Files
Cubed/src/window.cpp
zhenyan121 2906106597 feat: water rendering (#13)
* refactor: update water texture

* feat(gameplay): implement transparent block rendering with depth sorting

* fix(world): use camera pos for distance calculations, make water passable

* refactor(player): use ivec3 for block pass check

* feat(camera): add underwater detection

* feat(renderer): add underwater effect with framebuffer post-processing

* feat(block): add gas property and refactor solid block check

* fix(assets): set leaf block transparency to false

* fix(block): set leaf as transparent
2026-05-30 15:11:40 +08:00

217 lines
7.5 KiB
C++

#include "Cubed/window.hpp"
#include "Cubed/config.hpp"
#include "Cubed/renderer.hpp"
#include "Cubed/tools/cubed_assert.hpp"
#include "Cubed/tools/font.hpp"
#include "Cubed/tools/log.hpp"
#include <imgui.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>
namespace Cubed {
static int windowed_xpos = 0, windowed_ypos = 0;
static int windowed_width = 800, windowed_height = 600;
Window::Window(Renderer& renderer) : m_renderer(renderer) {}
Window::~Window() {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
if (m_window) {
glfwDestroyWindow(m_window);
m_window = nullptr;
}
glfwTerminate();
}
bool Window::is_mouse_enable() const { return m_mouse_enable; }
const GLFWwindow* Window::get_glfw_window() const { return m_window; }
GLFWwindow* Window::get_glfw_window() { return m_window; }
void Window::update_viewport() {
glfwGetFramebufferSize(m_window, &m_width, &m_height);
m_aspect = (float)m_width / (float)m_height;
glViewport(0, 0, m_width, m_height);
m_renderer.update_proj_matrix(m_aspect, m_width, m_height);
m_renderer.updata_framebuffer(m_width, m_height);
auto& config = Config::get();
config.set("window.width", windowed_width);
config.set("window.height", windowed_height);
}
void Window::init() {
if (!glfwInit()) {
Logger::error("glfw init fail");
exit(EXIT_FAILURE);
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
auto& config = Config::get();
m_width = config.get<int>("window.width");
m_height = config.get<int>("window.height");
if (config.get<bool>("window.fullscreen")) {
GLFWmonitor* primary_monitor = glfwGetPrimaryMonitor();
const GLFWvidmode* mode = glfwGetVideoMode(primary_monitor);
m_window = glfwCreateWindow(mode->width, mode->height, "Cubed",
primary_monitor, NULL);
} else {
m_window = glfwCreateWindow(m_width, m_height, "Cubed", NULL, NULL);
}
glfwMakeContextCurrent(m_window);
if (config.get<bool>("window.V-Sync")) {
glfwSwapInterval(1);
} else {
glfwSwapInterval(0);
}
glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
if (glfwRawMouseMotionSupported()) {
glfwSetInputMode(m_window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
} else {
Logger::warn("Don,t support Raw Mouse Motion");
}
GLFWmonitor* primary = glfwGetPrimaryMonitor();
const GLFWvidmode* mode = glfwGetVideoMode(primary);
glfwSetWindowPos(m_window, static_cast<int>(mode->width / 2.0f) - 400,
static_cast<int>(mode->height / 2.0f) - 300);
}
void Window::hot_reload() {
auto& config = Config::get();
// V-Sync
if (config.get<bool>("window.V-Sync")) {
glfwSwapInterval(1);
} else {
glfwSwapInterval(0);
}
// Window
windowed_width = config.get<int>("window.width");
windowed_height = config.get<int>("window.height");
if (config.get<bool>("window.fullscreen")) {
glfwGetWindowPos(m_window, &windowed_xpos, &windowed_ypos);
glfwGetWindowSize(m_window, &windowed_width, &windowed_height);
GLFWmonitor* primary = glfwGetPrimaryMonitor();
const GLFWvidmode* mode = glfwGetVideoMode(primary);
glfwSetWindowMonitor(m_window, primary, 0, 0, mode->width, mode->height,
GL_DONT_CARE);
} else {
GLFWmonitor* monitor = glfwGetWindowMonitor(m_window);
if (monitor != nullptr) {
glfwSetWindowMonitor(m_window, nullptr, windowed_xpos,
windowed_ypos, windowed_width, windowed_height,
0);
} else {
Logger::error("Can't Find Monitor");
}
}
update_viewport();
if (!m_mouse_enable) {
glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
} else {
glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
void Window::toggle_fullscreen() {
auto& config = Config::get();
GLFWmonitor* monitor = glfwGetWindowMonitor(m_window);
if (monitor != nullptr) {
glfwSetWindowMonitor(m_window, nullptr, windowed_xpos, windowed_ypos,
windowed_width, windowed_height, 0);
config.set("window.fullscreen", false);
} else {
glfwGetWindowPos(m_window, &windowed_xpos, &windowed_ypos);
glfwGetWindowSize(m_window, &windowed_width, &windowed_height);
GLFWmonitor* primary = glfwGetPrimaryMonitor();
const GLFWvidmode* mode = glfwGetVideoMode(primary);
glfwSetWindowMonitor(m_window, primary, 0, 0, mode->width, mode->height,
GL_DONT_CARE);
config.set("window.fullscreen", true);
}
update_viewport();
}
void Window::toggle_mouse_able() {
// auto& io = ImGui::GetIO();
if (m_mouse_enable) {
// io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange;
// Logger::info("ImGuiConfigFlags_NoMouseCursorChange");
// ImGui::SetMouseCursor(ImGuiMouseCursor_None);
// glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
m_mouse_enable = false;
} else {
// io.ConfigFlags &= ~ImGuiConfigFlags_NoMouseCursorChange;
// Logger::info("Disable ImGuiConfigFlags_NoMouseCursorChange");
glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
m_mouse_enable = true;
}
}
void Window::imgui_init() {
float dpi_scale_x, dpi_scale_y;
glfwGetWindowContentScale(m_window, &dpi_scale_x, &dpi_scale_y);
// float main_scale =
// ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor());
float main_scale = dpi_scale_x;
Logger::info("Main Scale {}", main_scale);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |=
ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |=
ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |=
ImGuiConfigFlags_NoMouseCursorChange; // Prevent ImGui from
// automatically changing the
// system cursor shape, allowing
// the game to fully control
// cursor appearance (e.g.,
// hidden/disabled custom cursor).
auto theme = Config::get().get<int>("devpanel.theme");
if (theme == 0) {
ImGui::StyleColorsDark();
} else if (theme == 1) {
ImGui::StyleColorsLight();
} else {
ImGui::StyleColorsDark();
Config::get().set("devpanel.theme", 0);
}
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(
main_scale); // Bake a fixed style scale. (until we have a solution for
// dynamic style scaling, changing this requires resetting
// Style + calling this again)
style.FontScaleDpi = main_scale;
style.FontSizeBase = 20.0f;
ImFont* font = io.Fonts->AddFontFromFileTTF(Font::font_path().c_str());
ASSERT_MSG(font != nullptr, "Font Load Fail");
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(m_window, false);
ImGui_ImplOpenGL3_Init();
}
} // namespace Cubed