refactor: introduce App class as program core

This commit is contained in:
2026-03-20 22:46:34 +08:00
parent bfc928d91a
commit 3916a72ca3
12 changed files with 492 additions and 288 deletions

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@@ -46,16 +46,19 @@ set(INCLUDE_DIR ${PROJECT_SOURCE_DIR}/include)
add_executable(${PROJECT_NAME} add_executable(${PROJECT_NAME}
src/main.cpp src/main.cpp
src/app.cpp
src/camera.cpp src/camera.cpp
src/gameplay/chunk.cpp src/gameplay/chunk.cpp
src/gameplay/player.cpp src/gameplay/player.cpp
src/gameplay/world.cpp src/gameplay/world.cpp
src/input.cpp src/input.cpp
src/map_table.cpp src/map_table.cpp
src/renderer.cpp
src/texture_manager.cpp src/texture_manager.cpp
src/tools/math_tools.cpp src/tools/math_tools.cpp
src/tools/shader_tools.cpp src/tools/shader_tools.cpp
src/tools/log.cpp src/tools/log.cpp
src/window.cpp
) )
#if(CMAKE_BUILD_TYPE STREQUAL "Debug") #if(CMAKE_BUILD_TYPE STREQUAL "Debug")

43
include/Cubed/app.hpp Normal file
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@@ -0,0 +1,43 @@
#pragma once
#include <Cubed/camera.hpp>
#include <Cubed/gameplay/world.hpp>
#include <Cubed/input.hpp>
#include <Cubed/renderer.hpp>
#include <Cubed/texture_manager.hpp>
#include <Cubed/window.hpp>
class App {
public:
App();
~App();
static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos);
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
static void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
static void window_reshape_callback(GLFWwindow* window, int new_width, int new_height);
static int start_cubed_application(int argc, char** argv);
private:
Camera m_camera;
World m_world;
Renderer m_renderer{m_camera, m_world};
Window m_window{m_renderer};
GLuint m_texture_array;
TextureManager m_texture_manager;
void init();
auto init_camera();
auto init_texture();
auto init_world();
void render();
void run();
void update();
};

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@@ -3,10 +3,14 @@ constexpr int WORLD_SIZE_X = 32;
constexpr int WORLD_SIZE_Z = 32; constexpr int WORLD_SIZE_Z = 32;
constexpr int WORLD_SIZE_Y = 16; constexpr int WORLD_SIZE_Y = 16;
constexpr int MAX_BLOCK_NUM = 2; constexpr int MAX_BLOCK_NUM = 2;
constexpr int CHUCK_SIZE = 16; constexpr int CHUCK_SIZE = 16;
constexpr int DISTANCE = 8; constexpr int DISTANCE = 8;
constexpr int MAX_BLOCK_STATUS = 1; constexpr int MAX_BLOCK_STATUS = 1;
constexpr float FOV = 70.0f; constexpr float FOV = 70.0f;
constexpr float VERTICES_POS[6][6][3] = { constexpr float VERTICES_POS[6][6][3] = {
// ===== front (z = +1) ===== // ===== front (z = +1) =====
0.0f, 0.0f, 1.0f, // bottom left 0.0f, 0.0f, 1.0f, // bottom left

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@@ -1,5 +1,7 @@
#pragma once #pragma once
#include <GLFW/glfw3.h>
struct MoveState { struct MoveState {
bool forward = false; bool forward = false;
bool back = false; bool back = false;
@@ -21,4 +23,6 @@ struct InputState {
namespace Input { namespace Input {
InputState& get_input_state(); InputState& get_input_state();
} }

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@@ -0,0 +1,39 @@
#pragma once
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <vector>
class Camera;
class World;
class Renderer {
public:
constexpr static int NUM_VAO = 1;
Renderer(const Camera& camera, World& world);
~Renderer();
void init();
void render(GLuint texture_array);
void update_proj_matrix(float aspect);
private:
const Camera& m_camera;
World& m_world;
glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat;
GLuint m_mv_loc;
GLuint m_proj_loc;
GLuint m_sky_vbo;
GLuint m_outline_indices_vbo;
GLuint m_outline_vbo;
GLuint m_sky_program;
GLuint m_outline_program;
GLuint m_world_program;
std::vector<GLuint> m_vao;
void render_outline();
void render_sky();
};

