mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-04-10 06:14:07 +08:00
refactor: introduce App class as program core
This commit is contained in:
155
src/app.cpp
Normal file
155
src/app.cpp
Normal file
@@ -0,0 +1,155 @@
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#include <Cubed/app.hpp>
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#include <Cubed/gameplay/player.hpp>
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#include <Cubed/map_table.hpp>
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#include <Cubed/tools/cubed_assert.hpp>
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#include <Cubed/tools/log.hpp>
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#include <exception>
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static double last_time = glfwGetTime();
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static double current_time = glfwGetTime();
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static double delta_time = 0.0f;
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static double fps_time_count = 0.0f;
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static int frame_count = 0;
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static int fps;
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App::App() {
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}
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App::~App() {
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}
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void App::cursor_position_callback(GLFWwindow* window, double xpos, double ypos) {
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App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
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CUBED_ASSERT_MSG(app, "nullptr");
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app->m_camera.update_cursor_position_camera(xpos, ypos);
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}
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void App::init() {
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m_window.init();
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glfwSetWindowUserPointer(m_window.get_glfw_window(), this);
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glfwSetWindowSizeCallback(m_window.get_glfw_window(), window_reshape_callback);
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glfwSetKeyCallback(m_window.get_glfw_window(), key_callback);
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glfwSetCursorPosCallback(m_window.get_glfw_window(), cursor_position_callback);
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glfwSetMouseButtonCallback(m_window.get_glfw_window(), mouse_button_callback);
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m_renderer.init();
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m_window.update_viewport();
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MapTable::init_map();
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m_texture_manager.init_texture();
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m_world.init_world();
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m_texture_array = m_texture_manager.get_texture_array();
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m_camera.camera_init(&m_world.get_player("TestPlayer"));
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}
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void App::key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
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switch(key) {
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case GLFW_KEY_Q:
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if (action == GLFW_PRESS) {
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if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) {
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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} else if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_NORMAL) {
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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}
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}
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break;
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case GLFW_KEY_ESCAPE:
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if (action == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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}
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}
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App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
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CUBED_ASSERT_MSG(app, "nullptr");
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app->m_world.get_player("TestPlayer").update_player_move_state(key, action);
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}
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void App::mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
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switch (button) {
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case GLFW_MOUSE_BUTTON_LEFT:
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if (action == GLFW_PRESS) {
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Input::get_input_state().mouse_state.left = true;
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}
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if (action == GLFW_RELEASE) {
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Input::get_input_state().mouse_state.left = false;
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}
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break;
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case GLFW_MOUSE_BUTTON_RIGHT:
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if (action == GLFW_PRESS) {
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Input::get_input_state().mouse_state.right = true;
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}
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if (action == GLFW_RELEASE) {
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Input::get_input_state().mouse_state.right = false;
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}
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break;
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}
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}
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void App::window_reshape_callback(GLFWwindow* window, int new_width, int new_height) {
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App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
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CUBED_ASSERT_MSG(app, "nullptr");
