diff options
Diffstat (limited to 'src/graphics/Display.cpp')
-rw-r--r-- | src/graphics/Display.cpp | 168 |
1 files changed, 87 insertions, 81 deletions
diff --git a/src/graphics/Display.cpp b/src/graphics/Display.cpp index 80bf524..1a44fbc 100644 --- a/src/graphics/Display.cpp +++ b/src/graphics/Display.cpp @@ -49,79 +49,105 @@ GLuint indices[] = { 0, 1, 2, 0, 2, 3 };*/ -GLfloat uv_coords[] = { +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, - 1.0f, 1.0f, - 1.0f, 1.0f, 0.0f, 1.0f, - 0.0f, 0.0f, + 1.0f, 0.0f, + 1.0f, 1.0f, - 0.0f, 0.0f, + //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, - 0.0f, 0.0f, + //X+ + 0.0f, 0.0f, 1.0f, 0.0f, - 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, - 0.0f, 0.0f, 1.0f, 0.0f, + 1.0f, 1.0f, - 1.0f, 0.0f, + //X- + 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, - 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - - 0.0f, 1.0f, 1.0f, 1.0f, - 1.0f, 0.0f, - 1.0f, 0.0f, - 0.0f, 0.0f, - 0.0f, 1.0f, - 0.0f, 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, }; -GLfloat vertices[] = { - -1.0f, -1.0f, -1.0f, - -1.0f, 1.0f, -1.0f, - 1.0f, -1.0f, -1.0f, - 1.0f, 1.0f, -1.0f, - - -1.0f, -1.0f, 1.0f, - -1.0f, 1.0f, 1.0f, - 1.0f, -1.0f, 1.0f, - 1.0f, 1.0f, 1.0f, -}; -GLuint indices[] = { - 5, 4, 6, //Z+ edge - 5, 6, 7, - - 0, 1, 2, //Z- edge - 2, 1, 3, - - 0, 4, 1, //X+ edge - 1, 4, 5, - 6, 2, 3, //X- edge - 6, 3, 7, - - 3, 1, 5, //Y+ edge - 3, 5, 7, - - 0, 2, 4, //Y- edge - 4, 2, 6, -}; Display::Display(unsigned int winWidth, unsigned int winHeight, const char *winTitle, World *worldPtr) : world( worldPtr) { @@ -133,8 +159,12 @@ Display::Display(unsigned int winWidth, unsigned int winHeight, const char *winT 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) { @@ -153,7 +183,7 @@ bool Display::IsClosed() { } void Display::SetPlayerPos(double playerX, double playerY, double playerZ) { - //camera.Position = glm::vec3(playerX, playerY, 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)); @@ -175,9 +205,8 @@ void Display::SetPlayerPos(double playerX, double playerY, double playerZ) { void Display::MainLoop() { Shader shader("./shaders/simple.vs", "./shaders/simple.fs"); - GLuint VBO, VAO, EBO, VBO2; + GLuint VBO, VAO, VBO2; glGenBuffers(1, &VBO); - glGenBuffers(1, &EBO); glGenBuffers(1, &VBO2); glGenVertexArrays(1, &VAO); @@ -192,9 +221,6 @@ void Display::MainLoop() { glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), 0); glEnableVertexAttribArray(0); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); } glBindVertexArray(0); @@ -219,7 +245,6 @@ void Display::MainLoop() { while (window->pollEvent(event)) { switch (event.type) { case sf::Event::Closed: - window->close(); isRunning = false; break; case sf::Event::Resized: @@ -255,13 +280,6 @@ void Display::MainLoop() { << ", " << 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)) @@ -270,7 +288,13 @@ void Display::MainLoop() { 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); @@ -289,26 +313,8 @@ void Display::MainLoop() { glUniform1f(timeLoc, absTime); glBindVertexArray(VAO); - camera.MovementSpeed = 5.0f; - if (camera.Position.y > 50) - camera.Position = glm::vec3(0, 0, 3.0f); - - glm::mat4 model; - glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); - glUniform1i(blockLoc, 1); - - std::string textureName = AssetManager::GetAssetNameByBlockId(1); - Texture &texture1 = *(AssetManager::GetAsset(textureName).data.texture); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, texture1.texture); - glUniform1i(glGetUniformLocation(shader.Program, "blockTexture"), 0); - glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0); - //glDrawArrays(GL_TRIANGLES, 0, 36); - - - /*for (auto §ionPos:toRender) { + 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++) { @@ -336,7 +342,7 @@ void Display::MainLoop() { } } } - }*/ + } glBindVertexArray(0); //End of render code |