (1 * 4 * sizeof(GLfloat)));
+ glEnableVertexAttribArray(8 + 1);
+ glVertexAttribPointer(8 + 2, 4, GL_FLOAT, GL_FALSE, 4 * 4 * sizeof(GLfloat),
+ (void *) (2 * 4 * sizeof(GLfloat)));
+ glEnableVertexAttribArray(8 + 2);
+ glVertexAttribPointer(8 + 3, 4, GL_FLOAT, GL_FALSE, 4 * 4 * sizeof(GLfloat),
+ (void *) (3 * 4 * sizeof(GLfloat)));
+ glEnableVertexAttribArray(8 + 3);
+ glVertexAttribDivisor(8, 1);
+ glVertexAttribDivisor(8 + 1, 1);
+ glVertexAttribDivisor(8 + 2, 1);
+ glVertexAttribDivisor(8 + 3, 1);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+ glBindVertexArray(0);
+
+ glCheckError();
+
+ shader = new Shader("./shaders/block.vs", "./shaders/block.fs");
+ shader->Use();
+
+ shader2 = new Shader("./shaders/simple.vs", "./shaders/simple.fs");
+
+ LOG(INFO) << "Initializing texture atlas...";
+ //TextureAtlas texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, assetManager->GetTextureAtlas());
+ glUniform1i(glGetUniformLocation(shader->Program, "textureAtlas"), 0);
+
+ //TextureAtlas coordinates
+ std::vector<glm::vec4> textureCoordinates;
+ std::vector<GLint> indexes;
+ GLint totalTextures;
+ for (int id = 1; id < 128; id++) {
+ for (int state = 0; state < 16; state++) {
+ BlockTextureId blockTextureId(id, state, 6);
+ if (!assetManager->GetTextureByBlock(blockTextureId) &&
+ !assetManager->GetTextureByBlock(BlockTextureId(id, state, 0))) {
+ continue;
+ }
+ int side = assetManager->GetTextureByBlock(blockTextureId) ? 6 : 0;
+ do {
+ int index = (side << 16) | (id << 4) | state;
+ TextureCoordinates tc = assetManager->GetTextureByBlock(BlockTextureId(id, state, side));
+ textureCoordinates.push_back(glm::vec4(tc.x, tc.y, tc.w, tc.h));
+ indexes.push_back(index);
+ /*LOG(ERROR) << "Encoded texture (" << id << " " << state << " " << side << ") as " << index << " ("
+ << std::bitset<19>(index) << ")" << " = " << tc.x << "," << tc.y << "," << tc.w << ","
+ << tc.h;*/
+ /*LOG(FATAL)<<std::bitset<18>(index);
+ side = 0x7;
+ id = 0xFFF;
+ state = 0xF;
+ LOG(WARNING) << "side: " << side << " id: " << id << " state: " << state;
+ int i, si, st, index = 0;
+ si = side << 15;
+ i = id<<3;
+ st = state;
+ index = i | si | st;
+ LOG(FATAL) << std::bitset<18>(index) << " (" << index << "): " << std::bitset<18>(si) << " "
+ << std::bitset<18>(i) << " " << std::bitset<18>(st);*/
+ /*if (rand() == 73) //Almost impossible(Almost==1/32768)
+ {
+ int index = 393233;
+ LOG(WARNING) << std::bitset<20>(index) << "(" << index << ")";
+ int side = (index & 0xE0000) >> 16;
+ int id = (index & 0xFF0) >> 4;
+ int state = index & 0xF;
+ LOG(WARNING) << std::bitset<20>(side) << " " << std::bitset<20>(id) << " "
+ << std::bitset<20>(state);
+ LOG(FATAL) << side << " " << id << " " << state;
+ }*/
+ side++;
+ } while (side < 6);
+ }
+ }
+ totalTextures = indexes.size();
+ LOG(INFO) << "Created " << totalTextures << " texture indexes";
+ CHECK_EQ(indexes.size(), textureCoordinates.size())
+ << "Arrays of textureCoordinates and of indexes is not equals";
+ CHECK_LE(totalTextures, 1023) << "There is more texture indexes, than GLSL buffer allows";
+
+ GLuint bp1 = 0;
+ GLuint ubo = glGetUniformBlockIndex(shader->Program, "TextureIndexes");
