diff options
Diffstat (limited to 'src/graphics')
-rw-r--r-- | src/graphics/AssetManager.cpp | 143 | ||||
-rw-r--r-- | src/graphics/AssetManager.hpp | 52 | ||||
-rw-r--r-- | src/graphics/Camera3D.cpp | 79 | ||||
-rw-r--r-- | src/graphics/Camera3D.hpp | 66 | ||||
-rw-r--r-- | src/graphics/Display.cpp | 347 | ||||
-rw-r--r-- | src/graphics/Display.hpp | 33 | ||||
-rw-r--r-- | src/graphics/Shader.cpp | 90 | ||||
-rw-r--r-- | src/graphics/Shader.hpp | 22 | ||||
-rw-r--r-- | src/graphics/Texture.cpp | 39 | ||||
-rw-r--r-- | src/graphics/Texture.hpp | 12 |
10 files changed, 883 insertions, 0 deletions
diff --git a/src/graphics/AssetManager.cpp b/src/graphics/AssetManager.cpp new file mode 100644 index 0000000..f2f756d --- /dev/null +++ b/src/graphics/AssetManager.cpp @@ -0,0 +1,143 @@ +#include "AssetManager.hpp" + +const std::string pathToAssets = "./assets/"; +const std::string pathToObjects = pathToAssets + "objects/"; +const std::string pathToIndexFile = pathToAssets + "indexes/1.11.json"; +const std::string pathToAssetsMc = "./assetsMc/"; +const std::map<Asset::AssetType, std::string> assetTypeFileExtensions{ + std::make_pair(Asset::AssetType::Texture, ".png"), + std::make_pair(Asset::AssetType::Lang, ".lang"), + std::make_pair(Asset::AssetType::Sound, ".ogg"), +}; + +AssetManager::AssetManager() { + return; + std::ifstream indexFile(pathToIndexFile); + if (!indexFile) { + std::cerr << "Can't open file " << pathToIndexFile << std::endl; + } + nlohmann::json json = nlohmann::json::parse(indexFile)["objects"]; + for (auto it = json.begin(); it != json.end(); ++it) { + size_t fileNameExtensionPos = -1; + std::string name = it.key(); + Asset::AssetType type = Asset::Unknown; + for (auto &it:assetTypeFileExtensions) { + if ((fileNameExtensionPos = name.find(it.second)) != std::string::npos) { + type = it.first; + name = name.substr(0, fileNameExtensionPos); + break; + } + } + std::string hash = it.value()["hash"].get<std::string>(); + size_t size = it.value()["size"].get<int>(); + Asset asset{name, hash, Asset::AssetData(), size, type}; + this->assets[name] = asset; + } +} + +AssetManager::~AssetManager() { + +} + +Asset &AssetManager::GetAsset(std::string AssetName) { + if (instance().assets.find(AssetName) == instance().assets.end() || !instance().assets[AssetName].isParsed()) + LoadAsset(AssetName); + return instance().assets[AssetName]; +} + +void AssetManager::LoadAsset(std::string AssetName) { + if (instance().assets.find(AssetName) != instance().assets.end() && instance().assets[AssetName].isParsed()) + return; + std::string AssetFileName = GetPathToAsset(AssetName); + Asset &asset = instance().assets[AssetName]; + + + if (asset.type == Asset::Texture) { + asset.data.texture = new Texture(AssetFileName,GL_CLAMP_TO_BORDER,GL_NEAREST); + //asset.data.texture.loadFromFile((asset.name + assetTypeFileExtensions.at(asset.type))); + } +} + +std::string AssetManager::GetPathToAsset(std::string AssetName) { + if (instance().assets.find(AssetName) != instance().assets.end()){ + auto it = instance().assets.find(AssetName); + return pathToObjects + std::string(instance().assets[AssetName].hash.c_str(), 2) + "/" + + instance().assets[AssetName].hash; + } + + instance().assets[AssetName].hash=""; + instance().assets[AssetName].type=Asset::AssetType::Texture; + instance().assets[AssetName].name=AssetName; + instance().assets[AssetName].size=0; + return pathToAssetsMc + "" + instance().assets[AssetName].name + + assetTypeFileExtensions.at(instance().assets[AssetName].type); +} + +std::string AssetManager::GetAssetNameByBlockId(unsigned short id) { + std::string assetBase = "minecraft/textures/blocks/"; + std::string textureName; + switch (id){ + case 0: + textureName="air"; + break; + case 1: + textureName="stone"; + break; + case 2: + textureName="grass"; + break; + case 3: + textureName="dirt"; + break; + case 16: + textureName="coal_ore"; + break; + case 17: + textureName="log_oak"; + break; + case 31: + textureName="air"; + break; + default: + //std::cout<<id<<std::endl; + textureName="beacon"; + break; + } + return assetBase+textureName; +} + +bool Asset::isParsed() { + switch (type) { + case Unknown: + return false; + break; + case Texture: + return this->data.texture != nullptr; + break; + case Sound: + return false; + break; + case Model: + return false; + break; + case Lang: + return false; + break; + } +} + +Asset::~Asset() { + switch (type) { + case Unknown: + break; + case Texture: + delete this->data.texture; + break; + case Sound: + break; + case Model: + break; + case Lang: + break; + } +} diff --git a/src/graphics/AssetManager.hpp b/src/graphics/AssetManager.hpp new file mode 100644 index 0000000..e723398 --- /dev/null +++ b/src/graphics/AssetManager.hpp @@ -0,0 +1,52 @@ +#pragma once + +#include <fstream> +#include <string> +#include <map> +#include <nlohmann/json.hpp> +#include "Texture.hpp" + +struct Asset { + std::string name = ""; + std::string hash = ""; + union AssetData{ + Texture *texture; + } data; + size_t size = 0; + enum AssetType { + Unknown, + Texture, + Sound, + Model, + Lang, + } type = Unknown; + bool isParsed(); + ~Asset(); +}; + +class AssetManager { + AssetManager(); + + ~AssetManager(); + + AssetManager(const AssetManager &); + + AssetManager &operator=(const AssetManager &); + + std::map<std::string, Asset> assets; + + static AssetManager &instance() { + static AssetManager assetManager; + return assetManager; + } + + static std::string GetPathToAsset(std::string AssetName); +public: + + static Asset &GetAsset(std::string AssetName); + + static void LoadAsset(std::string AssetName); + + static std::string GetAssetNameByBlockId(unsigned short id); +}; + diff --git a/src/graphics/Camera3D.cpp b/src/graphics/Camera3D.cpp new file mode 100644 index 0000000..eb740e4 --- /dev/null +++ b/src/graphics/Camera3D.cpp @@ -0,0 +1,79 @@ +#include "Camera3D.hpp" + +Camera3D::Camera3D(glm::vec3 position, glm::vec3 up, GLfloat yaw, GLfloat pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), + MovementSpeed(SPEED), + MouseSensitivity(SENSITIVTY), + Zoom(ZOOM) { + this->Position = position; + this->WorldUp = up; + this->Yaw = yaw; + this->Pitch = pitch; + this->updateCameraVectors(); +} + +Camera3D::Camera3D(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw, + GLfloat pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), + Zoom(ZOOM) { + this->Position = glm::vec3(posX, posY, posZ); + this->WorldUp = glm::vec3(upX, upY, upZ); + this->Yaw = yaw; + this->Pitch = pitch; + this->updateCameraVectors(); +} + +glm::mat4 Camera3D::GetViewMatrix() { + return glm::lookAt(this->Position, this->Position + this->Front, this->Up); +} + +void Camera3D::ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime) { + GLfloat velocity = this->MovementSpeed * deltaTime; + if (direction == FORWARD) + this->Position += this->Front * velocity; + if (direction == BACKWARD) + this->Position -= this->Front * velocity; + if (direction == LEFT) + this->Position -= this->Right * velocity; + if (direction == RIGHT) + this->Position += this->Right * velocity; +} + +void Camera3D::ProcessMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constrainPitch) { + xoffset *= this->MouseSensitivity; + yoffset *= this->MouseSensitivity; + + this->Yaw += xoffset; + this->Pitch += yoffset; + + // Make sure that when pitch is out of bounds, screen doesn't get flipped + if (constrainPitch) { + if (this->Pitch > 89.0f) + this->Pitch = 89.0f; + if (this->Pitch < -89.0f) + this->Pitch = -89.0f; + } + + // Update Front, Right and Up Vectors using the updated Eular angles + this->updateCameraVectors(); +} + +void Camera3D::ProcessMouseScroll(GLfloat yoffset) { + if (this->Zoom >= 1.0f && this->Zoom <= 45.0f) + this->Zoom -= yoffset/5.0f; + if (this->Zoom <= 1.0f) + this->Zoom = 1.0f; + if (this->Zoom >= 45.0f) + this->Zoom = 45.0f; +} + +void Camera3D::updateCameraVectors() { + // Calculate the new Front vector + glm::vec3 front; + front.x = cos(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch)); + front.y = sin(glm::radians(this->Pitch)); + front.z = sin(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch)); + this->Front = glm::normalize(front); + // Also re-calculate the Right and Up vector + this->Right = glm::normalize(glm::cross(this->Front, + this->WorldUp)); // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement. + this->Up = glm::normalize(glm::cross(this->Right, this->Front)); +} diff --git a/src/graphics/Camera3D.hpp b/src/graphics/Camera3D.hpp new file mode 100644 index 0000000..eac1f47 --- /dev/null +++ b/src/graphics/Camera3D.hpp @@ -0,0 +1,66 @@ +#pragma once + +// Std. Includes +#include <vector> + +// GL Includes +#include <GL/glew.h> +#include <glm/glm.hpp> +#include <glm/gtc/matrix_transform.hpp> + + +// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods +enum Camera_Movement { + FORWARD, + BACKWARD, + LEFT, + RIGHT +}; + +// Default camera values +const GLfloat YAW = -90.0f; +const GLfloat PITCH = 0.0f; +const GLfloat SPEED = 30.0f; +const GLfloat SENSITIVTY = 0.2f; +const GLfloat ZOOM = 45.0f; + +// An abstract camera class that processes input and calculates the corresponding Eular Angles, Vectors and Matrices for use in OpenGL +class Camera3D { +public: + // Camera3D Attributes + glm::vec3 Position; + glm::vec3 Front; + glm::vec3 Up; + glm::vec3 Right; + glm::vec3 WorldUp; + // Eular Angles + GLfloat Yaw; + GLfloat Pitch; + // Camera3D options + GLfloat MovementSpeed; + GLfloat MouseSensitivity; + GLfloat Zoom; + + // Constructor with vectors + explicit Camera3D(glm::vec3 position = glm::vec3(0.0f, 0.0f, 3.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), + GLfloat yaw = YAW, GLfloat pitch = PITCH); + + // Constructor with scalar values + Camera3D(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw, GLfloat pitch); + + // Returns the view matrix calculated using Eular Angles and the LookAt Matrix + glm::mat4 GetViewMatrix(); + + // Processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems) + void ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime); + + // Processes input received from a mouse input system. Expects the offset value in both the x and y direction. + void ProcessMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constrainPitch = true); + + // Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis + void ProcessMouseScroll(GLfloat yoffset); + +private: + // Calculates the front vector from the Camera3D's (updated) Eular Angles + void updateCameraVectors(); +};