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app->m_window.update_viewport();
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}
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void App::render() {
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m_renderer.render(m_texture_array);
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glfwSwapBuffers(m_window.get_glfw_window());
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}
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void App::run() {
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while(!glfwWindowShouldClose(m_window.get_glfw_window())) {
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update();
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render();
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}
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}
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void App::update() {
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glfwPollEvents();
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current_time = glfwGetTime();
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delta_time = current_time - last_time;
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last_time = current_time;
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fps_time_count += delta_time;
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frame_count++;
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if (fps_time_count >= 1.0f) {
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fps = static_cast<int>(frame_count / fps_time_count);
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std::string title = "Cubed FPS: " + std::to_string(fps);
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glfwSetWindowTitle(m_window.get_glfw_window(), title.c_str());
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frame_count = 0;
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fps_time_count = 0.0f;
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}
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m_world.update(delta_time);
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m_camera.update_move_camera();
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}
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int App::start_cubed_application(int argc, char** argv) {
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App app;
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try {
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app.init();
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app.run();
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return 0;
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} catch (std::exception& e) {
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LOG::error("{}", e.what());
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} catch (...) {
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LOG::error("Unkown error");
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}
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return 1;
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}
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@@ -1,9 +1,19 @@
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#include <Cubed/input.hpp>
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#include <Cubed/tools/cubed_assert.hpp>
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static InputState input_state;
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namespace Input {
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InputState& get_input_state() {
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return input_state;
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}
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}
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288
src/main.cpp
288
src/main.cpp
@@ -1,289 +1,7 @@
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#include <string>
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#include <Cubed/app.hpp>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <Cubed/camera.hpp>
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#include <Cubed/config.hpp>
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#include <Cubed/gameplay/player.hpp>
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#include <Cubed/gameplay/world.hpp>
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#include <Cubed/map_table.hpp>
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#include <Cubed/texture_manager.hpp>
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#include <Cubed/tools/cubed_assert.hpp>
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#include <Cubed/tools/log.hpp>
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#include <Cubed/tools/shader_tools.hpp>
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constexpr int NUM_VAO = 1;
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GLuint world_program, outline_program, sky_program;
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GLuint vao[NUM_VAO];
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GLuint mv_loc, proj_loc;
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int width ,height;
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float aspect;
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glm::mat4 p_mat, v_mat, m_mat, mv_mat, mvp_mat;
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float inc = 0.01f;
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float tf = 0.0f;
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double last_time = glfwGetTime();
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double delta_time = 0.0f;
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double fps_time_count = 0.0f;
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int frame_count = 0;
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int fps;
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GLuint texture_array;
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Camera camera;
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TextureManager texture_manager;
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World world;
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GLuint outline_vbo, outline_indices_vbo, sky_vbo;
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void setup_vertices(void) {
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glGenVertexArrays(NUM_VAO, vao);
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glBindVertexArray(vao[0]);
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glBindVertexArray(0);
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glGenBuffers(1, &outline_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, outline_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(CUBE_VER), CUBE_VER, GL_STATIC_DRAW);
