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-rw-r--r--src/graphics/Display.cpp168
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 &sectionPos:toRender) {
+ 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++) {
@@ -336,7 +342,7 @@ void Display::MainLoop() {
}
}
}
- }*/
+ }
glBindVertexArray(0);
//End of render code