\ No newline at end of file diff --git a/src/graphics/Display.cpp b/src/graphics/Display.cpp new file mode 100644 index 0000000..80bf524 --- /dev/null +++ b/src/graphics/Display.cpp @@ -0,0 +1,347 @@ +#include <iomanip> +#include "Display.hpp" +#include "AssetManager.hpp" + +/*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 +};*/ +GLfloat uv_coords[] = { + 0.0f, 0.0f, + 1.0f, 0.0f, + 1.0f, 1.0f, + 1.0f, 1.0f, + 0.0f, 1.0f, + 0.0f, 0.0f, + + 0.0f, 0.0f, + 1.0f, 0.0f, + 1.0f, 1.0f, + 1.0f, 1.0f, + 0.0f, 1.0f, + 0.0f, 0.0f, + + 1.0f, 0.0f, + 1.0f, 1.0f, + 0.0f, 1.0f, + 0.0f, 1.0f, + 0.0f, 0.0f, + 1.0f, 0.0f, + + 1.0f, 0.0f, + 1.0f, 1.0f, + 0.0f, 1.0f, + 0.0f, 1.0f, + 0.0f, 0.0f, + 1.0f, 0.0f, + + 0.0f, 1.0f, + 1.0f, 1.0f, + 1.0f, 0.0f, + 1.0f, 0.0f, + 0.0f, 0.0f, + 0.0f, 1.0f, + + 0.0f, 1.0f, + 1.0f, 1.0f, + 1.0f, 0.0f, + 1.0f, 0.0f, + 0.0f, 0.0f, + 0.0f, 1.0f, +}; +GLfloat vertices[] = { + -1.0f, -1.0f, -1.0f, + -1.0f, 1.0f, -1.0f, + 1.0f, -1.0f, -1.0f, + 1.0f, 1.0f, -1.0f, + + -1.0f, -1.0f, 1.0f, + -1.0f, 1.0f, 1.0f, + 1.0f, -1.0f, 1.0f, + 1.0f, 1.0f, 1.0f, +}; +GLuint indices[] = { + 5, 4, 6, //Z+ edge + 5, 6, 7, + + 0, 1, 2, //Z- edge + 2, 1, 3, + + 0, 4, 1, //X+ edge + 1, 4, 5, + + 6, 2, 3, //X- edge + 6, 3, 7, + + 3, 1, 5, //Y+ edge + 3, 5, 7, + + 0, 2, 4, //Y- edge + 4, 2, 6, +}; + +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); + glEnable(GL_CULL_FACE); + glCullFace(GL_BACK); + glFrontFace(GL_CCW); +} + +bool Display::IsClosed() { + return !window->isOpen(); +} + +void Display::SetPlayerPos(double playerX, double playerY, double playerZ) { + //camera.Position = glm::vec3(playerX, playerY, playerZ); + toRender.clear(); + const float ChunkDistance = 1; + Vector playerChunk = Vector(floor(playerX / 16.0f), floor(playerY / 16.0f), floor(playerZ / 16.0f)); + for (auto &it:world->m_sections) { + Vector chunkPosition = it.first; + Vector delta = chunkPosition - playerChunk; + //std::cout << delta.GetDistance() << std::endl; + 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(chunkPosition); + } + std::cout << "Chunks to render: " << toRender.size() << std::endl; +} + +void Display::MainLoop() { + Shader shader("./shaders/simple.vs", "./shaders/simple.fs"); + + GLuint VBO, VAO, EBO, VBO2; + glGenBuffers(1, &VBO); + glGenBuffers(1, &EBO); + glGenBuffers(1, &VBO2); + glGenVertexArrays(1, &VAO); + + glBindVertexArray(VAO); + { + glBindBuffer(GL_ARRAY_BUFFER, VBO2); + glBufferData(GL_ARRAY_BUFFER, sizeof(uv_coords), uv_coords, GL_STATIC_DRAW); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0); + glEnableVertexAttribArray(2); + + glBindBuffer(GL_ARRAY_BUFFER, VBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), 0); + glEnableVertexAttribArray(0); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); + } + glBindVertexArray(0); + + shader.Use(); + + bool captureMouse = true; + + //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + + 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; + /*static sf::Clock clock2; + if (clock2.getElapsedTime().asSeconds() > 5.0f) { + clock2.restart(); + SetPlayerPos(camera.Position.x, camera.Position.y, camera.Position.z); + }*/ + 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); + camera.MovementSpeed = 5.0f; + if (camera.Position.y > 50) + camera.Position = glm::vec3(0, 0, 3.0f); + + glm::mat4 model; + glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); + glUniform1i(blockLoc, 