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https://github.com/zhenyan121/Cubed.git
synced 2026-08-08 17:57:02 +08:00
refactor: window (#34)
* build: add SDL3 dependency * refactor(window): migrate from GLFW to SDL3 for window and input * refactor: remove unused GLFW includes and commented-out code * refactor(input): use relative mouse motion and simplify camera mouse update * refactor(event-handling): guard input events with imgui state Move mouse enable/disable logic into set_imgui_enabled and check imgui_enable before forwarding non-ImGui events to handlers. This prevents duplicate processing and ensures proper mouse state when toggling ImGui. * fix(camera): reset camera on resize events and fix input handling on imgui toggle - Add Camera::player() accessor. - Handle WindowResizeEvent and FrameBufferResizeEvent to reset camera. - Fix escape key handling to disable mouse before toggling imgui. - Fix left alt handling to toggle mouse state correctly. - Reset player key status when toggling imgui. * fix(client_world): add direct exit flag to break connection error loop * refactor(debug): add d_rep template and remove widget ID * feat(debug_collector): add video driver display to debug UI * fix: invert debug flag logic and rename to no_debug The previous 'debug_on' field was never set to true by default, causing debug mode to never be enabled. Now renamed to 'no_debug' and the renderer initializes with debug enabled unless the --no-debug flag is given. * feat(window): add video driver selection via config and --video-driver argument * ci: add vcpkg cache * fix: mscv cpp version show * fix: context delete too early * fix: ci build fail * fix: opengl resource delete error * fix: add // NOLINT for NvOptimusEnablement and AmdPowerXpressRequestHighPerformance * fix: windows ime fail on fullscreen * feat(ui): update text input area on field changes and window resize * fix(ui): initialize m_app pointer to nullptr * feat(window): add exclusive fullscreen support with WM detection * refactor: simplify WM detection and exclusive fullscreen default Removed WindowManager enum; detect_wm() now returns string directly. Default exclusive fullscreen based on platform (true on Linux). Added WM info to debug overlay. * feat: add Alt key to close ImGui; clarify debug log * refactor(dev-panel): remove direct settings UI from settings tab
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@@ -8,6 +8,8 @@
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#include "Cubed/scene/world_scene.hpp"
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#include "Cubed/texture_manager.hpp"
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#include "Cubed/tools/math_tools.hpp"
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#include <SDL3/SDL_timer.h>
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namespace Cubed {
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WorldRenderer::WorldRenderer(Renderer& renderer)
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: m_renderer(renderer), m_player_renderer(renderer),
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@@ -408,7 +410,7 @@ void WorldRenderer::render_underwater(ClientWorld& world) {
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auto& proj_mat = m_renderer.p_mat();
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shader.set_loc("u_sceneTexture", 0);
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shader.set_loc("u_time", static_cast<float>(glfwGetTime()));
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shader.set_loc("u_time", static_cast<float>(SDL_GetTicks() / 1000.0f));
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shader.set_loc("u_underwater", camera.is_under_water());
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shader.set_loc("u_waterColor", glm::vec3(0.1f, 0.25f, 0.35f));
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shader.set_loc("u_fogDensity", m_underwater_fog_density);
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@@ -544,8 +546,7 @@ void WorldRenderer::render_normal_block(const glm::mat4& model_mat,
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}
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}
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}
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DebugCollector::get().report(
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"rendered_chunk", "Rendered Chunk: " + std::to_string(rendered_sum));
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d_rep("rendered_chunk", "Rendered Chunk: {}", rendered_sum);
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}
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void WorldRenderer::render_transparent_block(const glm::mat4& mv_mat,
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@@ -620,7 +621,7 @@ void WorldRenderer::render_transparent_block(const glm::mat4& mv_mat,
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water_shader.set_loc("sunDir", m_sky_uniform.sun_dir_view);
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water_shader.set_loc("sunColor", m_parallel_light.directional_light_color);
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water_shader.set_loc("horizonSharpness", m_sky_uniform.horizon_sharpness);
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water_shader.set_loc("time", glfwGetTime());
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water_shader.set_loc("time", static_cast<float>(SDL_GetTicks() / 1000.0f));
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water_shader.set_loc("cloudWhiteMix", m_sky_uniform.cloud_white_mix);
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water_shader.set_loc("cloudThresholdLow", m_cloud_threshold_low);
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water_shader.set_loc("cloudThresholdHigh", m_cloud_threshold_high);
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