mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-04-09 21:54:09 +08:00
334 lines
11 KiB
C++
334 lines
11 KiB
C++
#include <string>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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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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#include <Cubed/tools/log.hpp>
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#include <Cubed/tools/shader_tools.hpp>
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constexpr int NUM_VAO = 1;
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constexpr int NUM_VBO = 1;
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struct Vertex {
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float x, y, z;
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float s, t;
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float layer;
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};
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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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GLuint mv_loc, proj_loc;
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int width ,height;
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float aspect;
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glm::mat4 p_mat, v_mat, m_mat, mv_mat;
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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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GLuint texture_array;
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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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std::vector<Vertex> vertex_data;
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void setup_vertices(void) {
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float vertices_pos[6][6][3] = {
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// ===== front (z = +1) =====
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-0.5f, -0.5f, 0.5f, // bottom left
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-0.5f, 0.5f, 0.5f, // top left
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0.5f, 0.5f, 0.5f, // top right
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0.5f, 0.5f, 0.5f, // top right
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0.5f, -0.5f, 0.5f, // bottom right
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-0.5f, -0.5f, 0.5f, // bottom left
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// ===== right (x = +1) =====
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0.5f, -0.5f, 0.5f, // bottom front
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0.5f, -0.5f, -0.5f, // bottom back
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0.5f, 0.5f, -0.5f, // top back
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0.5f, 0.5f, -0.5f, // top back
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0.5f, 0.5f, 0.5f, // top front
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0.5f, -0.5f, 0.5f, // bottom front
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// ===== back (z = -1) =====
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-0.5f, -0.5f, -0.5f, // bottom left
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0.5f, -0.5f, -0.5f, // bottom right
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0.5f, 0.5f, -0.5f, // top right
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0.5f, 0.5f, -0.5f, // top right
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-0.5f, 0.5f, -0.5f, // top left
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-0.5f, -0.5f, -0.5f, // bottom left
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// ===== left (x = -1) =====
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-0.5f, -0.5f, -0.5f, // bottom back
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-0.5f, -0.5f, 0.5f, // bottom front
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-0.5f, 0.5f, 0.5f, // top front
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-0.5f, 0.5f, 0.5f, // top front
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-0.5f, 0.5f, -0.5f, // top back
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-0.5f, -0.5f, -0.5f, // bottom back
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// ===== top (y = +1) =====
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-0.5f, 0.5f, -0.5f, // back left
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0.5f, 0.5f, -0.5f, // back right
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0.5f, 0.5f, 0.5f, // front right
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0.5f, 0.5f, 0.5f, // front right
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-0.5f, 0.5f, 0.5f, // front left
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-0.5f, 0.5f, -0.5f, // back left
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// ===== bottom (y = -1) =====
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-0.5f, -0.5f, 0.5f, // front left
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0.5f, -0.5f, 0.5f, // front right
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0.5f, -0.5f, -0.5f, // back right
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0.5f, -0.5f, -0.5f, // back right
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-0.5f, -0.5f, -0.5f, // back left
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-0.5f, -0.5f, 0.5f // front left
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};
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float tex_coords[6][6][2] = {
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0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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};
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// every block
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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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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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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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for (int i = 0; i < 6; i++) {
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Vertex vex = {
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vertices_pos[face][i][0] + (float)x * 1.0f,
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vertices_pos[face][i][1] + (float)y * 1.0f,
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vertices_pos[face][i][2] + (float)z * 1.0f,
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tex_coords[face][i][0],
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tex_coords[face][i][1],
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static_cast<float>(block_render_data.block_id * 6 + face)
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};
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vertex_data.emplace_back(vex);
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}
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}
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}
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}
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}
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glGenVertexArrays(NUM_VAO, vao);
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glBindVertexArray(vao[0]);
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glGenBuffers(NUM_VBO, vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glBufferData(GL_ARRAY_BUFFER, vertex_data.size() * sizeof(Vertex), vertex_data.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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GLuint create_shader_program() {
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std::string v_shader_str = Shader::read_shader_source("shaders/vShader.glsl");
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std::string f_shader_str = Shader::read_shader_source("shaders/fShader.glsl");
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const char *v_shader_source = v_shader_str.c_str();
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const char *f_shader_source = f_shader_str.c_str();
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GLuint v_shader = glCreateShader(GL_VERTEX_SHADER);
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GLuint f_shader = glCreateShader(GL_FRAGMENT_SHADER);
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GLint vc, fc;
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glShaderSource(v_shader, 1, &v_shader_source, NULL);
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glShaderSource(f_shader, 1, &f_shader_source, NULL);
