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authorLaG1924 <12997935+LaG1924@users.noreply.github.com>2017-05-18 16:03:05 +0200
committerLaG1924 <12997935+LaG1924@users.noreply.github.com>2017-05-18 16:03:05 +0200
commit4d7b1da29e0957ac798ee8e6da8288cbd4ae5c79 (patch)
tree548911d4e341fd5717acff3b5bc752c7b5650bf4 /graphics
parent2017-05-13 (diff)
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Diffstat (limited to '')
-rw-r--r--graphics/AssetManager.cpp143
-rw-r--r--graphics/Camera3D.cpp79
-rw-r--r--graphics/Camera3D.hpp66
-rw-r--r--graphics/Display.hpp33
-rw-r--r--graphics/Shader.cpp90
-rw-r--r--graphics/Shader.hpp22
-rw-r--r--graphics/Texture.cpp39
-rw-r--r--graphics/Texture.hpp12
-rw-r--r--src/graphics/AssetManager.hpp (renamed from graphics/AssetManager.hpp)2
-rw-r--r--src/graphics/Display.cpp (renamed from graphics/Display.cpp)261
10 files changed, 171 insertions, 576 deletions
diff --git a/graphics/AssetManager.cpp b/graphics/AssetManager.cpp
deleted file mode 100644
index 1840c63..0000000
--- a/graphics/AssetManager.cpp
+++ /dev/null
@@ -1,143 +0,0 @@
-#include "AssetManager.hpp"
-
-const std::string pathToAssets = "./assets/";
-const std::string pathToObjects = pathToAssets + "objects/";
-const std::string pathToIndexFile = pathToAssets + "indexes/1.11.json";
-const std::string pathToAssetsMc = "./assetsMc/";
-
-const std::map<Asset::AssetType, std::string> assetTypeFileExtensions{
- std::make_pair(Asset::AssetType::Texture, ".png"),
- std::make_pair(Asset::AssetType::Lang, ".lang"),
- std::make_pair(Asset::AssetType::Sound, ".ogg"),
-};
-
-AssetManager::AssetManager() {
- std::ifstream indexFile(pathToIndexFile);
- if (!indexFile) {
- std::cerr << "Can't open file " << pathToIndexFile << std::endl;
- }
- nlohmann::json json = nlohmann::json::parse(indexFile)["objects"];
- for (auto it = json.begin(); it != json.end(); ++it) {
- size_t fileNameExtensionPos = -1;
- std::string name = it.key();
- Asset::AssetType type = Asset::Unknown;
- for (auto &it:assetTypeFileExtensions) {
- if ((fileNameExtensionPos = name.find(it.second)) != std::string::npos) {
- type = it.first;
- name = name.substr(0, fileNameExtensionPos);
- break;
- }
- }
- std::string hash = it.value()["hash"].get<std::string>();
- size_t size = it.value()["size"].get<int>();
- Asset asset{name, hash, Asset::AssetData(), size, type};
- this->assets[name] = asset;
- }
-}
-
-AssetManager::~AssetManager() {
-
-}
-
-Asset &AssetManager::GetAsset(std::string AssetName) {
- if (instance().assets.find(AssetName) == instance().assets.end() || !instance().assets[AssetName].isParsed())
- LoadAsset(AssetName);
- return instance().assets[AssetName];
-}
-
-void AssetManager::LoadAsset(std::string AssetName) {
- if (instance().assets.find(AssetName) != instance().assets.end() && instance().assets[AssetName].isParsed())
- return;
- std::string AssetFileName = GetPathToAsset(AssetName);
- Asset &asset = instance().assets[AssetName];
-
-
- if (asset.type == Asset::Texture) {
- asset.data.texture = new Texture(AssetFileName,GL_CLAMP_TO_BORDER,GL_NEAREST);
- //asset.data.texture.loadFromFile((asset.name + assetTypeFileExtensions.at(asset.type)));
- }
-}
-
-std::string AssetManager::GetPathToAsset(std::string AssetName) {
- if (instance().assets.find(AssetName) != instance().assets.end()){
- auto it = instance().assets.find(AssetName);
- return pathToObjects + std::string(instance().assets[AssetName].hash.c_str(), 2) + "/" +
- instance().assets[AssetName].hash;
- }
-
- instance().assets[AssetName].hash="";
- instance().assets[AssetName].type=Asset::AssetType::Texture;
- instance().assets[AssetName].name=AssetName;
- instance().assets[AssetName].size=0;
- return pathToAssetsMc + "" + instance().assets[AssetName].name +
- assetTypeFileExtensions.at(instance().assets[AssetName].type);
