mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-04-10 06:14:07 +08:00
feat: add outline for block that is looked
This commit is contained in:
@@ -56,19 +56,19 @@ add_executable(${PROJECT_NAME}
|
|||||||
src/tools/log.cpp
|
src/tools/log.cpp
|
||||||
)
|
)
|
||||||
|
|
||||||
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
|
#if(CMAKE_BUILD_TYPE STREQUAL "Debug")
|
||||||
message(STATUS "Building with AddressSanitizer enabled for target: ${PROJECT_NAME}")
|
# message(STATUS "Building with AddressSanitizer enabled for target: ${PROJECT_NAME}")
|
||||||
|
#
|
||||||
target_compile_options(${PROJECT_NAME} PRIVATE
|
# target_compile_options(${PROJECT_NAME} PRIVATE
|
||||||
-fsanitize=address
|
# -fsanitize=address
|
||||||
-fno-omit-frame-pointer
|
# -fno-omit-frame-pointer
|
||||||
-g
|
# -g
|
||||||
)
|
# )
|
||||||
|
#
|
||||||
target_link_options(${PROJECT_NAME} PRIVATE
|
# target_link_options(${PROJECT_NAME} PRIVATE
|
||||||
-fsanitize=address
|
# -fsanitize=address
|
||||||
)
|
# )
|
||||||
endif()
|
#endif()
|
||||||
|
|
||||||
target_include_directories(${PROJECT_NAME} PUBLIC ${INCLUDE_DIR})
|
target_include_directories(${PROJECT_NAME} PUBLIC ${INCLUDE_DIR})
|
||||||
|
|
||||||
|
|||||||
BIN
assets/texture/status/0.png
Normal file
BIN
assets/texture/status/0.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 105 B |
@@ -5,7 +5,7 @@ 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 float VERTICES_POS[6][6][3] = {
|
constexpr float VERTICES_POS[6][6][3] = {
|
||||||
// ===== front (z = +1) =====
|
// ===== front (z = +1) =====
|
||||||
@@ -60,4 +60,21 @@ constexpr float TEX_COORDS[6][6][2] = {
|
|||||||
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||||
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
constexpr float CUBE_VER[24] = {
|
||||||
|
-0.5, -0.5, -0.5,
|
||||||
|
0.5, -0.5, -0.5,
|
||||||
|
0.5, 0.5, -0.5,
|
||||||
|
-0.5, 0.5, -0.5,
|
||||||
|
-0.5, -0.5, 0.5,
|
||||||
|
0.5, -0.5, 0.5,
|
||||||
|
0.5, 0.5, 0.5,
|
||||||
|
-0.5, 0.5, 0.5
|
||||||
|
};
|
||||||
|
|
||||||
|
constexpr int OUTLINE_CUBE_INDICES[24] = {
|
||||||
|
0,1, 1,2, 2,3, 3,0,
|
||||||
|
4,5, 5,6, 6,7, 7,4,
|
||||||
|
0,4, 1,5, 2,6, 3,7
|
||||||
};
|
};
|
||||||
@@ -31,11 +31,12 @@ private:
|
|||||||
MoveState m_move_state;
|
MoveState m_move_state;
|
||||||
|
|
||||||
std::string m_name;
|
std::string m_name;
|
||||||
const World& m_world;
|
World& m_world;
|
||||||
|
|
||||||
|
bool ray_cast(const glm::vec3& start, const glm::vec3& dir, glm::ivec3& block_pos, float distance = 4.0f);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Player(const World& world, const std::string& name);
|
Player(World& world, const std::string& name);
|
||||||
~Player();
|
~Player();
|
||||||
const glm::vec3& get_front() const;
|
const glm::vec3& get_front() const;
|
||||||
const glm::vec3& get_player_pos() const;
|
const glm::vec3& get_player_pos() const;
|
||||||
|
|||||||
@@ -8,6 +8,7 @@ class Player;
|
|||||||
class World {
|
class World {
|
||||||
private:
|
private:
|
||||||
BlockRenderData m_block_render_data;
|
BlockRenderData m_block_render_data;
|
||||||
|
glm::ivec3 last_block_pos = glm::ivec3(0, 0, 0);
|
||||||
std::unordered_map<ChunkPos , Chunk, ChunkPos::Hash> m_chunks;
|
std::unordered_map<ChunkPos , Chunk, ChunkPos::Hash> m_chunks;
|
||||||
std::unordered_map<std::size_t, Player> m_players;
|
std::unordered_map<std::size_t, Player> m_players;
|
||||||
public:
|
public:
|
||||||
@@ -16,8 +17,11 @@ public:
|
|||||||
~World();
|
~World();
|
||||||
|
|