+ glUniformBlockBinding(shader->Program, ubo, bp1);
+ glGenBuffers(1, &UBO);
+ glBindBuffer(GL_UNIFORM_BUFFER, UBO);
+ glBindBufferBase(GL_UNIFORM_BUFFER, bp1, UBO);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::vec4) + sizeof(glm::vec4) * 1023, NULL, GL_STATIC_DRAW);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GLint), &totalTextures); //copy totalTextures
+ for (int i = 0; i < indexes.size(); i++) {
+ size_t baseOffset = sizeof(glm::vec4);
+ size_t itemOffset = sizeof(glm::vec4);
+ size_t offset = baseOffset + i * itemOffset;
+ /*int index = indexes[i];
+ int side = (index & 0x70000) >> 16;
+ int id = (index & 0xFF0) >> 4;
+ int state = index & 0xF;
+ LOG(WARNING) << "Copying " << indexes[i] << " at " << offset<<" side is "<<side;*/
+ glBufferSubData(GL_UNIFORM_BUFFER, offset, sizeof(GLint), &indexes[i]); //copy indexes' item
+ }
+ glCheckError();
+
+ GLuint bp2 = 1;
+ GLuint ubo2_index = glGetUniformBlockIndex(shader->Program, "TextureData");
+ glUniformBlockBinding(shader->Program, ubo2_index, bp2);
+ glGenBuffers(1, &UBO2);
+ glBindBuffer(GL_UNIFORM_BUFFER, UBO2);
+ glBindBufferBase(GL_UNIFORM_BUFFER, bp2, UBO2);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::vec4) * 1024, NULL, GL_STATIC_DRAW);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::vec4) * textureCoordinates.size(), textureCoordinates.data());
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ glCheckError();
+
+ //Draw Lines preparing
+ glGenBuffers(1, &VBO5);
+ glGenVertexArrays(1, &VAO2);
+ glBindVertexArray(VAO2);
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, VBO5);
+ glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(GLfloat), NULL, GL_DYNAMIC_DRAW);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), 0);
+ glEnableVertexAttribArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+ glBindVertexArray(0);
}
void Core::UpdateChunksToRender() {
- camera.Position = glm::vec3(gameState->g_PlayerX, gameState->g_PlayerY, gameState->g_PlayerZ);
- toRender.clear();
- const float ChunkDistance = 2;
- Vector playerChunk = Vector(floor(gameState->g_PlayerX / 16.0f), floor(gameState->g_PlayerY / 16.0f),
- floor(gameState->g_PlayerZ / 16.0f));
- for (auto &it:gameState->world.m_sections) {
- Vector chunkPosition = it.first;
- Vector delta = chunkPosition - playerChunk;
- if (delta.GetDistance() > ChunkDistance)
- continue;
- toRender.push_back(chunkPosition);
- }
- LOG(INFO) << "Chunks to render: " << toRender.size();
+ camera.Position = glm::vec3(gameState->g_PlayerX, gameState->g_PlayerY, gameState->g_PlayerZ);
+ toRender.clear();
+ Vector playerChunk = Vector(floor(gameState->g_PlayerX / 16.0f), 0, floor(gameState->g_PlayerZ / 16.0f));
+ for (auto &it:gameState->world.m_sections) {
+ Vector chunkPosition = it.first;
+ chunkPosition.SetY(0);
+ Vector delta = chunkPosition - playerChunk;
+ if (delta.GetMagnitude() > ChunkDistance)
+ continue;
+ toRender.push_back(it.first);
+ }
+ LOG(INFO) << "Chunks to render: " << toRender.size();
+ for (auto &it:toRender) {
+ Section &section = gameState->world.m_sections.find(it)->second;
+ std::vector<glm::mat4> models;