-}
-
-std::string AssetManager::GetAssetNameByBlockId(unsigned short id) {
- std::string assetBase = "minecraft/textures/blocks/";
- std::string textureName;
- switch (id){
- case 0:
- textureName="air";
- break;
- case 1:
- textureName="stone";
- break;
- case 2:
- textureName="grass";
- break;
- case 3:
- textureName="dirt";
- break;
- case 16:
- textureName="coal_ore";
- break;
- case 17:
- textureName="log_oak";
- break;
- case 31:
- textureName="air";
- break;
- default:
- //std::cout<<id<<std::endl;
- textureName="beacon";
- break;
- }
- return assetBase+textureName;
-}
-
-bool Asset::isParsed() {
- switch (type) {
- case Unknown:
- return false;
- break;
- case Texture:
- return this->data.texture != nullptr;
- break;
- case Sound:
- return false;
- break;
- case Model:
- return false;
- break;
- case Lang:
- return false;
- break;
- }
-}
-
-Asset::~Asset() {
- switch (type) {
- case Unknown:
- break;
- case Texture:
- delete this->data.texture;
- break;
- case Sound:
- break;
- case Model:
- break;
- case Lang:
- break;
- }
-}
diff --git a/graphics/Camera3D.cpp b/graphics/Camera3D.cpp
deleted file mode 100644
index eb740e4..0000000
--- a/graphics/Camera3D.cpp
+++ /dev/null
@@ -1,79 +0,0 @@
-#include "Camera3D.hpp"
-
-Camera3D::Camera3D(glm::vec3 position, glm::vec3 up, GLfloat yaw, GLfloat pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)),
- MovementSpeed(SPEED),
- MouseSensitivity(SENSITIVTY),
- Zoom(ZOOM) {
- this->Position = position;
- this->WorldUp = up;
- this->Yaw = yaw;
- this->Pitch = pitch;
- this->updateCameraVectors();
-}
-
-Camera3D::Camera3D(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw,
- GLfloat pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY),
- Zoom(ZOOM) {
- this->Position = glm::vec3(posX, posY, posZ);
- this->WorldUp = glm::vec3(upX, upY, upZ);
- this->Yaw = yaw;
- this->Pitch = pitch;
- this->updateCameraVectors();
-}
-
-glm::mat4 Camera3D::GetViewMatrix() {
- return glm::lookAt(this->Position, this->Position + this->Front, this->Up);
-}
-
-void Camera3D::ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime) {
- GLfloat velocity = this->MovementSpeed * deltaTime;
- if (direction == FORWARD)
- this->Position += this->Front * velocity;
- if (direction == BACKWARD)
- this->Position -= this->Front * velocity;
- if (direction == LEFT)
- this->Position -= this->Right * velocity;
- if (direction == RIGHT)
- this->Position += this->Right * velocity;
-}
-
-void Camera3D::ProcessMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constrainPitch) {
- xoffset *= this->MouseSensitivity;
- yoffset *= this->MouseSensitivity;
-
- this->Yaw += xoffset;
- this->Pitch += yoffset;
-
- // Make sure that when pitch is out of bounds, screen doesn't get flipped
- if (constrainPitch) {
- if (this->Pitch > 89.0f)
- this->Pitch = 89.0f;
- if (this->Pitch < -89.0f)
- this->Pitch = -89.0f;
- }
-
- // Update Front, Right and Up Vectors using the updated Eular angles
- this->updateCameraVectors();
-}
-
-void Camera3D::ProcessMouseScroll(GLfloat yoffset) {
- if (this->Zoom >= 1.0f && this->Zoom <= 45.0f)
- this->Zoom -= yoffset/5.0f;
- if (this->Zoom <= 1.0f)
- this->Zoom = 1.0f;
- if (this->Zoom >= 45.0f)
- this->Zoom = 45.0f;
-}
-
-void Camera3D::updateCameraVectors() {
- // Calculate the new Front vector
- glm::vec3 front;
- front.x = cos(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch));
- front.y = sin(glm::radians(this->Pitch));
- front.z = sin(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch));
- this->Front = glm::normalize(front);
- // Also re-calculate the Right and Up vector
- this->Right = glm::normalize(glm::cross(this->Front,
- this->WorldUp)); // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
- this->Up = glm::normalize(glm::cross(this->Right, this->Front));
-}