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@@ -3,12 +3,12 @@
namespace Assert { namespace Assert {
inline void msg(const char* condition, const char* file, inline void msg(const char* condition, const char* file,
int line, const char* func, int line, const char* func,
const std::string& message = "" std::string_view message = ""
) { ) {
LOG::error("Assertion failed: {} at {}: {} in function {}", LOG::error("Assertion failed: {} at {}: {} in function {}",
condition, file, line, func); condition, file, line, func);
if (!message.empty()) { if (message.size()) {
LOG::error("Message: {}", message); LOG::error("Message: {}", message);
} }
std::abort(); std::abort();

21
include/Cubed/window.hpp Normal file
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@@ -0,0 +1,21 @@
#pragma once
#include <GLFW/glfw3.h>
class Renderer;
class Window {
public:
Window(Renderer& renderer);
~Window();
const GLFWwindow* get_glfw_window() const;
GLFWwindow* get_glfw_window();
void init();
void update_viewport();
private:
float m_aspect;
GLFWwindow* m_window;
int m_width;
int m_height;
Renderer& m_renderer;
};

155
src/app.cpp Normal file
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@@ -0,0 +1,155 @@
#include <Cubed/app.hpp>
#include <Cubed/gameplay/player.hpp>
#include <Cubed/map_table.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/log.hpp>
#include <exception>
static double last_time = glfwGetTime();
static double current_time = glfwGetTime();
static double delta_time = 0.0f;
static double fps_time_count = 0.0f;
static int frame_count = 0;
static int fps;
App::App() {
}
App::~App() {
}
void App::cursor_position_callback(GLFWwindow* window, double xpos, double ypos) {
App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
CUBED_ASSERT_MSG(app, "nullptr");
app->m_camera.update_cursor_position_camera(xpos, ypos);
}
void App::init() {
m_window.init();
glfwSetWindowUserPointer(m_window.get_glfw_window(), this);
glfwSetWindowSizeCallback(m_window.get_glfw_window(), window_reshape_callback);
glfwSetKeyCallback(m_window.get_glfw_window(), key_callback);
glfwSetCursorPosCallback(m_window.get_glfw_window(), cursor_position_callback);
glfwSetMouseButtonCallback(m_window.get_glfw_window(), mouse_button_callback);
m_renderer.init();
m_window.update_viewport();
MapTable::init_map();
m_texture_manager.init_texture();
m_world.init_world();
m_texture_array = m_texture_manager.get_texture_array();
m_camera.camera_init(&m_world.get_player("TestPlayer"));
}
void App::key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
switch(key) {
case GLFW_KEY_Q:
if (action == GLFW_PRESS) {
if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) {
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
} else if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_NORMAL) {
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
}
}
break;
case GLFW_KEY_ESCAPE:
if (action == GLFW_PRESS) {
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
}
App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
CUBED_ASSERT_MSG(app, "nullptr");
app->m_world.get_player("TestPlayer").update_player_move_state(key, action);
}
void App::mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
switch (button) {
case GLFW_MOUSE_BUTTON_LEFT:
if (action == GLFW_PRESS) {
Input::get_input_state().mouse_state.left = true;
}
if (action == GLFW_RELEASE) {
Input::get_input_state().mouse_state.left = false;
}
break;
case GLFW_MOUSE_BUTTON_RIGHT:
if (action == GLFW_PRESS) {
Input::get_input_state().mouse_state.right = true;
}
if (action == GLFW_RELEASE) {
Input::get_input_state().mouse_state.right = false;
}
break;
}
}
void App::window_reshape_callback(GLFWwindow* window, int new_width, int new_height) {
App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
CUBED_ASSERT_MSG(app, "nullptr");
app->m_window.update_viewport();
}
void App::render() {
m_renderer.render(m_texture_array);
glfwSwapBuffers(m_window.get_glfw_window());
}
void App::run() {
while(!glfwWindowShouldClose(m_window.get_glfw_window())) {
update();
render();
}
}
void App::update() {
glfwPollEvents();
current_time = glfwGetTime();
delta_time = current_time - last_time;
last_time = current_time;
fps_time_count += delta_time;
frame_count++;
if (fps_time_count >= 1.0f) {
fps = static_cast<int>(frame_count / fps_time_count);
std::string title = "Cubed FPS: " + std::to_string(fps);
glfwSetWindowTitle(m_window.get_glfw_window(), title.c_str());
frame_count = 0;
fps_time_count = 0.0f;
}
m_world.update(delta_time);
m_camera.update_move_camera();
}
int App::start_cubed_application(int argc, char** argv) {
App app;
try {
app.init();
app.run();
return 0;
} catch (std::exception& e) {
LOG::error("{}", e.what());
} catch (...) {
LOG::error("Unkown error");
}
return 1;
}