||||||
const BlockRenderData& get_block_render_data(int x, int y ,int z);
|
const BlockRenderData& get_block_render_data(int x, int y ,int z);
|
||||||
|
const glm::ivec3& get_last_block_pos() const;
|
||||||
Player& get_player(const std::string& name);
|
Player& get_player(const std::string& name);
|
||||||
void init_world();
|
void init_world();
|
||||||
|
bool is_block(const glm::ivec3& block_pos) const;
|
||||||
|
void mark_looked_block(const glm::ivec3& block_pos);
|
||||||
void render();
|
void render();
|
||||||
void update(float delta_time);
|
void update(float delta_time);
|
||||||
|
|
||||||
|
|||||||
@@ -7,15 +7,18 @@
|
|||||||
class TextureManager {
|
class TextureManager {
|
||||||
private:
|
private:
|
||||||
GLuint m_texture_array;
|
GLuint m_texture_array;
|
||||||
|
GLuint m_block_status_array;
|
||||||
|
void load_block_status(int status_id);
|
||||||
void load_block_texture(unsigned block_id);
|
void load_block_texture(unsigned block_id);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
TextureManager();
|
TextureManager();
|
||||||
~TextureManager();
|
~TextureManager();
|
||||||
|
|
||||||
void delet_texture();
|
void delet_texture();
|
||||||
|
GLuint get_block_status_array();
|
||||||
GLuint get_texture_array();
|
GLuint get_texture_array();
|
||||||
|
|
||||||
// Must call after MapTable::init_map() and glfwMakeContextCurrent(window);
|
// Must call after MapTable::init_map() and glfwMakeContextCurrent(window);
|
||||||
void init_texture();
|
void init_texture();
|
||||||
};
|
};
|
||||||
@@ -5,10 +5,11 @@
|
|||||||
#include <string>
|
#include <string>
|
||||||
|
|
||||||
namespace Shader {
|
namespace Shader {
|
||||||
|
GLuint create_shader_program(const std::string& v_shader_path, const std::string& f_shader_path);
|
||||||
void print_shader_log(GLuint shader);
|
void print_shader_log(GLuint shader);
|
||||||
void print_program_info(int prog);
|
void print_program_info(int prog);
|
||||||
bool check_opengl_error();
|
bool check_opengl_error();
|
||||||
std::string read_shader_source(const char* file_path);
|
std::string read_shader_source(const std::string& file_path);
|
||||||
void delete_image_data(unsigned char* data);
|
void delete_image_data(unsigned char* data);
|
||||||
unsigned char* load_image_data(const std::string& tex_image_path);
|
unsigned char* load_image_data(const std::string& tex_image_path);
|
||||||
|
|
||||||
|
|||||||
@@ -1,8 +1,10 @@
|
|||||||
|
#include <Cubed/gameplay/player.hpp>
|
||||||
|
#include <Cubed/gameplay/world.hpp>
|
||||||
|
#include <Cubed/tools/log.hpp>
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
#include <Cubed/gameplay/player.hpp>
|
|
||||||
|
|
||||||
Player::Player(const World& world, const std::string& name) :
|
Player::Player(World& world, const std::string& name) :
|
||||||
m_world(world),
|
m_world(world),
|
||||||
m_name(name)
|
m_name(name)
|
||||||
{
|
{
|
||||||
@@ -23,6 +25,20 @@ const MoveState& Player::get_move_state() const {
|
|||||||
return m_move_state;
|
return m_move_state;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool Player::ray_cast(const glm::vec3& start, const glm::vec3& dir,glm::ivec3& block_pos, float distance) {
|
||||||
|
float step = 0.1f;
|
||||||
|
glm::ivec3 cur = glm::floor(start);
|
||||||
|
for (float t = 0.0f; t < distance; t += step) {
|
||||||
|
glm::vec3 point = start + dir * t;
|
||||||
|
block_pos = glm::floor(point);
|
||||||
|
if (m_world.is_block(block_pos)) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void Player::set_player_pos(const glm::vec3& pos) {