diff --git a/graphics/Camera3D.hpp b/graphics/Camera3D.hpp
deleted file mode 100644
index eac1f47..0000000
--- a/graphics/Camera3D.hpp
+++ /dev/null
@@ -1,66 +0,0 @@
-#pragma once
-
-// Std. Includes
-#include <vector>
-
-// GL Includes
-#include <GL/glew.h>
-#include <glm/glm.hpp>
-#include <glm/gtc/matrix_transform.hpp>
-
-
-// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
-enum Camera_Movement {
- FORWARD,
- BACKWARD,
- LEFT,
- RIGHT
-};
-
-// Default camera values
-const GLfloat YAW = -90.0f;
-const GLfloat PITCH = 0.0f;
-const GLfloat SPEED = 30.0f;
-const GLfloat SENSITIVTY = 0.2f;
-const GLfloat ZOOM = 45.0f;
-
-// An abstract camera class that processes input and calculates the corresponding Eular Angles, Vectors and Matrices for use in OpenGL
-class Camera3D {
-public:
- // Camera3D Attributes
- glm::vec3 Position;
- glm::vec3 Front;
- glm::vec3 Up;
- glm::vec3 Right;
- glm::vec3 WorldUp;
- // Eular Angles
- GLfloat Yaw;
- GLfloat Pitch;
- // Camera3D options
- GLfloat MovementSpeed;
- GLfloat MouseSensitivity;
- GLfloat Zoom;
-
- // Constructor with vectors
- explicit Camera3D(glm::vec3 position = glm::vec3(0.0f, 0.0f, 3.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f),
- GLfloat yaw = YAW, GLfloat pitch = PITCH);
-
- // Constructor with scalar values
- Camera3D(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw, GLfloat pitch);
-
- // Returns the view matrix calculated using Eular Angles and the LookAt Matrix
- glm::mat4 GetViewMatrix();
-
- // Processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
- void ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime);
-
- // Processes input received from a mouse input system. Expects the offset value in both the x and y direction.
- void ProcessMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constrainPitch = true);
-
- // Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
- void ProcessMouseScroll(GLfloat yoffset);
-
-private:
- // Calculates the front vector from the Camera3D's (updated) Eular Angles
- void updateCameraVectors();
-}; \ No newline at end of file
diff --git a/graphics/Display.hpp b/graphics/Display.hpp
deleted file mode 100644
index 314ef5d..0000000
--- a/graphics/Display.hpp
+++ /dev/null
@@ -1,33 +0,0 @@
-#pragma once
-
-#include <SFML/Window.hpp>
-#include "../World.hpp"
-#include <glm/glm.hpp>
-#include <glm/gtc/matrix_transform.hpp>
-#include <glm/gtc/type_ptr.hpp>
-#include "Shader.hpp"
-#include "Texture.hpp"
-#include "Camera3D.hpp"
-
-class Display {
- sf::Window *window;
- World* world;
- std::vector<PositionI> toRender;
- Camera3D camera;
-public:
- Display(unsigned int winWidth, unsigned int winHeight, const char winTitle[9], World *worldPtr);
-
- bool IsClosed();
-
- void SetPlayerPos(double playerX, double playerY, double playerZ);
-
- void MainLoop();
-
- unsigned int width() {
- return window->getSize().x;
- }
-
- unsigned int height() {
- return window->getSize().y;
- }
-}; \ No newline at end of file
diff --git a/graphics/Shader.cpp b/graphics/Shader.cpp
deleted file mode 100644
index c84e169..0000000
--- a/graphics/Shader.cpp
+++ /dev/null
@@ -1,90 +0,0 @@
-#include "Shader.hpp"
-
-Shader::Shader(const GLchar *vertexPath, const GLchar *fragmentPath) {
- vertex = vertexPath;
- fragment = fragmentPath;
- // 1. Получаем исходный код шейдера из filePath
- std::string vertexCode;
- std::string fragmentCode;
- std::ifstream vShaderFile;
- std::ifstream fShaderFile;
- // Удостоверимся, что ifstream объекты могут выкидывать исключения
- vShaderFile.exceptions(std::ifstream::failbit);
- fShaderFile.exceptions(std::ifstream::failbit);
- try {
- // Открываем файлы
- vShaderFile.open(vertexPath);
- fShaderFile.open(fragmentPath);
- std::stringstream vShaderStream, fShaderStream;
- // Считываем данные в потоки
- vShaderStream << vShaderFile.rdbuf();