1); + + std::string textureName = AssetManager::GetAssetNameByBlockId(1); + Texture &texture1 = *(AssetManager::GetAsset(textureName).data.texture); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, texture1.texture); + glUniform1i(glGetUniformLocation(shader.Program, "blockTexture"), 0); + + glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0); + //glDrawArrays(GL_TRIANGLES, 0, 36); + + + /*for (auto §ionPos:toRender) { + Section §ion = world->m_sections.find(sectionPos)->second; + 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(Vector(x, y, z)); + 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(); + } + +} diff --git a/src/graphics/Display.hpp b/src/graphics/Display.hpp new file mode 100644 index 0000000..7458bcd --- /dev/null +++ b/src/graphics/Display.hpp @@ -0,0 +1,33 @@ +#pragma once + +#include <SFML/Window.hpp> +#include "../world/World.hpp" +#include <glm/glm.hpp> +#include <glm/gtc/matrix_transform.hpp> +#include <glm/gtc/type_ptr.hpp> +#include "Shader.hpp" +#include "Texture.hpp" +#include "Camera3D.hpp" + +class Display { + sf::Window *window; + World* world; + std::vector<Vector> toRender; + Camera3D camera; +public: + Display(unsigned int winWidth, unsigned int winHeight, const char winTitle[9], World *worldPtr); + + bool IsClosed(); + + void SetPlayerPos(double playerX, double playerY, double playerZ); + + void MainLoop(); + + unsigned int width() { + return window->getSize().x; + } + + unsigned int height() { + return window->getSize().y; + } +};
\ No newline at end of file diff --git a/src/graphics/Shader.cpp b/src/graphics/Shader.cpp new file mode 100644 index 0000000..c84e169 --- /dev/null +++ b/src/graphics/Shader.cpp @@ -0,0 +1,90 @@ +#include "Shader.hpp" + +Shader::Shader(const GLchar *vertexPath, const GLchar *fragmentPath) { + vertex = vertexPath; + fragment = fragmentPath; + // 1. Получаем исходный код шейдера из filePath + std::string vertexCode; + std::string fragmentCode; + std::ifstream vShaderFile; + std::ifstream fShaderFile; + // Удостоверимся, что ifstream объекты могут выкидывать исключения + vShaderFile.exceptions(std::ifstream::failbit); + fShaderFile.exceptions(std::ifstream::failbit); + try { + // Открываем файлы + vShaderFile.open(vertexPath); + fShaderFile.open(fragmentPath); + std::stringstream vShaderStream, fShaderStream; + // Считываем данные в потоки + vShaderStream << vShaderFile.rdbuf(); + fShaderStream << fShaderFile.rdbuf(); + // Закрываем файлы + vShaderFile.close(); + fShaderFile.close(); + // Преобразовываем потоки в массив GLchar + vertexCode = vShaderStream.str(); + fragmentCode = fShaderStream.str(); + } + catch (std::ifstream::failure e) { + std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl; + } + const GLchar *vShaderCode = vertexCode.c_str(); + const GLchar *fShaderCode = fragmentCode.c_str(); + + + // 2. Сборка шейдеров + GLuint vertex, fragment; + GLint success; + GLchar infoLog[512]; + + // Вершинный шейдер + vertex = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertex, 1, &vShaderCode, NULL); + glCompileShader(vertex); + // Если есть ошибки - вывести их + glGetShaderiv(vertex, GL_COMPILE_STATUS, &success); + if (!success) { + glGetShaderInfoLog(vertex, 512, NULL, infoLog); + std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; + }; + + // Вершинный шейдер + fragment = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragment, 1, &fShaderCode, NULL); + glCompileShader(fragment); + // Если