|
void Player::set_player_pos(const glm::vec3& pos) {
|
||||||
m_player_pos = pos;
|
m_player_pos = pos;
|
||||||
}
|
}
|
||||||
@@ -49,6 +65,11 @@ void Player::update(float delta_time) {
|
|||||||
if (m_move_state.down) {
|
if (m_move_state.down) {
|
||||||
m_player_pos -= glm::vec3(0.0f, 1.0f, 0.0f) * speed;
|
m_player_pos -= glm::vec3(0.0f, 1.0f, 0.0f) * speed;
|
||||||
}
|
}
|
||||||
|
// calculate the block that is looked
|
||||||
|
glm::ivec3 block_pos;
|
||||||
|
if(ray_cast(glm::vec3(m_player_pos.x + 0.5f, (m_player_pos.y + 1.0f), m_player_pos.z + 0.5f), m_front, block_pos)) {
|
||||||
|
m_world.mark_looked_block(block_pos);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -11,7 +11,7 @@ World::~World() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
const BlockRenderData& World::get_block_render_data(int world_x, int world_y ,int world_z) {
|
const BlockRenderData& World::get_block_render_data(int world_x, int world_y ,int world_z) {
|
||||||
static int chunk_x, chunk_z;
|
int chunk_x, chunk_z;
|
||||||
if (world_x < 0) {
|
if (world_x < 0) {
|
||||||
chunk_x = (world_x + 1) / CHUCK_SIZE - 1;
|
chunk_x = (world_x + 1) / CHUCK_SIZE - 1;
|
||||||
}
|
}
|
||||||
@@ -211,6 +211,10 @@ const BlockRenderData& World::get_block_render_data(int world_x, int world_y ,in
|
|||||||
return m_block_render_data;
|
return m_block_render_data;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
const glm::ivec3& World::get_last_block_pos() const {
|
||||||
|
return last_block_pos;
|
||||||
|
}
|
||||||
|
|
||||||
Player& World::get_player(const std::string& name){
|
Player& World::get_player(const std::string& name){
|
||||||
auto it = m_players.find(HASH::str(name));
|
auto it = m_players.find(HASH::str(name));
|
||||||
if (it == m_players.end()) {
|
if (it == m_players.end()) {
|
||||||
@@ -251,6 +255,13 @@ void World::init_world() {
|
|||||||
m_players.emplace(HASH::str("TestPlayer"), Player(*this, "TestPlayer"));
|
m_players.emplace(HASH::str("TestPlayer"), Player(*this, "TestPlayer"));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void World::mark_looked_block(const glm::ivec3& block_pos) {
|
||||||
|
if (last_block_pos == block_pos) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
last_block_pos = block_pos;
|
||||||
|
}
|
||||||
|
|
||||||
void World::render() {
|
void World::render() {
|
||||||
for (const auto& chunk_map : m_chunks) {
|
for (const auto& chunk_map : m_chunks) {
|
||||||
const auto& [pos, chunk] = chunk_map;
|
const auto& [pos, chunk] = chunk_map;
|
||||||
@@ -266,7 +277,49 @@ void World::render() {
|
|||||||
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, chunk.get_vertex_data().size() * 3);
|
glDrawArrays(GL_TRIANGLES, 0, chunk.get_vertex_data().size() * 3);
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
//LOG::info("Chunk {} {} render finished", pos.x, pos.z);
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool World::is_block(const glm::ivec3& block_pos) const{
|
||||||
|
int chunk_x, chunk_z;
|
||||||
|
int world_x, world_y, world_z;
|
||||||
|
world_x = block_pos.x;
|
||||||
|
world_y = block_pos.y;
|
||||||
|
world_z = block_pos.z;
|
||||||
|
|
||||||
|
if (world_x < 0) {
|
||||||
|
chunk_x = (world_x + 1) / CHUCK_SIZE - 1;
|
||||||
|
}
|
||||||
|
if (world_x >= 0) {
|
||||||
|
chunk_x = world_x / CHUCK_SIZE;
|
||||||
|
}
|
||||||
|
if (world_z < 0) {
|
||||||
|
chunk_z = (world_z + 1) / CHUCK_SIZE - 1;
|
||||||
|
}
|
||||||
|
if (world_z >= 0) {
|
||||||
|