- fShaderStream << fShaderFile.rdbuf();
- // Закрываем файлы
- vShaderFile.close();
- fShaderFile.close();
- // Преобразовываем потоки в массив GLchar
- vertexCode = vShaderStream.str();
- fragmentCode = fShaderStream.str();
- }
- catch (std::ifstream::failure e) {
- std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
- }
- const GLchar *vShaderCode = vertexCode.c_str();
- const GLchar *fShaderCode = fragmentCode.c_str();
-
-
- // 2. Сборка шейдеров
- GLuint vertex, fragment;
- GLint success;
- GLchar infoLog[512];
-
- // Вершинный шейдер
- vertex = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertex, 1, &vShaderCode, NULL);
- glCompileShader(vertex);
- // Если есть ошибки - вывести их
- glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
- if (!success) {
- glGetShaderInfoLog(vertex, 512, NULL, infoLog);
- std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
- };
-
- // Вершинный шейдер
- fragment = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragment, 1, &fShaderCode, NULL);
- glCompileShader(fragment);
- // Если есть ошибки - вывести их
- glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
- if (!success) {
- glGetShaderInfoLog(fragment, 512, NULL, infoLog);
- std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
- };
-
- // Шейдерная программа
- this->Program = glCreateProgram();
- glAttachShader(this->Program, vertex);
- glAttachShader(this->Program, fragment);
- glLinkProgram(this->Program);
- //Если есть ошибки - вывести их
- glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
- if (!success) {
- glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
- std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
- }
-
- // Удаляем шейдеры, поскольку они уже в программу и нам больше не нужны.
- glDeleteShader(vertex);
- glDeleteShader(fragment);
-}
-
-void Shader::Use() {
- glUseProgram(this->Program);
-}
-
-void Shader::Reload() {
- const GLchar *vertexPath = vertex;
- const GLchar *fragmentPath = fragment;
- this->~Shader();
- new(this) Shader(vertexPath, fragmentPath);
- std::cout<<"Shader is realoded!"<<std::endl;
-}
diff --git a/graphics/Shader.hpp b/graphics/Shader.hpp
deleted file mode 100644
index 8178d2a..0000000
--- a/graphics/Shader.hpp
+++ /dev/null
@@ -1,22 +0,0 @@
-#include <string>
-#include <fstream>
-#include <sstream>
-#include <iostream>
-
-#include <GL/glew.h>
-
-class Shader
-{
-private:
- const GLchar *vertex;
- const GLchar *fragment;
-public:
- // Идентификатор программы
- GLuint Program;
- // Конструктор считывает и собирает шейдер
- Shader(const GLchar* vertexPath, const GLchar* fragmentPath);
- // Использование программы
- void Use();
-
- void Reload();
-}; \ No newline at end of file
diff --git a/graphics/Texture.cpp b/graphics/Texture.cpp
deleted file mode 100644
index 0104530..0000000
--- a/graphics/Texture.cpp
+++ /dev/null
@@ -1,39 +0,0 @@
-#include <iostream>
-#include <SFML/Graphics.hpp>
-#include "Texture.hpp"
-
-Texture::Texture(std::string filename, GLenum textureWrapping, GLenum textureFiltering) {
- glGenTextures(1, &texture);
- glBindTexture(GL_TEXTURE_2D, texture);
-
- //Texture options
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, textureWrapping);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, textureWrapping);
-
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,textureFiltering);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-
- //Image load
- sf::Image image;
- if (!image.loadFromFile(filename)) {
- std::cout << "Can't open image " << filename << std::endl;
- throw 201;
- }
- if (image.getPixelsPtr()==nullptr){
- std::cout<<"Image data is corrupted!"<<std::endl;
- throw 202;
- }
- image.flipVertically();
-
-
- //Creating texture
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.getSize().x, image.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE,