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glGenBuffers(1, &outline_indices_vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, outline_indices_vbo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(OUTLINE_CUBE_INDICES), OUTLINE_CUBE_INDICES, GL_STATIC_DRAW);
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glGenBuffers(1, &sky_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, sky_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES_POS), VERTICES_POS, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void init(GLFWwindow* window) {
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world_program = Shader::create_shader_program("shaders/block_v_shader.glsl", "shaders/block_f_shader.glsl");
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outline_program = Shader::create_shader_program("shaders/outline_v_shader.glsl", "shaders/outline_f_shader.glsl");
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sky_program = Shader::create_shader_program("shaders/sky_v_shader.glsl", "shaders/sky_f_shader.glsl");
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camera.camera_init(&world.get_player("TestPlayer"));
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glfwGetFramebufferSize(window, &width, &height);
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aspect = (float)width / (float)height;
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glViewport(0, 0, width, height);
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p_mat = glm::perspective(glm::radians(FOV), aspect, 0.1f, 1000.0f);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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#ifndef NDEBUG
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* user_param) {
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LOG::info("GL Debug: {}", reinterpret_cast<const char*>(message));
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}, nullptr);
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#endif
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setup_vertices();
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}
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void window_reshape_callback(GLFWwindow* window, int new_width, int new_height) {
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glfwGetFramebufferSize(window, &width, &height);
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aspect = (float)width / (float)height;
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glViewport(0, 0, width, height);
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p_mat = glm::perspective(glm::radians(60.0f), aspect, 0.1f, 1000.0f);
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}
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void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) {
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camera.update_cursor_position_camera(xpos, ypos);
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}
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void render_outline() {
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glUseProgram(outline_program);
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mv_loc = glGetUniformLocation(outline_program, "mv_matrix");
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proj_loc = glGetUniformLocation(outline_program, "proj_matrix");
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const auto& block_pos = world.get_look_block_pos("TestPlayer");
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if (block_pos != std::nullopt) {
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m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(block_pos.value().pos));
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mv_mat = v_mat * m_mat;
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glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
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glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
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glBindBuffer(GL_ARRAY_BUFFER, outline_vbo);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, outline_indices_vbo);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glLineWidth(4.0f);
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glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
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}
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}
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void render_sky() {
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glUseProgram(sky_program);
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mv_loc = glGetUniformLocation(sky_program, "mv_matrix");
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proj_loc = glGetUniformLocation(sky_program, "proj_matrix");
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m_mat = glm::translate(glm::mat4(1.0f), camera.get_camera_pos() - glm::vec3(0.5f, 0.5f, 0.5f));
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v_mat = camera.get_camera_lookat();
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mv_mat = v_mat * m_mat;
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glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
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glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
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glBindBuffer(GL_ARRAY_BUFFER, sky_vbo);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glDisable(GL_DEPTH_TEST);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glEnable(GL_DEPTH_TEST);
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}
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void display(GLFWwindow* window, double current_time) {
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delta_time = current_time - last_time;
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last_time = current_time;
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fps_time_count += delta_time;
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frame_count++;
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if (fps_time_count >= 1.0f) {
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fps = static_cast<int>(frame_count / fps_time_count);
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std::string title = "Cubed FPS: " + std::to_string(fps);
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glfwSetWindowTitle(window, title.c_str());
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frame_count = 0;
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fps_time_count = 0.0f;
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}
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world.update(delta_time);
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camera.update_move_camera();