chunk_z = world_z / CHUCK_SIZE;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
|
||||||
|
|
||||||
|
if (it == m_chunks.end()) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
const auto& chunk_blocks = it->second.get_chunk_blocks();
|
||||||
|
int x, y, z;
|
||||||
|
y = world_y;
|
||||||
|
x = world_x - chunk_x * CHUCK_SIZE;
|
||||||
|
z = world_z - chunk_z * CHUCK_SIZE;
|
||||||
|
if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= CHUCK_SIZE || z >= CHUCK_SIZE) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
auto id = chunk_blocks[Chunk::get_index(x, y, z)];
|
||||||
|
if (id == 0) {
|
||||||
|
return false;
|
||||||
|
} else {
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
88
src/main.cpp
88
src/main.cpp
@@ -19,7 +19,7 @@
|
|||||||
|
|
||||||
constexpr int NUM_VAO = 1;
|
constexpr int NUM_VAO = 1;
|
||||||
|
|
||||||
GLuint rendering_program;
|
GLuint rendering_program, outline_program;
|
||||||
GLuint vao[NUM_VAO];
|
GLuint vao[NUM_VAO];
|
||||||
GLuint mv_loc, proj_loc;
|
GLuint mv_loc, proj_loc;
|
||||||
int width ,height;
|
int width ,height;
|
||||||
@@ -34,67 +34,29 @@ Camera camera;
|
|||||||
TextureManager texture_manager;
|
TextureManager texture_manager;
|
||||||
World world;
|
World world;
|
||||||
|
|
||||||
|
GLuint outline_vbo, outline_indices_vbo;
|
||||||
|
|
||||||
void setup_vertices(void) {
|
void setup_vertices(void) {
|
||||||
|
|
||||||
glGenVertexArrays(NUM_VAO, vao);
|
glGenVertexArrays(NUM_VAO, vao);
|
||||||
glBindVertexArray(vao[0]);
|
glBindVertexArray(vao[0]);
|
||||||
glBindVertexArray(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);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
GLuint create_shader_program() {
|
|
||||||
std::string v_shader_str = Shader::read_shader_source("shaders/vShader.glsl");
|
|
||||||
std::string f_shader_str = Shader::read_shader_source("shaders/fShader.glsl");
|
|
||||||
const char *v_shader_source = v_shader_str.c_str();
|
|
||||||
const char *f_shader_source = f_shader_str.c_str();
|
|
||||||
|
|
||||||
GLuint v_shader = glCreateShader(GL_VERTEX_SHADER);
|
|
||||||
GLuint f_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
||||||
|
|
||||||
GLint vc, fc;
|
|
||||||
glShaderSource(v_shader, 1, &v_shader_source, NULL);
|
|
||||||
glShaderSource(f_shader, 1, &f_shader_source, NULL);
|
|
||||||
glCompileShader(v_shader);
|
|
||||||
Shader::check_opengl_error();
|
|
||||||
glGetShaderiv(v_shader, GL_COMPILE_STATUS, &vc);
|
|
||||||
if (vc != 1) {
|
|
||||||
LOG::error("vertex compilation failed");
|
|
||||||
Shader::print_shader_log(v_shader);
|
|
||||||
}
|
|
||||||
glCompileShader(f_shader);
|
|
||||||
Shader::check_opengl_error();
|
|
||||||
glGetShaderiv(f_shader, GL_COMPILE_STATUS, &fc);
|
|
||||||
if (fc != 1) {
|
|
||||||
LOG::error("vertex compilation failed");
|
|
||||||
Shader::print_shader_log(f_shader);
|
|
||||||
}
|
|
||||||
GLuint vf_program = glCreateProgram();
|
|
||||||
glAttachShader(vf_program, v_shader);
|
|
||||||
glAttachShader(vf_program, f_shader);
|
|
||||||
glLinkProgram(vf_program);
|
|
||||||
|
|
||||||
GLint linked;
|
|
||||||
Shader::check_opengl_error();
|
|
||||||
glGetProgramiv(vf_program, GL_LINK_STATUS, &linked);
|
|
||||||
if (linked != 1) {
|
|
||||||
LOG::error("linking failed");
|
|
||||||
Shader::print_program_info(vf_program);
|
|
||||||
}
|
|
||||||
glDeleteShader(v_shader);
|
|
||||||
glDeleteShader(f_shader);
|
|
||||||
return vf_program;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void init(GLFWwindow* window) {
|