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glCompileShader(v_shader);
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Shader::check_opengl_error();
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glGetShaderiv(v_shader, GL_COMPILE_STATUS, &vc);
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if (vc != 1) {
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LOG::error("vertex compilation failed");
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Shader::print_shader_log(v_shader);
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}
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glCompileShader(f_shader);
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Shader::check_opengl_error();
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glGetShaderiv(f_shader, GL_COMPILE_STATUS, &fc);
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if (fc != 1) {
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LOG::error("vertex compilation failed");
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Shader::print_shader_log(f_shader);
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}
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GLuint vf_program = glCreateProgram();
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glAttachShader(vf_program, v_shader);
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glAttachShader(vf_program, f_shader);
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glLinkProgram(vf_program);
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GLint linked;
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Shader::check_opengl_error();
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glGetProgramiv(vf_program, GL_LINK_STATUS, &linked);
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if (linked != 1) {
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LOG::error("linking failed");
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Shader::print_program_info(vf_program);
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}
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return vf_program;
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}
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void init(GLFWwindow* window) {
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rendering_program = create_shader_program();
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mv_loc = glGetUniformLocation(rendering_program, "mv_matrix");
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proj_loc = glGetUniformLocation(rendering_program, "proj_matrix");
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camera.camera_init(&player);
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glfwGetFramebufferSize(window, &width, &height);
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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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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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#ifndef NDEBUG
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* user_param) {
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LOG::info("GL Debug: {}", reinterpret_cast<const char*>(message));
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}, nullptr);
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#endif
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setup_vertices();
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}
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void window_reshape_callback(GLFWwindow* window, int new_width, int new_height) {
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glfwGetFramebufferSize(window, &width, &height);
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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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}
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void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) {
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camera.update_cursor_position_camera(xpos, ypos);
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}
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void display(GLFWwindow* window, double current_time) {
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delta_time = current_time - last_time;
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last_time = current_time;
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player.update(delta_time);
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camera.update_move_camera();
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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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glClear(GL_DEPTH_BUFFER_BIT);
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glUseProgram(rendering_program);
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glBindVertexArray(vao[0]);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, s));
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, layer));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture_array);
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m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
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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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glDrawArrays(GL_TRIANGLES, 0, vertex_data.size() * 3);
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}
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
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switch(key) {
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case GLFW_KEY_ESCAPE:
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if (action == GLFW_PRESS) {
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if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) {
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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} else if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_NORMAL) {
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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}
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}
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break;
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}
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player.update_player_move_state(key, action);
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}
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int main() {
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if (!glfwInit()) {
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LOG::error("glfwinit fail");
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exit(EXIT_FAILURE);
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
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GLFWwindow* window = glfwCreateWindow(800, 600, "Cubed", NULL, NULL);
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glfwMakeContextCurrent(window);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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LOG::error("Failed to initialize glad");
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return -1;
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}
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LOG::info("OpenGL Version: {}.{}", GLVersion.major, GLVersion.minor);
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LOG::info("Renderer: {}", reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
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glfwSwapInterval(1);
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glfwSetWindowSizeCallback(window, window_reshape_callback);
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glfwSetKeyCallback(window, key_callback);
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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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texture_array = texture_manager.get_texture_array();
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init(window);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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while(!glfwWindowShouldClose(window)) {
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display(window, glfwGetTime());
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwDestroyWindow(window);
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glfwTerminate();
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exit(EXIT_SUCCESS);
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}
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