#include #include "Display.hpp" #include "AssetManager.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 };*/ GLfloat uv_coords[] = { 0.0f, 0.0f, 1.0f, 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, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 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, 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, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }; 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) { 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); 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, EBO, VBO2; glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); 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); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); } 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: window->close(); 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 (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)) 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); //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); 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) { Section §ion = 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::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); //End of render code window->display(); } }