void init(GLFWwindow* window) {
|
||||||
rendering_program = create_shader_program();
|
rendering_program = Shader::create_shader_program("shaders/vShader.glsl", "shaders/fShader.glsl");
|
||||||
|
outline_program = Shader::create_shader_program("shaders/outline_v_shader.glsl", "shaders/outline_f_shader.glsl");
|
||||||
|
|
||||||
mv_loc = glGetUniformLocation(rendering_program, "mv_matrix");
|
|
||||||
proj_loc = glGetUniformLocation(rendering_program, "proj_matrix");
|
|
||||||
|
|
||||||
camera.camera_init(&world.get_player("TestPlayer"));
|
camera.camera_init(&world.get_player("TestPlayer"));
|
||||||
glfwGetFramebufferSize(window, &width, &height);
|
glfwGetFramebufferSize(window, &width, &height);
|
||||||
@@ -145,7 +107,8 @@ void display(GLFWwindow* window, double current_time) {
|
|||||||
|
|
||||||
glUseProgram(rendering_program);
|
glUseProgram(rendering_program);
|
||||||
glBindVertexArray(vao[0]);
|
glBindVertexArray(vao[0]);
|
||||||
|
mv_loc = glGetUniformLocation(rendering_program, "mv_matrix");
|
||||||
|
proj_loc = glGetUniformLocation(rendering_program, "proj_matrix");
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D_ARRAY, texture_array);
|
glBindTexture(GL_TEXTURE_2D_ARRAY, texture_array);
|
||||||
m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
|
m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
|
||||||
@@ -156,6 +119,26 @@ void display(GLFWwindow* window, double current_time) {
|
|||||||
|
|
||||||
world.render();
|
world.render();
|
||||||
|
|
||||||
|
glUseProgram(outline_program);
|
||||||
|
mv_loc = glGetUniformLocation(outline_program, "mv_matrix");
|
||||||
|
proj_loc = glGetUniformLocation(outline_program, "proj_matrix");
|
||||||
|
|
||||||
|
m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(world.get_last_block_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);
|
||||||
|
glLineWidth(5.0f);
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
glDepthFunc(GL_LEQUAL);
|
||||||
|
glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -218,9 +201,12 @@ int main() {
|
|||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
}
|
}
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
glDeleteBuffers(1, &outline_vbo);
|
||||||
|
glDeleteBuffers(1, &outline_indices_vbo);
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
glDeleteVertexArrays(NUM_VAO, vao);
|
glDeleteVertexArrays(NUM_VAO, vao);
|
||||||
glDeleteProgram(rendering_program);
|
glDeleteProgram(rendering_program);
|
||||||
|
glDeleteProgram(outline_program);
|
||||||
glfwDestroyWindow(window);
|
glfwDestroyWindow(window);
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
exit(EXIT_SUCCESS);
|
exit(EXIT_SUCCESS);
|
||||||
|
|||||||
7
src/shaders/outline_f_shader.glsl
Normal file
7
src/shaders/outline_f_shader.glsl
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
out vec4 frag_color;
|
||||||
|
|
||||||
|
void main(void) {
|
||||||
|
frag_color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||||
|
}
|
||||||
10
src/shaders/outline_v_shader.glsl
Normal file
10
src/shaders/outline_v_shader.glsl
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
layout (location = 0) in vec3 vertices_pos;
|
||||||
|
|
||||||
|
uniform mat4 mv_matrix;
|
||||||
|
uniform mat4 proj_matrix;
|
||||||
|
|
||||||
|
void main(void) {
|
||||||
|
gl_Position = proj_matrix * mv_matrix * vec4(vertices_pos, 1.0);
|
||||||
|
}
|
||||||
@@ -13,13 +13,32 @@ TextureManager::~TextureManager() {
|
|||||||
|
|
||||||
void TextureManager::delet_texture() {
|
