Files
Cubed/src/main.cpp
2026-03-19 10:54:13 +08:00

290 lines
9.1 KiB
C++

#include <string>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <Cubed/camera.hpp>
#include <Cubed/config.hpp>
#include <Cubed/gameplay/player.hpp>
#include <Cubed/gameplay/world.hpp>
#include <Cubed/map_table.hpp>
#include <Cubed/texture_manager.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/log.hpp>
#include <Cubed/tools/shader_tools.hpp>
constexpr int NUM_VAO = 1;
GLuint world_program, outline_program, sky_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, mvp_mat;
float inc = 0.01f;
float tf = 0.0f;
double last_time = glfwGetTime();
double delta_time = 0.0f;
double fps_time_count = 0.0f;
int frame_count = 0;
int fps;
GLuint texture_array;
Camera camera;
TextureManager texture_manager;
World world;
GLuint outline_vbo, outline_indices_vbo, sky_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);
glGenBuffers(1, &sky_vbo);
glBindBuffer(GL_ARRAY_BUFFER, sky_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES_POS), VERTICES_POS, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void init(GLFWwindow* window) {
world_program = Shader::create_shader_program("shaders/block_v_shader.glsl", "shaders/block_f_shader.glsl");
outline_program = Shader::create_shader_program("shaders/outline_v_shader.glsl", "shaders/outline_f_shader.glsl");
sky_program = Shader::create_shader_program("shaders/sky_v_shader.glsl", "shaders/sky_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<const char*>(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 render_outline() {
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 render_sky() {
glUseProgram(sky_program);
mv_loc = glGetUniformLocation(sky_program, "mv_matrix");
proj_loc = glGetUniformLocation(sky_program, "proj_matrix");
m_mat = glm::translate(glm::mat4(1.0f), camera.get_camera_pos() - glm::vec3(0.5f, 0.5f, 0.5f));
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));
glBindBuffer(GL_ARRAY_BUFFER, sky_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glDisable(GL_DEPTH_TEST);
glDrawArrays(GL_TRIANGLES, 0, 36);
glEnable(GL_DEPTH_TEST);
}
void display(GLFWwindow* window, double current_time) {
delta_time = current_time - last_time;
last_time = current_time;
fps_time_count += delta_time;
frame_count++;
if (fps_time_count >= 1.0f) {
fps = static_cast<int>(frame_count / fps_time_count);
std::string title = "Cubed FPS: " + std::to_string(fps);
glfwSetWindowTitle(window, title.c_str());
frame_count = 0;
fps_time_count = 0.0f;
}
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);
glBindVertexArray(vao[0]);
render_sky();
glUseProgram(world_program);
mv_loc = glGetUniformLocation(world_program, "mv_matrix");
proj_loc = glGetUniformLocation(world_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));
mvp_mat = p_mat * mv_mat;
world.render(mvp_mat);
render_outline();
}
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<const char*>(glGetString(GL_RENDERER)));
glfwSwapInterval(1);
glfwSetWindowSizeCallback(window, window_reshape_callback);
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, cursor_position_callback);
glfwSetMouseButtonCallback(window, mouse_button_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);
glDeleteBuffers(1, &sky_vbo);
glBindVertexArray(0);
glDeleteVertexArrays(NUM_VAO, vao);
glDeleteProgram(world_program);
glDeleteProgram(outline_program);
glDeleteProgram(sky_program);
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}