style: unify naming conventions across the project

This commit is contained in:
2026-03-07 09:51:51 +08:00
parent b372d92858
commit fc7f3e75b1
10 changed files with 216 additions and 198 deletions

View File

@@ -1,6 +1,3 @@
#include <fstream>
#include <iostream>
#include <stack>
#include <string>
#include <vector>
@@ -18,26 +15,25 @@
#include <Cubed/tools/log.hpp>
#include <Cubed/tools/shader_tools.hpp>
constexpr int numVAOs = 1;
constexpr int numVBOs = 3;
bool blockPresent[WORLD_SIZE_X][WORLD_SIZE_Z] = {false};
GLuint renderingProgram;
GLuint vao[numVAOs];
GLuint vbo[numVBOs];
GLuint mvLoc, projLoc;
constexpr int NUM_VAO = 1;
constexpr int NUM_VBO = 3;
bool block_present[WORLD_SIZE_X][WORLD_SIZE_Z] = {false};
GLuint rendering_program;
GLuint vao[NUM_VAO];
GLuint vbo[NUM_VBO];
GLuint mv_loc, proj_loc;
int width ,height;
float aspect;
glm::mat4 pMat, vMat, mMat, mvMat;
glm::mat4 p_mat, v_mat, m_mat, mv_mat;
float inc = 0.01f;
float tf = 0.0f;
double lastTime = 0.0f;
double deltaTime = 0.0f;
glm::mat4 tMat, rMat;
double last_time = 0.0f;
double delta_time = 0.0f;
std::vector<GLuint> grass_block_texture(6);
Player player;
Camera camera;
void setupVertices(void) {
float verticesPos[108] = {
void setup_vertices(void) {
float vertices_pos[108] = {
// ===== front (z = +1) =====
-0.5f, -0.5f, 0.5f, // bottom left
-0.5f, 0.5f, 0.5f, // top left
@@ -93,12 +89,12 @@ void setupVertices(void) {
};
glGenVertexArrays(numVAOs, vao);
glGenVertexArrays(NUM_VAO, vao);
glBindVertexArray(vao[0]);
glGenBuffers(numVBOs, vbo);
glGenBuffers(NUM_VBO, vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(verticesPos), verticesPos, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_pos), vertices_pos, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coords), tex_coords, GL_STATIC_DRAW);
@@ -111,67 +107,67 @@ void setupVertices(void) {
GLuint createShaderProgram() {
std::string vShaderStr = readShaderSource("shaders/vShader.glsl");
std::string fShaderStr = readShaderSource("shaders/fShader.glsl");
const char *vshaderSource = vShaderStr.c_str();
const char *fshaderSource = fShaderStr.c_str();
GLuint create_shader_program() {
std::string v_shader_str = read_shader_source("shaders/vShader.glsl");
std::string f_shader_str = 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 vShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fShader = glCreateShader(GL_FRAGMENT_SHADER);
GLuint v_shader = glCreateShader(GL_VERTEX_SHADER);
GLuint f_shader = glCreateShader(GL_FRAGMENT_SHADER);
GLint vc, fc;
glShaderSource(vShader, 1, &vshaderSource, NULL);
glShaderSource(fShader, 1, &fshaderSource, NULL);
glCompileShader(vShader);
checkOpenGLError();
glGetShaderiv(vShader, GL_COMPILE_STATUS, &vc);
glShaderSource(v_shader, 1, &v_shader_source, NULL);
glShaderSource(f_shader, 1, &f_shader_source, NULL);
glCompileShader(v_shader);
check_opengl_error();
glGetShaderiv(v_shader, GL_COMPILE_STATUS, &vc);
if (vc != 1) {
LOG::error("vertex compilation failed");
printShaderLog(vShader);
print_shader_log(v_shader);
}
glCompileShader(fShader);
checkOpenGLError();
glGetShaderiv(fShader, GL_COMPILE_STATUS, &fc);
glCompileShader(f_shader);
check_opengl_error();
glGetShaderiv(f_shader, GL_COMPILE_STATUS, &fc);
if (fc != 1) {
LOG::error("vertex compilation failed");
printShaderLog(fShader);
print_shader_log(f_shader);
}
GLuint vfProgram = glCreateProgram();
glAttachShader(vfProgram, vShader);
glAttachShader(vfProgram, fShader);
glLinkProgram(vfProgram);
GLuint vf_program = glCreateProgram();
glAttachShader(vf_program, v_shader);
glAttachShader(vf_program, f_shader);
glLinkProgram(vf_program);
GLint linked;
checkOpenGLError();
glGetProgramiv(vfProgram, GL_LINK_STATUS, &linked);
check_opengl_error();
glGetProgramiv(vf_program, GL_LINK_STATUS, &linked);
if (linked != 1) {
LOG::error("linking failed");
printProgramInfo(vfProgram);
print_program_info(vf_program);
}
return vfProgram;
return vf_program;
}
void init(GLFWwindow* window) {
renderingProgram = createShaderProgram();
rendering_program = create_shader_program();
mvLoc = glGetUniformLocation(renderingProgram, "mv_matrix");
projLoc = glGetUniformLocation(renderingProgram, "proj_matrix");
mv_loc = glGetUniformLocation(rendering_program, "mv_matrix");
