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https://github.com/zhenyan121/Cubed.git
synced 2026-04-10 06:14:07 +08:00
feat: add world class
This commit is contained in:
81
src/main.cpp
81
src/main.cpp
@@ -1,5 +1,4 @@
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#include <string>
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#include <vector>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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@@ -11,6 +10,7 @@
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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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@@ -19,7 +19,7 @@
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constexpr int NUM_VAO = 1;
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constexpr int NUM_VBO = 3;
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bool block_present[WORLD_SIZE_X][WORLD_SIZE_Z] = {false};
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GLuint rendering_program;
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GLuint vao[NUM_VAO];
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GLuint vbo[NUM_VBO];
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@@ -31,10 +31,11 @@ float inc = 0.01f;
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float tf = 0.0f;
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double last_time = 0.0f;
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double delta_time = 0.0f;
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std::vector<GLuint> grass_block_texture;
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Player player;
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Camera camera;
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TextureManager texture_manager;
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World world;
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void setup_vertices(void) {
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float vertices_pos[108] = {
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// ===== front (z = +1) =====
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@@ -164,15 +165,6 @@ void init(GLFWwindow* window) {
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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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// Must call after texture_manager.init_texture();
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grass_block_texture = texture_manager.get_block_texture("grass_block").texture;
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for (int i = 0; i < 6; i++) {
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glBindTexture(GL_TEXTURE_2D, grass_block_texture[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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@@ -203,11 +195,6 @@ void display(GLFWwindow* window, double current_time) {
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player.update(delta_time);
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camera.update_move_camera();
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for (int i = 0; i < WORLD_SIZE_X; i++) {
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for (int j = 0; j < WORLD_SIZE_Z; j++) {
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block_present[i][j] = true;
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}
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}
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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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@@ -226,45 +213,36 @@ void display(GLFWwindow* window, double current_time) {
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glEnableVertexAttribArray(1);
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glActiveTexture(GL_TEXTURE0);
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for (int x = 0; x < WORLD_SIZE_X; x++) {
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for (int z = 0; z < WORLD_SIZE_Z; z++) {
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for (int x = 0; x < DISTANCE * CHUCK_SIZE; x++) {
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for (int z = 0; z < DISTANCE * CHUCK_SIZE; z++) {
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for (int y = 0; y < CHUCK_SIZE; y++) {
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int wx = x - WORLD_SIZE_X / 2;
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int wz = z - WORLD_SIZE_Z / 2;
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m_mat = glm::translate(glm::mat4(1.0f), glm::vec3((float)x, y, (float)z));
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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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m_mat = glm::translate(glm::mat4(1.0f), glm::vec3((float)wx, 0.0f, (float)wz));
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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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bool draw_face[6] = {true, true, true, true, true, true};
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if (z < WORLD_SIZE_Z - 1&& block_present[x][z + 1]) {
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draw_face[0] = false;
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}
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if (x < WORLD_SIZE_X - 1 && block_present[x + 1][z]) {
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draw_face[1] = false;
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}
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if (z > 0 && block_present[x][z - 1]) {
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draw_face[2] = false;
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}
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if (x > 0 && block_present[x - 1][z]) {
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draw_face[3] = false;
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}
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for (int face = 0; face < 6; face++) {
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if (!draw_face[face]) {
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const auto& block_render_data = world.get_block_render_data(x, y, z);
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// air
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if (block_render_data.block_id == 0) {
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continue;
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}
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glBindTexture(GL_TEXTURE_2D, grass_block_texture[face]);
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//glPointSize(30.0f);
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glDrawArrays(GL_TRIANGLES, face * 6, 6);
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for (int face = 0; face < 6; face++) {
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if (!block_render_data.draw_face[face]) {
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continue;
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}
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glBindTexture(GL_TEXTURE_2D,
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texture_manager.get_block_texture(
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block_render_data
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.block_id)
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.texture[face]
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);
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glDrawArrays(GL_TRIANGLES, face * 6, 6);
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}
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}
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}
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}
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@@ -314,6 +292,7 @@ int main() {
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glfwSetCursorPosCallback(window, cursor_position_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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init(window);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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