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@@ -1,9 +1,19 @@
#include <Cubed/input.hpp> #include <Cubed/input.hpp>
#include <Cubed/tools/cubed_assert.hpp>
static InputState input_state; static InputState input_state;
namespace Input { namespace Input {
InputState& get_input_state() { InputState& get_input_state() {
return input_state; return input_state;
} }
} }

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@@ -1,289 +1,7 @@
#include <string> #include <Cubed/app.hpp>
#include <glad/glad.h> int main(int argc, char** argv) {
#include <GLFW/glfw3.h> return App::start_cubed_application(argc, argv);
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <Cubed/camera.hpp>
#include <Cubed/config.hpp>
#include <Cubed/gameplay/player.hpp>
#include <Cubed/gameplay/world.hpp>
#include <Cubed/map_table.hpp>
#include <Cubed/texture_manager.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/log.hpp>
#include <Cubed/tools/shader_tools.hpp>
constexpr int NUM_VAO = 1;
GLuint world_program, outline_program, sky_program;
GLuint vao[NUM_VAO];
GLuint mv_loc, proj_loc;
int width ,height;
float aspect;
glm::mat4 p_mat, v_mat, m_mat, mv_mat, mvp_mat;
float inc = 0.01f;
float tf = 0.0f;
double last_time = glfwGetTime();
double delta_time = 0.0f;
double fps_time_count = 0.0f;
int frame_count = 0;
int fps;
GLuint texture_array;
Camera camera;
TextureManager texture_manager;
World world;
GLuint outline_vbo, outline_indices_vbo, sky_vbo;
void setup_vertices(void) {
glGenVertexArrays(NUM_VAO, vao);
glBindVertexArray(vao[0]);
glBindVertexArray(0);
glGenBuffers(1, &outline_vbo);
glBindBuffer(GL_ARRAY_BUFFER, outline_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(CUBE_VER), CUBE_VER, GL_STATIC_DRAW);
glGenBuffers(1, &outline_indices_vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, outline_indices_vbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(OUTLINE_CUBE_INDICES), OUTLINE_CUBE_INDICES, GL_STATIC_DRAW);
glGenBuffers(1, &sky_vbo);
glBindBuffer(GL_ARRAY_BUFFER, sky_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES_POS), VERTICES_POS, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void init(GLFWwindow* window) {
world_program = Shader::create_shader_program("shaders/block_v_shader.glsl", "shaders/block_f_shader.glsl");
outline_program = Shader::create_shader_program("shaders/outline_v_shader.glsl", "shaders/outline_f_shader.glsl");
sky_program = Shader::create_shader_program("shaders/sky_v_shader.glsl", "shaders/sky_f_shader.glsl");
camera.camera_init(&world.get_player("TestPlayer"));
glfwGetFramebufferSize(window, &width, &height);
aspect = (float)width / (float)height;
glViewport(0, 0, width, height);
p_mat = glm::perspective(glm::radians(FOV), aspect, 0.1f, 1000.0f);
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
setup_vertices();
}
void window_reshape_callback(GLFWwindow* window, int new_width, int new_height) {
glfwGetFramebufferSize(window, &width, &height);
aspect = (float)width / (float)height;
glViewport(0, 0, width, height);
p_mat = glm::perspective(glm::radians(60.0f), aspect, 0.1f, 1000.0f);
}
void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) {
camera.update_cursor_position_camera(xpos, ypos);
}
void render_outline() {
glUseProgram(outline_program);
mv_loc = glGetUniformLocation(outline_program, "mv_matrix");
proj_loc = glGetUniformLocation(outline_program, "proj_matrix");
const auto& block_pos = world.get_look_block_pos("TestPlayer");
if (block_pos != std::nullopt) {
m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(block_pos.value().pos));
mv_mat = v_mat * m_mat;
glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
glBindBuffer(GL_ARRAY_BUFFER, outline_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, outline_indices_vbo);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glLineWidth(4.0f);
glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