+ std::vector<glm::vec2> blocks;
+ for (int y = 0; y < 16; y++) {
+ for (int z = 0; z < 16; z++) {
+ for (int x = 0; x < 16; x++) {
+ Block block = section.GetBlock(Vector(x, y, z));
+ if (block.id == 0)
+ continue;
+ unsigned char isVisible = 0;
+ if (x == 0 || x == 15 || y == 0 || y == 15 || z == 0 || z == 15) {
+ isVisible = 0;
+ } else {
+ isVisible |= (section.GetBlock(Vector(x + 1, y, z)).id != 0) << 0;
+ isVisible |= (section.GetBlock(Vector(x - 1, y, z)).id != 0) << 1;
+ isVisible |= (section.GetBlock(Vector(x, y + 1, z)).id != 0) << 2;
+ isVisible |= (section.GetBlock(Vector(x, y - 1, z)).id != 0) << 3;
+ isVisible |= (section.GetBlock(Vector(x, y, z + 1)).id != 0) << 4;
+ isVisible |= (section.GetBlock(Vector(x, y, z - 1)).id != 0) << 5;
+ }
+ if (isVisible == 0x3F)
+ continue;
+ glm::vec2 data(block.id, block.state);
+ blocks.push_back(data);
+ glm::mat4 model;
+ model = glm::translate(model, glm::vec3(it.GetX() * 16, it.GetY() * 16, it.GetZ() * 16));
+ model = glm::translate(model, glm::vec3(x, y, z));
+ double size = 0.999;
+ model = glm::scale(model, glm::vec3(size, size, size));
+ models.push_back(model);
+ }
+ }
+ }
+ toRenderBlocks[it] = blocks;
+ toRenderModels[it] = models;
+ }
+ std::sort(toRender.begin(), toRender.end(), [this](const Vector &lhs, const Vector &rhs) {
+ return glm::length((glm::vec3) lhs - camera.Position) < glm::length((glm::vec3) rhs - camera.Position);
+ });
+ LOG(INFO) << "Chunks is prepared to rendering...";
}
void Core::UpdateGameState() {
- el::Helpers::setThreadName("Game");
- LOG(INFO) << "GameState thread is started";
- while (isRunning) {
- gameState->Update();
- if (toRender.size() > 0)
- break;
- }
- LOG(INFO) << "GameState thread is stopped";
+ el::Helpers::setThreadName("Game");
+ LOG(INFO) << "GameState thread is started";
+ while (isRunning) {
+ gameState->Update();
+ if (toRender.size() > 0)
+ break;
+ }
+ LOG(INFO) << "GameState thread is stopped";
+}
+
+void Core::DrawLine(glm::vec3 from, glm::vec3 to, glm::vec3 color) {
+ shader2->Use();
+ glm::mat4 projection = glm::perspective(camera.Zoom, (float) width() / (float) height(), 0.1f, 10000000.0f);
+ glm::mat4 view = camera.GetViewMatrix();
+ glUniformMatrix4fv(glGetUniformLocation(shader2->Program, "projection"), 1, GL_FALSE,
+ glm::value_ptr(projection));
+ glUniformMatrix4fv(glGetUniformLocation(shader2->Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
+
+ /*GLfloat data[6];
+ data[0] = from[0];
+ data[1] = from[1];
+ data[2] = to[2];
+ data[3] = to[0];
+ data[4] = to[1];
+ data[5] = from[2];*/
+ GLfloat data[] = {0.5f, 0.5f, 0.0f,
+ 0.5f, -0.5f, 0.0f,
+ -0.5f, 0.5f, 0.0f,
+
+ 0.5f, -0.5f, 0.0f,
+ -0.5f, -0.5f, 0.0f,
+ -0.5f, 0.5f, 0.0f,};
+
+ glUniform3f(glGetUniformLocation(shader2->Program, "color"), color[0], color[1], color[2]);
+
+ glDisable(GL_DEPTH_TEST);
+ glBindVertexArray(VAO2);
+ glBindBuffer(GL_ARRAY_BUFFER, VBO5);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 18, data, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+ glBindVertexArray(0);
+ glEnable(GL_DEPTH_TEST);
+}
+
+void Core::UpdateOptimizedRender() {
+
+ LOG(INFO) << "Render list is optimized";
}