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-rw-r--r--code/graphics/AssetManager.cpp143
-rw-r--r--code/graphics/AssetManager.hpp52
-rw-r--r--code/graphics/Camera3D.cpp79
-rw-r--r--code/graphics/Camera3D.hpp66
-rw-r--r--code/graphics/Display.cpp268
-rw-r--r--code/graphics/Display.hpp33
-rw-r--r--code/graphics/Shader.cpp90
-rw-r--r--code/graphics/Shader.hpp22
-rw-r--r--code/graphics/Texture.cpp39
-rw-r--r--code/graphics/Texture.hpp12
10 files changed, 0 insertions, 804 deletions
diff --git a/code/graphics/AssetManager.cpp b/code/graphics/AssetManager.cpp
deleted file mode 100644
index 1840c63..0000000
--- a/code/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/code/graphics/AssetManager.hpp b/code/graphics/AssetManager.hpp
deleted file mode 100644
index c7ef81a..0000000
--- a/code/graphics/AssetManager.hpp
+++ /dev/null
@@ -1,52 +0,0 @@
-#pragma once
-
-#include <fstream>
-#include <string>
-#include <map>
-#include "../json.hpp"
-#include "Texture.hpp"
-
-struct Asset {
- std::string name = "";
- std::string hash = "";
- union AssetData{
- Texture *texture;
- } data;
- size_t size = 0;
- enum AssetType {
- Unknown,
- Texture,
- Sound,
- Model,
- Lang,
- } type = Unknown;
- bool isParsed();
- ~Asset();
-};
-
-class AssetManager {
- AssetManager();
-
- ~AssetManager();
-
- AssetManager(const AssetManager &);
-
- AssetManager &operator=(const AssetManager &);
-
- std::map<std::string, Asset> assets;
-
- static AssetManager &instance() {
- static AssetManager assetManager;
- return assetManager;
- }
-
- static std::string GetPathToAsset(std::string AssetName);
-public:
-
- static Asset &GetAsset(std::string AssetName);
-
- static void LoadAsset(std::string AssetName);
-
- static std::string GetAssetNameByBlockId(unsigned short id);
-};
-
diff --git a/code/graphics/Camera3D.cpp b/code/graphics/Camera3D.cpp
deleted file mode 100644
index eb740e4..0000000
--- a/code/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/code/graphics/Camera3D.hpp b/code/graphics/Camera3D.hpp
deleted file mode 100644
index eac1f47..0000000
--- a/code/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/code/graphics/Display.cpp b/code/graphics/Display.cpp
deleted file mode 100644
index a68c35b..0000000
--- a/code/graphics/Display.cpp
+++ /dev/null
@@ -1,268 +0,0 @@
-#include <iomanip>
-#include "Display.hpp"
-#include "AssetManager.hpp"
-
-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);
-}
-
-bool Display::IsClosed() {
- return !window->isOpen();
-}
-
-void Display::SetPlayerPos(double playerX, double playerY, double playerZ) {
- camera.Position = glm::vec3(playerX, playerY, playerZ);
- const int 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;*/
- for (auto &it:world->m_sections) {
- PositionI chunkPosition = it.first;
- PositionI delta = chunkPosition - playerChunk;
- 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);
- }
- std::cout << "Chunks to render: " << toRender.size() << std::endl;
-}
-
-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;
- glGenBuffers(1, &VBO);
- glGenBuffers(1, &EBO);
- glGenVertexArrays(1, &VAO);
-
- glBindVertexArray(VAO);
- {
- glBindBuffer(GL_ARRAY_BUFFER, VBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- 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);
-
- shader.Use();
-
- bool captureMouse = true;
-
- 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;
- 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);
- /*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);
- }*/
-
- for (auto &sectionPos:toRender) {
- Section &section = world->m_sections[sectionPos];
- 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(PositionI(x, z, y));
- 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();
- }
-
-}
diff --git a/code/graphics/Display.hpp b/code/graphics/Display.hpp
deleted file mode 100644
index 314ef5d..0000000
--- a/code/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/code/graphics/Shader.cpp b/code/graphics/Shader.cpp
deleted file mode 100644
index c84e169..0000000
--- a/code/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/code/graphics/Shader.hpp b/code/graphics/Shader.hpp
deleted file mode 100644
index 8178d2a..0000000
--- a/code/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/code/graphics/Texture.cpp b/code/graphics/Texture.cpp
deleted file mode 100644
index 0104530..0000000
--- a/code/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/code/graphics/Texture.hpp b/code/graphics/Texture.hpp
deleted file mode 100644
index 8e3f1af..0000000
--- a/code/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