- (GLvoid *) image.getPixelsPtr());
- glGenerateMipmap(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, 0);
-
-}
-
-Texture::~Texture() {
- glDeleteTextures(1, &texture);
-}
diff --git a/graphics/Texture.hpp b/graphics/Texture.hpp
deleted file mode 100644
index 8e3f1af..0000000
--- a/graphics/Texture.hpp
+++ /dev/null
@@ -1,12 +0,0 @@
-#pragma once
-
-#include <GL/glew.h>
-
-class Texture {
- Texture(Texture&);
- Texture&operator=(Texture&);
-public:
- GLuint texture;
- Texture(std::string filename, GLenum textureWrapping = GL_CLAMP_TO_BORDER, GLenum textureFiltering = GL_NEAREST);
- ~Texture();
-}; \ No newline at end of file
diff --git a/graphics/AssetManager.hpp b/src/graphics/AssetManager.hpp
index c7ef81a..e723398 100644
--- a/graphics/AssetManager.hpp
+++ b/src/graphics/AssetManager.hpp
@@ -3,7 +3,7 @@
#include <fstream>
#include <string>
#include <map>
-#include "../json.hpp"
+#include <nlohmann/json.hpp>
#include "Texture.hpp"
struct Asset {
diff --git a/graphics/Display.cpp b/src/graphics/Display.cpp
index ff2d6a6..80bf524 100644
--- a/graphics/Display.cpp
+++ b/src/graphics/Display.cpp
@@ -2,6 +2,127 @@
#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;
@@ -22,6 +143,9 @@ Display::Display(unsigned int winWidth, unsigned int winHeight, const char *winT
}
glViewport(0, 0, width(), height());
glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ glFrontFace(GL_CCW);
}
bool Display::IsClosed() {
@@ -29,21 +153,21 @@ 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;
- 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;*/
+ Vector playerChunk = Vector(floor(playerX / 16.0f), floor(playerY / 16.0f), floor(playerZ / 16.0f));
for (auto &it:world->m_sections) {
- PositionI chunkPosition = it.first;
- PositionI delta = chunkPosition - playerChunk;
+ 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(it.first);
+ toRender.push_back(chunkPosition);
}
std::cout << "Chunks to render: " << toRender.size() << std::endl;
}
@@ -51,69 +175,26 @@ void Display::SetPlayerPos(double playerX, double playerY, double playerZ) {
void Display::MainLoop() {
Shader shader("./shaders/simple.vs", "./shaders/simple.fs");
- 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
- };
- GLuint VBO, VAO, EBO;
+ 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);
-
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid *) (3 * sizeof(GLfloat)));
- glEnableVertexAttribArray(2);
}
glBindVertexArray(0);
@@ -121,6 +202,8 @@ void Display::MainLoop() {
bool captureMouse = true;
+ //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+
bool isRunning = true;
while (isRunning) {
static sf::Clock clock, clock1;
@@ -128,6 +211,11 @@ void Display::MainLoop() {
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:
@@ -201,36 +289,27 @@ void Display::MainLoop() {
glUniform1f(timeLoc, absTime);
glBindVertexArray(VAO);
- /*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));
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
-
- glDrawArrays(GL_TRIANGLES, 0, 36);
- }*/
+ 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);
- for (auto &sectionPos:toRender) {
- Section &section = world->m_sections[sectionPos];
+ glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
+ //glDrawArrays(GL_TRIANGLES, 0, 36);
+
+
+ /*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++) {
for (int x = 0; x < 16; x++) {
@@ -240,7 +319,7 @@ void Display::MainLoop() {
sectionPos.GetZ() * 16));
model = glm::translate(model, glm::vec3(x, y, z));
- Block block = section.GetBlock(PositionI(x, z, y));
+ Block block = section.GetBlock(Vector(x, y, z));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniform1i(blockLoc, block.id);
@@ -257,7 +336,7 @@ void Display::MainLoop() {
}
}
}
- }
+ }*/
glBindVertexArray(0);
//End of render code