void TextureManager::delet_texture() {
|
||||||
glDeleteTextures(1, &m_texture_array);
|
glDeleteTextures(1, &m_texture_array);
|
||||||
|
glDeleteTextures(1, &m_block_status_array);
|
||||||
LOG::info("Successfully delete all texture");
|
LOG::info("Successfully delete all texture");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
GLuint TextureManager::get_block_status_array() {
|
||||||
|
return m_block_status_array;
|
||||||
|
}
|
||||||
|
|
||||||
GLuint TextureManager::get_texture_array() {
|
GLuint TextureManager::get_texture_array() {
|
||||||
return m_texture_array;
|
return m_texture_array;
|
||||||
}
|
}
|
||||||
|
void TextureManager::load_block_status(int id) {
|
||||||
|
|
||||||
|
CUBED_ASSERT_MSG(id < MAX_BLOCK_STATUS, "Exceed the max status sum limit");
|
||||||
|
std::string path = "assets/texture/status/" + std::to_string(id) + ".png";
|
||||||
|
unsigned char* image_data = nullptr;
|
||||||
|
image_data = (Shader::load_image_data(path));
|
||||||
|
glBindTexture(GL_TEXTURE_2D_ARRAY, m_block_status_array);
|
||||||
|
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0,
|
||||||
|
0 ,0, id,
|
||||||
|
16, 16, 1,
|
||||||
|
GL_RGBA, GL_UNSIGNED_BYTE,
|
||||||
|
image_data
|
||||||
|
);
|
||||||
|
Shader::delete_image_data(image_data);
|
||||||
|
}
|
||||||
void TextureManager::load_block_texture(unsigned id) {
|
void TextureManager::load_block_texture(unsigned id) {
|
||||||
CUBED_ASSERT_MSG(id < MAX_BLOCK_NUM, "Exceed the max block sum limit");
|
CUBED_ASSERT_MSG(id < MAX_BLOCK_NUM, "Exceed the max block sum limit");
|
||||||
const std::string& name = MapTable::get_name_from_id(id);
|
const std::string& name = MapTable::get_name_from_id(id);
|
||||||
@@ -27,7 +46,7 @@ void TextureManager::load_block_texture(unsigned id) {
|
|||||||
if (id == 0) {
|
if (id == 0) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
unsigned char * image_data[6];
|
unsigned char* image_data[6];
|
||||||
|
|
||||||
std::string block_texture_path = "assets/texture/block/" + name;
|
std::string block_texture_path = "assets/texture/block/" + name;
|
||||||
image_data[0] = (Shader::load_image_data(block_texture_path + "/front.png"));
|
image_data[0] = (Shader::load_image_data(block_texture_path + "/front.png"));
|
||||||
@@ -87,4 +106,33 @@ void TextureManager::init_texture() {
|
|||||||
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY, max_aniso);
|
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY, max_aniso);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
glGenTextures(1, &m_block_status_array);
|
||||||
|
Shader::check_opengl_error();
|
||||||
|
glBindTexture(GL_TEXTURE_2D_ARRAY, m_block_status_array);
|
||||||
|
Shader::check_opengl_error();
|
||||||
|
glTexImage3D(GL_TEXTURE_2D_ARRAY,
|
||||||
|
0, GL_RGBA,
|
||||||
|
16, 16,
|
||||||
|
MAX_BLOCK_STATUS,
|
||||||
|
0, GL_RGBA,
|
||||||
|
GL_UNSIGNED_BYTE, nullptr);
|
||||||
|
Shader::check_opengl_error();
|
||||||
|
for (int i = 0; i < MAX_BLOCK_STATUS; i++) {
|
||||||
|
load_block_status(i);
|
||||||
|
}
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D_ARRAY, m_block_status_array);
|
||||||
|
Shader::check_opengl_error();
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
|
Shader::check_opengl_error();
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||||
|
Shader::check_opengl_error();
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
|
||||||
|
Shader::check_opengl_error();
|
||||||
|
|
||||||
|
if (max_aniso > 0.0f) {
|
||||||
|
LOG::info("Support anisotropic filtering max_aniso is {}", max_aniso);
