mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-06-22 02:27:01 +08:00
* 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
217 lines
7.5 KiB
C++
217 lines
7.5 KiB
C++
#include "Cubed/window.hpp"
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#include "Cubed/config.hpp"
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#include "Cubed/renderer.hpp"
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#include "Cubed/tools/cubed_assert.hpp"
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#include "Cubed/tools/font.hpp"
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#include "Cubed/tools/log.hpp"
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#include <imgui.h>
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#include <imgui_impl_glfw.h>
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#include <imgui_impl_opengl3.h>
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namespace Cubed {
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static int windowed_xpos = 0, windowed_ypos = 0;
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static int windowed_width = 800, windowed_height = 600;
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Window::Window(Renderer& renderer) : m_renderer(renderer) {}
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Window::~Window() {
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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if (m_window) {
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glfwDestroyWindow(m_window);
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m_window = nullptr;
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}
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glfwTerminate();
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}
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bool Window::is_mouse_enable() const { return m_mouse_enable; }
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const GLFWwindow* Window::get_glfw_window() const { return m_window; }
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GLFWwindow* Window::get_glfw_window() { return m_window; }
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void Window::update_viewport() {
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glfwGetFramebufferSize(m_window, &m_width, &m_height);
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m_aspect = (float)m_width / (float)m_height;
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glViewport(0, 0, m_width, m_height);
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m_renderer.update_proj_matrix(m_aspect, m_width, m_height);
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m_renderer.updata_framebuffer(m_width, m_height);
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auto& config = Config::get();
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config.set("window.width", windowed_width);
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config.set("window.height", windowed_height);
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}
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void Window::init() {
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if (!glfwInit()) {
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Logger::error("glfw init 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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glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
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auto& config = Config::get();
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m_width = config.get<int>("window.width");
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m_height = config.get<int>("window.height");
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if (config.get<bool>("window.fullscreen")) {
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GLFWmonitor* primary_monitor = glfwGetPrimaryMonitor();
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const GLFWvidmode* mode = glfwGetVideoMode(primary_monitor);
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m_window = glfwCreateWindow(mode->width, mode->height, "Cubed",
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primary_monitor, NULL);
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} else {
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m_window = glfwCreateWindow(m_width, m_height, "Cubed", NULL, NULL);
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}
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glfwMakeContextCurrent(m_window);
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if (config.get<bool>("window.V-Sync")) {
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glfwSwapInterval(1);
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} else {
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glfwSwapInterval(0);
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}
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glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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if (glfwRawMouseMotionSupported()) {
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glfwSetInputMode(m_window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
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} else {
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Logger::warn("Don,t support Raw Mouse Motion");
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}
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GLFWmonitor* primary = glfwGetPrimaryMonitor();
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const GLFWvidmode* mode = glfwGetVideoMode(primary);
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glfwSetWindowPos(m_window, static_cast<int>(mode->width / 2.0f) - 400,
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static_cast<int>(mode->height / 2.0f) - 300);
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}
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void Window::hot_reload() {
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auto& config = Config::get();
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// V-Sync
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if (config.get<bool>("window.V-Sync")) {
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glfwSwapInterval(1);
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} else {
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glfwSwapInterval(0);
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}
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// Window
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windowed_width = config.get<int>("window.width");
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windowed_height = config.get<int>("window.height");
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if (config.get<bool>("window.fullscreen")) {
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glfwGetWindowPos(m_window, &windowed_xpos, &windowed_ypos);
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glfwGetWindowSize(m_window, &windowed_width, &windowed_height);
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GLFWmonitor* primary = glfwGetPrimaryMonitor();
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const GLFWvidmode* mode = glfwGetVideoMode(primary);
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glfwSetWindowMonitor(m_window, primary, 0, 0, mode->width, mode->height,
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GL_DONT_CARE);
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} else {
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GLFWmonitor* monitor = glfwGetWindowMonitor(m_window);
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if (monitor != nullptr) {
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glfwSetWindowMonitor(m_window, nullptr, windowed_xpos,
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windowed_ypos, windowed_width, windowed_height,
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0);
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} else {
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Logger::error("Can't Find Monitor");
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}
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}
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update_viewport();
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if (!m_mouse_enable) {
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glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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} else {
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glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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}
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}
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void Window::toggle_fullscreen() {
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auto& config = Config::get();
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GLFWmonitor* monitor = glfwGetWindowMonitor(m_window);
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if (monitor != nullptr) {
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glfwSetWindowMonitor(m_window, nullptr, windowed_xpos, windowed_ypos,
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windowed_width, windowed_height, 0);
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config.set("window.fullscreen", false);
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} else {
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glfwGetWindowPos(m_window, &windowed_xpos, &windowed_ypos);
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glfwGetWindowSize(m_window, &windowed_width, &windowed_height);
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GLFWmonitor* primary = glfwGetPrimaryMonitor();
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const GLFWvidmode* mode = glfwGetVideoMode(primary);
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glfwSetWindowMonitor(m_window, primary, 0, 0, mode->width, mode->height,
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GL_DONT_CARE);
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config.set("window.fullscreen", true);
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}
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update_viewport();
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}
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void Window::toggle_mouse_able() {
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// auto& io = ImGui::GetIO();
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if (m_mouse_enable) {
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// io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange;
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// Logger::info("ImGuiConfigFlags_NoMouseCursorChange");
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// ImGui::SetMouseCursor(ImGuiMouseCursor_None);
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// glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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m_mouse_enable = false;
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} else {
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// io.ConfigFlags &= ~ImGuiConfigFlags_NoMouseCursorChange;
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// Logger::info("Disable ImGuiConfigFlags_NoMouseCursorChange");
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glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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m_mouse_enable = true;
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}
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}
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void Window::imgui_init() {
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float dpi_scale_x, dpi_scale_y;
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glfwGetWindowContentScale(m_window, &dpi_scale_x, &dpi_scale_y);
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// float main_scale =
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// ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor());
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float main_scale = dpi_scale_x;
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Logger::info("Main Scale {}", main_scale);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |=
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ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |=
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ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |=
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ImGuiConfigFlags_NoMouseCursorChange; // Prevent ImGui from
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// automatically changing the
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// system cursor shape, allowing
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// the game to fully control
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// cursor appearance (e.g.,
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// hidden/disabled custom cursor).
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auto theme = Config::get().get<int>("devpanel.theme");
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if (theme == 0) {
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ImGui::StyleColorsDark();
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} else if (theme == 1) {
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ImGui::StyleColorsLight();
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} else {
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ImGui::StyleColorsDark();
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Config::get().set("devpanel.theme", 0);
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}
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(
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main_scale); // Bake a fixed style scale. (until we have a solution for
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// dynamic style scaling, changing this requires resetting
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// Style + calling this again)
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style.FontScaleDpi = main_scale;
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style.FontSizeBase = 20.0f;
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ImFont* font = io.Fonts->AddFontFromFileTTF(Font::font_path().c_str());
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ASSERT_MSG(font != nullptr, "Font Load Fail");
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(m_window, false);
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ImGui_ImplOpenGL3_Init();
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}
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} // namespace Cubed
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