}
}
void render_sky() {
glUseProgram(sky_program);
mv_loc = glGetUniformLocation(sky_program, "mv_matrix");
proj_loc = glGetUniformLocation(sky_program, "proj_matrix");
m_mat = glm::translate(glm::mat4(1.0f), camera.get_camera_pos() - glm::vec3(0.5f, 0.5f, 0.5f));
v_mat = camera.get_camera_lookat();
mv_mat = v_mat * m_mat;
glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
glBindBuffer(GL_ARRAY_BUFFER, 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 display(GLFWwindow* window, double current_time) {
delta_time = current_time - last_time;
last_time = current_time;
fps_time_count += delta_time;
frame_count++;
if (fps_time_count >= 1.0f) {
fps = static_cast<int>(frame_count / fps_time_count);
std::string title = "Cubed FPS: " + std::to_string(fps);
glfwSetWindowTitle(window, title.c_str());
frame_count = 0;
fps_time_count = 0.0f;
}
world.update(delta_time);
camera.update_move_camera();
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT);
glBindVertexArray(vao[0]);
render_sky();
glUseProgram(world_program);
mv_loc = glGetUniformLocation(world_program, "mv_matrix");
proj_loc = glGetUniformLocation(world_program, "proj_matrix");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture_array);
m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
v_mat = camera.get_camera_lookat();
mv_mat = v_mat * m_mat;
glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
mvp_mat = p_mat * mv_mat;
world.render(mvp_mat);
render_outline();
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
switch(key) {
case GLFW_KEY_Q:
if (action == GLFW_PRESS) {
if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) {
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
} else if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_NORMAL) {
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
}
}
break;
case GLFW_KEY_ESCAPE:
if (action == GLFW_PRESS) {
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
}
world.get_player("TestPlayer").update_player_move_state(key, action);
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
switch (button) {
case GLFW_MOUSE_BUTTON_LEFT:
if (action == GLFW_PRESS) {
Input::get_input_state().mouse_state.left = true;
}
if (action == GLFW_RELEASE) {
Input::get_input_state().mouse_state.left = false;
}
break;
case GLFW_MOUSE_BUTTON_RIGHT:
if (action == GLFW_PRESS) {
Input::get_input_state().mouse_state.right = true;
}
if (action == GLFW_RELEASE) {
Input::get_input_state().mouse_state.right = false;
}
break;
}
}
int main() {
if (!glfwInit()) {
LOG::error("glfwinit fail");
exit(EXIT_FAILURE);
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
GLFWwindow* window = glfwCreateWindow(800, 600, "Cubed", NULL, NULL);
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
LOG::error("Failed to initialize glad");
return -1;
}
LOG::info("OpenGL Version: {}.{}", GLVersion.major, GLVersion.minor);
LOG::info("Renderer: {}", reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
glfwSwapInterval(1);
glfwSetWindowSizeCallback(window, window_reshape_callback);
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, cursor_position_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
MapTable::init_map();
texture_manager.init_texture();
world.init_world();
texture_array = texture_manager.get_texture_array();
init(window);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
while(!glfwWindowShouldClose(window)) {
display(window, glfwGetTime());
glfwSwapBuffers(window);
glfwPollEvents();
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
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);
} }

155
src/renderer.cpp Normal file
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@@ -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
View File

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#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();
}