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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glBindVertexArray(vao[0]);
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render_sky();
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glUseProgram(world_program);
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mv_loc = glGetUniformLocation(world_program, "mv_matrix");
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proj_loc = glGetUniformLocation(world_program, "proj_matrix");
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture_array);
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m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
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v_mat = camera.get_camera_lookat();
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mv_mat = v_mat * m_mat;
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glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
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glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
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mvp_mat = p_mat * mv_mat;
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world.render(mvp_mat);
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render_outline();
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}
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
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switch(key) {
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case GLFW_KEY_Q:
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if (action == GLFW_PRESS) {
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if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) {
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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} else if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_NORMAL) {
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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}
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}
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break;
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case GLFW_KEY_ESCAPE:
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if (action == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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}
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}
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world.get_player("TestPlayer").update_player_move_state(key, action);
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}
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void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
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switch (button) {
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case GLFW_MOUSE_BUTTON_LEFT:
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if (action == GLFW_PRESS) {
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Input::get_input_state().mouse_state.left = true;
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}
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if (action == GLFW_RELEASE) {
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Input::get_input_state().mouse_state.left = false;
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}
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break;
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case GLFW_MOUSE_BUTTON_RIGHT:
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if (action == GLFW_PRESS) {
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Input::get_input_state().mouse_state.right = true;
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}
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if (action == GLFW_RELEASE) {
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Input::get_input_state().mouse_state.right = false;
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}
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break;
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}
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}
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int main() {
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if (!glfwInit()) {
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LOG::error("glfwinit fail");
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exit(EXIT_FAILURE);
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
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GLFWwindow* window = glfwCreateWindow(800, 600, "Cubed", NULL, NULL);
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glfwMakeContextCurrent(window);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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LOG::error("Failed to initialize glad");
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return -1;
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}
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LOG::info("OpenGL Version: {}.{}", GLVersion.major, GLVersion.minor);
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LOG::info("Renderer: {}", reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
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glfwSwapInterval(1);
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glfwSetWindowSizeCallback(window, window_reshape_callback);
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glfwSetKeyCallback(window, key_callback);
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glfwSetCursorPosCallback(window, cursor_position_callback);
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glfwSetMouseButtonCallback(window, mouse_button_callback);
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MapTable::init_map();
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texture_manager.init_texture();
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world.init_world();
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texture_array = texture_manager.get_texture_array();
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init(window);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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while(!glfwWindowShouldClose(window)) {
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display(window, glfwGetTime());
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDeleteBuffers(1, &outline_vbo);
|
||||
glDeleteBuffers(1, &outline_indices_vbo);
|
||||
glDeleteBuffers(1, &sky_vbo);
|
||||
glBindVertexArray(0);
|
||||
glDeleteVertexArrays(NUM_VAO, vao);
|
||||
glDeleteProgram(world_program);
|
||||
glDeleteProgram(outline_program);
|
||||
glDeleteProgram(sky_program);
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
exit(EXIT_SUCCESS);
|
||||
int main(int argc, char** argv) {
|
||||