есть ошибки - вывести их + glGetShaderiv(fragment, GL_COMPILE_STATUS, &success); + if (!success) { + glGetShaderInfoLog(fragment, 512, NULL, infoLog); + std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; + }; + + // Шейдерная программа + this->Program = glCreateProgram(); + glAttachShader(this->Program, vertex); + glAttachShader(this->Program, fragment); + glLinkProgram(this->Program); + //Если есть ошибки - вывести их + glGetProgramiv(this->Program, GL_LINK_STATUS, &success); + if (!success) { + glGetProgramInfoLog(this->Program, 512, NULL, infoLog); + std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; + } + + // Удаляем шейдеры, поскольку они уже в программу и нам больше не нужны. + glDeleteShader(vertex); + glDeleteShader(fragment); +} + +void Shader::Use() { + glUseProgram(this->Program); +} + +void Shader::Reload() { + const GLchar *vertexPath = vertex; + const GLchar *fragmentPath = fragment; + this->~Shader(); + new(this) Shader(vertexPath, fragmentPath); + std::cout<<"Shader is realoded!"<<std::endl; +} diff --git a/src/graphics/Shader.hpp b/src/graphics/Shader.hpp new file mode 100644 index 0000000..8178d2a --- /dev/null +++ b/src/graphics/Shader.hpp @@ -0,0 +1,22 @@ +#include <string> +#include <fstream> +#include <sstream> +#include <iostream> + +#include <GL/glew.h> + +class Shader +{ +private: + const GLchar *vertex; + const GLchar *fragment; +public: + // Идентификатор программы + GLuint Program; + // Конструктор считывает и собирает шейдер + Shader(const GLchar* vertexPath, const GLchar* fragmentPath); + // Использование программы + void Use(); + + void Reload(); +};
\ No newline at end of file diff --git a/src/graphics/Texture.cpp b/src/graphics/Texture.cpp new file mode 100644 index 0000000..0104530 --- /dev/null +++ b/src/graphics/Texture.cpp @@ -0,0 +1,39 @@ +#include <iostream> +#include <SFML/Graphics.hpp> +#include "Texture.hpp" + +Texture::Texture(std::string filename, GLenum textureWrapping, GLenum textureFiltering) { + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + + //Texture options + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, textureWrapping); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, textureWrapping); + + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,textureFiltering); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + + //Image load + sf::Image image; + if (!image.loadFromFile(filename)) { + std::cout << "Can't open image " << filename << std::endl; + throw 201; + } + if (image.getPixelsPtr()==nullptr){ + std::cout<<"Image data is corrupted!"<<std::endl; + throw 202; + } + image.flipVertically(); + + + //Creating texture + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.getSize().x, image.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, + (GLvoid *) image.getPixelsPtr()); + glGenerateMipmap(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, 0); + +} + +Texture::~Texture() { + glDeleteTextures(1, &texture); +} diff --git a/src/graphics/Texture.hpp b/src/graphics/Texture.hpp new file mode 100644 index 0000000..8e3f1af --- /dev/null +++ b/src/graphics/Texture.hpp @@ -0,0 +1,12 @@ +#pragma once + +#include <GL/glew.h> + +class Texture { + Texture(Texture&); + Texture&operator=(Texture&); +public: + GLuint texture; + Texture(std::string filename, GLenum textureWrapping = GL_CLAMP_TO_BORDER, GLenum textureFiltering = GL_NEAREST); + ~Texture(); +};
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