#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include constexpr int NUM_VAO = 1; GLuint rendering_program, outline_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; float inc = 0.01f; float tf = 0.0f; double last_time = 0.0f; double delta_time = 0.0f; GLuint texture_array; Camera camera; TextureManager texture_manager; World world; GLuint outline_vbo, outline_indices_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); glBindBuffer(GL_ARRAY_BUFFER, 0); } void init(GLFWwindow* window) { 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"); 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(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 display(GLFWwindow* window, double current_time) { delta_time = current_time - last_time; last_time = current_time; 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); glUseProgram(rendering_program); glBindVertexArray(vao[0]); mv_loc = glGetUniformLocation(rendering_program, "mv_matrix"); proj_loc = glGetUniformLocation(rendering_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)); world.render(); 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 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(glGetString(GL_RENDERER))); glfwSwapInterval(1); glfwSetWindowSizeCallback(window, window_reshape_callback); glfwSetKeyCallback(window, key_callback); glfwSetMouseButtonCallback(window, mouse_button_callback); glfwSetCursorPosCallback(window, cursor_position_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); glBindVertexArray(0); glDeleteVertexArrays(NUM_VAO, vao); glDeleteProgram(rendering_program); glDeleteProgram(outline_program); glfwDestroyWindow(window); glfwTerminate(); exit(EXIT_SUCCESS); }