return App::start_cubed_application(argc, argv);
|
||||
}
|
||||
|
||||
|
||||
|
||||
155
src/renderer.cpp
Normal file
155
src/renderer.cpp
Normal file
@@ -0,0 +1,155 @@
|
||||
#include <Cubed/camera.hpp>
|
||||
#include <Cubed/config.hpp>
|
||||
#include <Cubed/gameplay/world.hpp>
|
||||
#include <Cubed/renderer.hpp>
|
||||
#include <Cubed/tools/cubed_assert.hpp>
|
||||
#include <Cubed/tools/log.hpp>
|
||||
#include <Cubed/tools/shader_tools.hpp>
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
Renderer::Renderer(const Camera& camera, World& world):
|
||||
m_camera(camera),
|
||||
m_world(world)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
Renderer::~Renderer() {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glDeleteBuffers(1, &m_outline_vbo);
|
||||
glDeleteBuffers(1, &m_outline_indices_vbo);
|
||||
glDeleteBuffers(1, &m_sky_vbo);
|
||||
glBindVertexArray(0);
|
||||
glDeleteVertexArrays(NUM_VAO, m_vao.data());
|
||||
glDeleteProgram(m_world_program);
|
||||
glDeleteProgram(m_outline_program);
|
||||
glDeleteProgram(m_sky_program);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Renderer::init() {
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
LOG::error("Failed to initialize glad");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
LOG::info("OpenGL Version: {}.{}", GLVersion.major, GLVersion.minor);
|
||||
LOG::info("Renderer: {}", reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
|
||||
|
||||
m_world_program = Shader::create_shader_program("shaders/block_v_shader.glsl", "shaders/block_f_shader.glsl");
|
||||
m_outline_program = Shader::create_shader_program("shaders/outline_v_shader.glsl", "shaders/outline_f_shader.glsl");
|
||||
m_sky_program = Shader::create_shader_program("shaders/sky_v_shader.glsl", "shaders/sky_f_shader.glsl");
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
|
||||
#ifndef NDEBUG
|
||||
glEnable(GL_DEBUG_OUTPUT);
|
||||
glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* user_param) {
|
||||
LOG::info("GL Debug: {}", reinterpret_cast<const char*>(message));
|
||||
}, nullptr);
|
||||
#endif
|
||||
|
||||
|
||||
m_vao.resize(NUM_VAO);
|
||||
glGenVertexArrays(NUM_VAO, m_vao.data());
|
||||
glBindVertexArray(m_vao[0]);
|
||||
glBindVertexArray(0);
|
||||
glGenBuffers(1, &m_outline_vbo);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_outline_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(CUBE_VER), CUBE_VER, GL_STATIC_DRAW);
|
||||
|
||||
glGenBuffers(1, &m_outline_indices_vbo);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_outline_indices_vbo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(OUTLINE_CUBE_INDICES), OUTLINE_CUBE_INDICES, GL_STATIC_DRAW);
|
||||
|
||||
glGenBuffers(1, &m_sky_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_sky_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES_POS), VERTICES_POS, GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Renderer::render(GLuint texture_array) {
|
||||
glClearColor(0.0, 0.0, 0.0, 1.0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
glBindVertexArray(m_vao[0]);
|
||||
render_sky();
|
||||
glUseProgram(m_world_program);
|
||||
|
||||
m_mv_loc = glGetUniformLocation(m_world_program, "mv_matrix");
|
||||
m_proj_loc = glGetUniformLocation(m_world_program, "proj_matrix");
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, texture_array);
|
||||
m_m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
|
||||
m_v_mat = m_camera.get_camera_lookat();
|
||||
m_mv_mat = m_v_mat * m_m_mat;
|
||||
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
|
||||
glUniformMatrix4fv(m_proj_loc, 1 ,GL_FALSE, glm::value_ptr(m_p_mat));
|
||||
m_mvp_mat = m_p_mat * m_mv_mat;
|
||||
m_world.render(m_mvp_mat);
|
||||
|
||||
render_outline();
|
||||
}
|
||||
|
||||
void Renderer::render_outline() {
|
||||
glUseProgram(m_outline_program);
|
||||
|
||||
m_mv_loc = glGetUniformLocation(m_outline_program, "mv_matrix");
|
||||
m_proj_loc = glGetUniformLocation(m_outline_program, "proj_matrix");
|
||||
|
||||
const auto& block_pos = m_world.get_look_block_pos("TestPlayer");
|
||||
|
||||
if (block_pos != std::nullopt) {
|
||||
m_m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(block_pos.value().pos));
|
||||
m_mv_mat = m_v_mat * m_m_mat;
|
||||
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
|
||||
glUniformMatrix4fv(m_proj_loc, 1 ,GL_FALSE, glm::value_ptr(m_p_mat));
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_outline_vbo);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_outline_indices_vbo);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
glLineWidth(4.0f);
|
||||
glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Renderer::render_sky() {
|
||||
glUseProgram(m_sky_program);
|
||||
|
||||
m_mv_loc = glGetUniformLocation(m_sky_program, "mv_matrix");
|
||||
m_proj_loc = glGetUniformLocation(m_sky_program, "proj_matrix");
|
||||
|
||||
m_m_mat = glm::translate(glm::mat4(1.0f), m_camera.get_camera_pos() - glm::vec3(0.5f, 0.5f, 0.5f));
|
||||
m_v_mat = m_camera.get_camera_lookat();
|
||||
m_mv_mat = m_v_mat * m_m_mat;
|
||||
|
||||
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
|
||||
glUniformMatrix4fv(m_proj_loc, 1 ,GL_FALSE, glm::value_ptr(m_p_mat));
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_sky_vbo);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
}
|
||||
|
||||
void Renderer::update_proj_matrix(float aspect) {
|
||||
m_p_mat = glm::perspective(glm::radians(FOV), aspect, 0.1f, 1000.0f);
|
||||
}
|
||||
52
src/window.cpp
Normal file
52
src/window.cpp
Normal file
@@ -0,0 +1,52 @@
|
||||
#include <Cubed/renderer.hpp>
|
||||
#include <Cubed/input.hpp>
|
||||
#include <Cubed/tools/cubed_assert.hpp>
|
||||
#include <Cubed/tools/log.hpp>
|
||||
#include <Cubed/window.hpp>
|
||||
|
||||
Window::Window(Renderer& renderer) :
|
||||
m_renderer(renderer)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
Window::~Window() {
|
||||
glfwDestroyWindow(m_window);
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
const GLFWwindow* Window::get_glfw_window() const {
|
||||
return m_window;
|
||||
}
|
||||
|
||||
GLFWwindow* Window::get_glfw_window() {
|
||||
return m_window;
|
||||
}
|
||||
|
||||
void Window::update_viewport() {
|
||||
glfwGetFramebufferSize(m_window, &m_width, &m_height);
|
||||
m_aspect = (float)m_width / (float)m_height;
|
||||
glViewport(0, 0, m_width, m_height);
|
||||
m_renderer.update_proj_matrix(m_aspect);
|
||||
|
||||
}
|
||||
|
||||
void Window::init() {
|
||||
if (!glfwInit()) {
|
||||
LOG::error("glfwinit fail");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
|
||||
m_window = glfwCreateWindow(800, 600, "Cubed", NULL, NULL);
|
||||
glfwMakeContextCurrent(m_window);
|
||||
|
||||
glfwSwapInterval(1);
|
||||
|
||||
|
||||
glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
//update_viewport();
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user