proj_loc = glGetUniformLocation(rendering_program, "proj_matrix");
camera.cameraInit(&player);
camera.camera_init(&player);
glfwGetFramebufferSize(window, &width, &height);
aspect = (float)width / (float)height;
glViewport(0, 0, width, height);
pMat = glm::perspective(glm::radians(60.0f), aspect, 0.1f, 1000.0f);
p_mat = glm::perspective(glm::radians(60.0f), aspect, 0.1f, 1000.0f);
grass_block_texture[0] = loadTexture("assets/texture/block/grass_block/front.png");
grass_block_texture[1] = loadTexture("assets/texture/block/grass_block/right.png");
grass_block_texture[2] = loadTexture("assets/texture/block/grass_block/back.png");
grass_block_texture[3] = loadTexture("assets/texture/block/grass_block/left.png");
grass_block_texture[4] = loadTexture("assets/texture/block/grass_block/top.png");
grass_block_texture[5] = loadTexture("assets/texture/block/grass_block/base.png");
grass_block_texture[0] = load_texture("assets/texture/block/grass_block/front.png");
grass_block_texture[1] = load_texture("assets/texture/block/grass_block/right.png");
grass_block_texture[2] = load_texture("assets/texture/block/grass_block/back.png");
grass_block_texture[3] = load_texture("assets/texture/block/grass_block/left.png");
grass_block_texture[4] = load_texture("assets/texture/block/grass_block/top.png");
grass_block_texture[5] = load_texture("assets/texture/block/grass_block/base.png");
for (int i = 0; i < 6; i++) {
glBindTexture(GL_TEXTURE_2D, grass_block_texture[i]);
@@ -183,35 +179,35 @@ void init(GLFWwindow* window) {
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
setupVertices();
setup_vertices();
}
void window_reshape_callback(GLFWwindow* window, int newWidth, int newHeight) {
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);
pMat = glm::perspective(glm::radians(60.0f), aspect, 0.1f, 1000.0f);
p_mat = glm::perspective(glm::radians(60.0f), aspect, 0.1f, 1000.0f);
}
void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) {
camera.updateCursorPositionCamera(xpos, ypos);
camera.update_cursor_position_camera(xpos, ypos);
}
void display(GLFWwindow* window, double currentTime) {
deltaTime = currentTime - lastTime;
lastTime = currentTime;
player.update(deltaTime);
camera.updateMoveCamera();
void display(GLFWwindow* window, double current_time) {
delta_time = current_time - last_time;
last_time = current_time;
player.update(delta_time);
camera.update_move_camera();
for (int i = 0; i < WORLD_SIZE_X; i++) {
for (int j = 0; j < WORLD_SIZE_Z; j++) {
blockPresent[i][j] = true;
block_present[i][j] = true;
}
}
@@ -219,7 +215,7 @@ void display(GLFWwindow* window, double currentTime) {
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT);
glUseProgram(renderingProgram);
glUseProgram(rendering_program);
glBindVertexArray(vao[0]);
@@ -238,30 +234,30 @@ void display(GLFWwindow* window, double currentTime) {
int wx = x - WORLD_SIZE_X / 2;
int wz = z - WORLD_SIZE_Z / 2;
mMat = glm::translate(glm::mat4(1.0f), glm::vec3((float)wx, 0.0f, (float)wz));
vMat = camera.getCameraLookAt();
mvMat = vMat * mMat;
glUniformMatrix4fv(mvLoc, 1, GL_FALSE, glm::value_ptr(mvMat));
glUniformMatrix4fv(projLoc, 1 ,GL_FALSE, glm::value_ptr(pMat));
m_mat = glm::translate(glm::mat4(1.0f), glm::vec3((float)wx, 0.0f, (float)wz));
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));
bool drawFace[6] = {true, true, true, true, true, true};
bool draw_face[6] = {true, true, true, true, true, true};
if (z < WORLD_SIZE_Z - 1&& blockPresent[x][z + 1]) {
drawFace[0] = false;
if (z < WORLD_SIZE_Z - 1&& block_present[x][z + 1]) {
draw_face[0] = false;
}
if (x < WORLD_SIZE_X - 1 && blockPresent[x + 1][z]) {
drawFace[1] = false;
if (x < WORLD_SIZE_X - 1 && block_present[x + 1][z]) {
draw_face[1] = false;
}
if (z > 0 && blockPresent[x][z - 1]) {
drawFace[2] = false;
if (z > 0 && block_present[x][z - 1]) {
draw_face[2] = false;
}
if (x > 0 && blockPresent[x - 1][z]) {
drawFace[3] = false;
if (x > 0 && block_present[x - 1][z]) {
draw_face[3] = false;
}
for (int face = 0; face < 6; face++) {
if (!drawFace[face]) {
if (!draw_face[face]) {
continue;
}
glBindTexture(GL_TEXTURE_2D, grass_block_texture[face]);
@@ -292,7 +288,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
}
player.updatePlayerMoveState(key, action);
player.update_player_move_state(key, action);
}