|
||||||
|
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY, max_aniso);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -7,6 +7,54 @@
|
|||||||
|
|
||||||
|
|
||||||
namespace Shader {
|
namespace Shader {
|
||||||
|
|
||||||
|
GLuint create_shader_program(const std::string& v_shader_path, const std::string& f_shader_path) {
|
||||||
|
std::string v_shader_str = Shader::read_shader_source(v_shader_path);
|
||||||
|
std::string f_shader_str = Shader::read_shader_source(f_shader_path);
|
||||||
|
const char *v_shader_source = v_shader_str.c_str();
|
||||||
|
const char *f_shader_source = f_shader_str.c_str();
|
||||||
|
|
||||||
|
GLuint v_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
GLuint f_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
|
|
||||||
|
GLint vc, fc;
|
||||||
|
glShaderSource(v_shader, 1, &v_shader_source, NULL);
|
||||||
|
glShaderSource(f_shader, 1, &f_shader_source, NULL);
|
||||||
|
glCompileShader(v_shader);
|
||||||
|
Shader::check_opengl_error();
|
||||||
|
glGetShaderiv(v_shader, GL_COMPILE_STATUS, &vc);
|
||||||
|
if (vc != 1) {
|
||||||
|
LOG::error("vertex compilation failed");
|
||||||
|
Shader::print_shader_log(v_shader);
|
||||||
|
CUBED_ASSERT(0);
|
||||||
|
}
|
||||||
|
glCompileShader(f_shader);
|
||||||
|
Shader::check_opengl_error();
|
||||||
|
glGetShaderiv(f_shader, GL_COMPILE_STATUS, &fc);
|
||||||
|
if (fc != 1) {
|
||||||
|
LOG::error("vertex compilation failed");
|
||||||
|
Shader::print_shader_log(f_shader);
|
||||||
|
CUBED_ASSERT(0);
|
||||||
|
}
|
||||||
|
GLuint vf_program = glCreateProgram();
|
||||||
|
glAttachShader(vf_program, v_shader);
|
||||||
|
glAttachShader(vf_program, f_shader);
|
||||||
|
glLinkProgram(vf_program);
|
||||||
|
|
||||||
|
GLint linked;
|
||||||
|
Shader::check_opengl_error();
|
||||||
|
glGetProgramiv(vf_program, GL_LINK_STATUS, &linked);
|
||||||
|
if (linked != 1) {
|
||||||
|
LOG::error("linking failed");
|
||||||
|
Shader::print_program_info(vf_program);
|
||||||
|
CUBED_ASSERT(0);
|
||||||
|
}
|
||||||
|
glDeleteShader(v_shader);
|
||||||
|
glDeleteShader(f_shader);
|
||||||
|
return vf_program;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void print_shader_log(GLuint shader) {
|
void print_shader_log(GLuint shader) {
|
||||||
int len = 0;
|
int len = 0;
|
||||||
int ch_written = 0;
|
int ch_written = 0;
|
||||||
@@ -48,7 +96,7 @@ namespace Shader {
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
std::string read_shader_source(const char* file_path) {
|
std::string read_shader_source(const std::string& file_path) {
|
||||||
std::string content;
|
std::string content;
|
||||||
std::ifstream file_stream(file_path, std::ios::in);
|
std::ifstream file_stream(file_path, std::ios::in);
|
||||||
|
|
||||||
@@ -71,7 +119,7 @@ namespace Shader {
|
|||||||
}
|
}
|
||||||
|
|
||||||
unsigned char* load_image_data(const std::string& tex_image_path) {
|
unsigned char* load_image_data(const std::string& tex_image_path) {
|
||||||
unsigned char* data;
|
unsigned char* data = nullptr;
|
||||||
int width, height, channels;
|
int width, height, channels;
|
||||||
data = SOIL_load_image(tex_image_path.c_str(), &width, &height, &channels, SOIL_LOAD_AUTO);
|
data = SOIL_load_image(tex_image_path.c_str(), &width, &height, &channels, SOIL_LOAD_AUTO);
|
||||||
std::string error_info = "Could not load texture " + tex_image_path;
|
std::string error_info = "Could not load texture " + tex_image_path;
|
||||||
|
|||||||
Reference in New Issue
Block a user