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-rw-r--r--graphics/Display.cpp268
1 files changed, 0 insertions, 268 deletions
diff --git a/graphics/Display.cpp b/graphics/Display.cpp
deleted file mode 100644
index ff2d6a6..0000000
--- a/graphics/Display.cpp
+++ /dev/null
@@ -1,268 +0,0 @@
-#include <iomanip>
-#include "Display.hpp"
-#include "AssetManager.hpp"
-
-Display::Display(unsigned int winWidth, unsigned int winHeight, const char *winTitle, World *worldPtr) : world(
- worldPtr) {
- sf::ContextSettings contextSetting;
- contextSetting.majorVersion = 3;
- contextSetting.minorVersion = 3;
- contextSetting.attributeFlags = contextSetting.Core;
- contextSetting.depthBits = 24;
- window = new sf::Window(sf::VideoMode(winWidth, winHeight), winTitle, sf::Style::Default, contextSetting);
- window->setVerticalSyncEnabled(true);
- window->setMouseCursorVisible(false);
- sf::Mouse::setPosition(sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2), *window);
-
- //Glew
- glewExperimental = GL_TRUE;
- if (glewInit() != GLEW_OK) {
- std::cout << "Failed to initialize GLEW" << std::endl;
- throw 3;
- }
- glViewport(0, 0, width(), height());
- glEnable(GL_DEPTH_TEST);
-}
-
-bool Display::IsClosed() {
- return !window->isOpen();
-}
-
-void Display::SetPlayerPos(double playerX, double playerY, double playerZ) {
- camera.Position = glm::vec3(playerX, playerY, playerZ);
- const float ChunkDistance = 1;
- PositionI playerChunk = PositionI((int) playerX / 16, (int) playerZ / 16, (int) playerY / 16);
- /*std::cout << "Player chunk position: " << playerChunk.GetX() << " "
- << playerChunk.GetZ() << " " << playerChunk.GetY() << std::endl;*/
- for (auto &it:world->m_sections) {
- PositionI chunkPosition = it.first;
- PositionI delta = chunkPosition - playerChunk;
- if (delta.GetDistance() > ChunkDistance)
- continue;
- /*std::cout << "Rendering " << delta.GetDistance() << " Detailed: " << delta.GetX() << " " << delta.GetZ() << " "
- << delta.GetY() << std::endl <<
- "\t" << chunkPosition.GetX() << " " << chunkPosition.GetZ() << " "
- << chunkPosition.GetY() << std::endl;*/
- toRender.push_back(it.first);
- }
- std::cout << "Chunks to render: " << toRender.size() << std::endl;
-}
-
-void Display::MainLoop() {
- Shader shader("./shaders/simple.vs", "./shaders/simple.fs");
-
- GLfloat vertices[] = {
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-
- -0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
- 0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f
- };
- GLuint indices[] = {
- 0, 1, 2,
- 0, 2, 3
- };
- GLuint VBO, VAO, EBO;
- glGenBuffers(1, &VBO);
- glGenBuffers(1, &EBO);
- glGenVertexArrays(1, &VAO);
-
- glBindVertexArray(VAO);
- {
- glBindBuffer(GL_ARRAY_BUFFER, VBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
-
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid *) (3 * sizeof(GLfloat)));
- glEnableVertexAttribArray(2);
- }
- glBindVertexArray(0);
-
- shader.Use();
-
- bool captureMouse = true;
-
- bool isRunning = true;
- while (isRunning) {
- static sf::Clock clock, clock1;
- float deltaTime = clock.getElapsedTime().asSeconds();
- float absTime = clock1.getElapsedTime().asSeconds();
- clock.restart();
- sf::Event event;
- while (window->pollEvent(event)) {
- switch (event.type) {
- case sf::Event::Closed:
- window->close();
- isRunning = false;
- break;
- case sf::Event::Resized:
- glViewport(0, 0, width(), height());
- break;
- case sf::Event::KeyPressed:
- switch (event.key.code) {
- case sf::Keyboard::Escape:
- isRunning = false;
- break;
- case sf::Keyboard::T:
- captureMouse = !captureMouse;
- window->setMouseCursorVisible(!captureMouse);
- sf::Mouse::setPosition(sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2),
- *window);
- break;
- case sf::Keyboard::R:
- shader.Reload();
- break;
- default:
- break;
- }
- case sf::Event::MouseWheelScrolled:
- camera.ProcessMouseScroll(event.mouseWheelScroll.delta);
- break;
- default:
- break;
- }
- }
- std::ostringstream toWindow;
- glm::highp_vec3 cameraPosition(camera.Position);
- toWindow << std::setprecision(2) << std::fixed << "Pos: " << cameraPosition.x << ", " << cameraPosition.y
- << ", " << cameraPosition.z << "; ";
- toWindow << "FPS: " << (1.0f / deltaTime) << " ";
- window->setTitle(toWindow.str());
- if (captureMouse) {
- sf::Vector2i mousePos = sf::Mouse::getPosition(*window);
- sf::Vector2i center = sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2);
- sf::Mouse::setPosition(center, *window);
- int deltaX = (mousePos - center).x, deltaY = (center - mousePos).y;
- camera.ProcessMouseMovement(deltaX, deltaY);
- }
- if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
- camera.ProcessKeyboard(Camera_Movement::FORWARD, deltaTime);
- if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
- camera.ProcessKeyboard(Camera_Movement::BACKWARD, deltaTime);
- if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
- camera.ProcessKeyboard(Camera_Movement::LEFT, deltaTime);
- if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
- camera.ProcessKeyboard(Camera_Movement::RIGHT, deltaTime);
-
-
- //Render code
- glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- shader.Use();
-
- GLint modelLoc = glGetUniformLocation(shader.Program, "model");
- GLint projectionLoc = glGetUniformLocation(shader.Program, "projection");
- GLint viewLoc = glGetUniformLocation(shader.Program, "view");
- GLint blockLoc = glGetUniformLocation(shader.Program, "block");
- GLint timeLoc = glGetUniformLocation(shader.Program, "time");
- glm::mat4 projection = glm::perspective(camera.Zoom, (float) width() / (float) height(), 0.1f, 1000.0f);
- glm::mat4 view = camera.GetViewMatrix();
- glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
- glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
- glUniform1f(timeLoc, absTime);
-
- glBindVertexArray(VAO);
- /*for (GLuint i = 0; i < 10; i++) {
- glm::mat4 model;
- glm::vec3 cubePositions[] = {
- glm::vec3(0, 0, 0),
- glm::vec3(0, 0, 1),
- glm::vec3(0, 0, 2),
- glm::vec3(1, 0, 0),
- glm::vec3(1, 0, 1),
- glm::vec3(1, 0, 2),
- glm::vec3(2, 0, 0),
- glm::vec3(2, 0, 1),
- glm::vec3(2, 0, 2),
- glm::vec3(3, 0, 3),
- };
- if (toRender.size()<1)
- continue;
- model = glm::translate(model,
- glm::vec3(toRender[0].GetX() * 16, toRender[0].GetZ() * 16,
- toRender[0].GetY() * 16));
- model = glm::translate(model, cubePositions[i]);
-
- GLfloat angle = 20.0f * (i);
- //model = glm::rotate(model, glm::radians(angle * absTime), glm::vec3(1.0f, 0.3f, 0.5f));
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
-
- glDrawArrays(GL_TRIANGLES, 0, 36);
- }*/
-
- for (auto &sectionPos:toRender) {
- Section &section = world->m_sections[sectionPos];
- for (int y = 0; y < 16; y++) {
- for (int z = 0; z < 16; z++) {
- for (int x = 0; x < 16; x++) {
- glm::mat4 model;
- model = glm::translate(model,
- glm::vec3(sectionPos.GetX() * 16, sectionPos.GetY() * 16,
- sectionPos.GetZ() * 16));
- model = glm::translate(model, glm::vec3(x, y, z));
-
- Block block = section.GetBlock(PositionI(x, z, y));
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
- glUniform1i(blockLoc, block.id);
-
- std::string textureName = AssetManager::GetAssetNameByBlockId(block.id);
- if (textureName.find("air") != std::string::npos)
- continue;
- Texture &texture1 = *(AssetManager::GetAsset(textureName).data.texture);
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, texture1.texture);
- glUniform1i(glGetUniformLocation(shader.Program, "blockTexture"), 0);
-
- glDrawArrays(GL_TRIANGLES, 0, 36);
- }
- }
- }
- }
- glBindVertexArray(0);
-
- //End of render code
-
- window->display();
- }
-
-}