'Assets', some refactor
This commit is contained in:
parent
b7e8ff5bea
commit
2aba3e91db
@ -1,28 +1,27 @@
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################################################################################
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# Automatically-generated file. Do not edit!
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################################################################################
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# Add inputs and outputs from these tool invocations to the build variables
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CPP_SRCS += \
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../src/graphics/LineBatch.cpp \
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../src/graphics/Mesh.cpp \
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../src/graphics/Shader.cpp \
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../src/graphics/Texture.cpp \
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../src/graphics/VoxelRenderer.cpp
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../src/graphics/VoxelRenderer.cpp \
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../src/graphics/Batch2D.cpp
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OBJS += \
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./src/graphics/LineBatch.o \
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./src/graphics/Mesh.o \
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./src/graphics/Shader.o \
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./src/graphics/Texture.o \
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./src/graphics/VoxelRenderer.o
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./src/graphics/VoxelRenderer.o \
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./src/graphics/Batch2D.o
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CPP_DEPS += \
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./src/graphics/LineBatch.d \
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./src/graphics/Mesh.d \
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./src/graphics/Shader.d \
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./src/graphics/Texture.d \
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./src/graphics/VoxelRenderer.d
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./src/graphics/VoxelRenderer.d \
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./src/graphics/Batch2D.d
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# Each subdirectory must supply rules for building sources it contributes
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@ -1,7 +1,3 @@
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################################################################################
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# Automatically-generated file. Do not edit!
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################################################################################
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# Add inputs and outputs from these tool invocations to the build variables
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CPP_SRCS += \
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../src/objects/Player.cpp
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@ -4,13 +4,16 @@
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# Add inputs and outputs from these tool invocations to the build variables
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CPP_SRCS += \
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../src/voxel_engine.cpp
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../src/voxel_engine.cpp \
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../src/Assets.cpp
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OBJS += \
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./src/voxel_engine.o
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./src/voxel_engine.o \
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./src/Assets.o
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CPP_DEPS += \
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./src/voxel_engine.d
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./src/voxel_engine.d \
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./src/Assets.d
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# Each subdirectory must supply rules for building sources it contributes
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@ -30,5 +30,6 @@ src/lighting \
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src/loaders \
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src/physics \
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src/voxels \
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src/objects \
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src/window \
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@ -1,28 +1,27 @@
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################################################################################
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# Automatically-generated file. Do not edit!
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################################################################################
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# Add inputs and outputs from these tool invocations to the build variables
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CPP_SRCS += \
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../src/graphics/LineBatch.cpp \
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../src/graphics/Mesh.cpp \
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../src/graphics/Shader.cpp \
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../src/graphics/Texture.cpp \
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../src/graphics/VoxelRenderer.cpp
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../src/graphics/VoxelRenderer.cpp \
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../src/graphics/Batch2D.cpp
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OBJS += \
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./src/graphics/LineBatch.o \
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./src/graphics/Mesh.o \
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./src/graphics/Shader.o \
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./src/graphics/Texture.o \
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./src/graphics/VoxelRenderer.o
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./src/graphics/VoxelRenderer.o \
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./src/graphics/Batch2D.o
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CPP_DEPS += \
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./src/graphics/LineBatch.d \
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./src/graphics/Mesh.d \
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./src/graphics/Shader.d \
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./src/graphics/Texture.d \
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./src/graphics/VoxelRenderer.d
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./src/graphics/VoxelRenderer.d \
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./src/graphics/Batch2D.d
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# Each subdirectory must supply rules for building sources it contributes
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20
Debug_win/src/objects/subdir.mk
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20
Debug_win/src/objects/subdir.mk
Normal file
@ -0,0 +1,20 @@
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# Add inputs and outputs from these tool invocations to the build variables
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CPP_SRCS += \
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../src/objects/Player.cpp
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OBJS += \
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./src/objects/Player.o
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CPP_DEPS += \
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./src/objects/Player.d
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# Each subdirectory must supply rules for building sources it contributes
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src/objects/%.o: ../src/objects/%.cpp src/objects/subdir.mk
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@echo 'Building file: $<'
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@echo 'Invoking: GCC C++ Compiler'
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g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$@" -o "$@" "$<"
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@echo 'Finished building: $<'
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@echo ' '
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@ -1,16 +1,15 @@
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################################################################################
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# Automatically-generated file. Do not edit!
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################################################################################
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# Add inputs and outputs from these tool invocations to the build variables
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CPP_SRCS += \
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../src/voxel_engine.cpp
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../src/voxel_engine.cpp \
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../src/Assets.cpp
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OBJS += \
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./src/voxel_engine.o
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./src/voxel_engine.o \
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./src/Assets.o
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CPP_DEPS += \
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./src/voxel_engine.d
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./src/voxel_engine.d \
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./src/Assets.d
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# Each subdirectory must supply rules for building sources it contributes
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BIN
res/ascii.png
Normal file
BIN
res/ascii.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 2.0 KiB |
BIN
res/block (copy).png
Normal file
BIN
res/block (copy).png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 8.1 KiB |
31
src/Assets.cpp
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31
src/Assets.cpp
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@ -0,0 +1,31 @@
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#include "Assets.h"
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#include "graphics/Texture.h"
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#include "graphics/Shader.h"
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Assets::~Assets() {
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for (auto& iter : shaders){
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delete iter.second;
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}
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for (auto& iter : textures){
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delete iter.second;
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}
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}
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Texture* Assets::getTexture(std::string name){
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return textures[name];
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}
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void Assets::store(Texture* texture, std::string name){
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textures[name] = texture;
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}
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Shader* Assets::getShader(std::string name){
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return shaders[name];
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}
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void Assets::store(Shader* shader, std::string name){
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shaders[name] = shader;
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}
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22
src/Assets.h
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22
src/Assets.h
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@ -0,0 +1,22 @@
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#ifndef SRC_ASSETS_H_
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#define SRC_ASSETS_H_
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#include <string>
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#include <unordered_map>
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class Texture;
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class Shader;
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class Assets {
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std::unordered_map<std::string, Texture*> textures;
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std::unordered_map<std::string, Shader*> shaders;
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public:
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~Assets();
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Texture* getTexture(std::string name);
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void store(Texture* texture, std::string name);
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Shader* getShader(std::string name);
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void store(Shader* shader, std::string name);
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};
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#endif /* SRC_ASSETS_H_ */
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@ -1,8 +1,8 @@
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#ifndef DECLARATIONS_CPP
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#define DECLARATIONS_CPP
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#ifndef DECLARATIONS_H
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#define DECLARATIONS_H
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#include <iostream>
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#include "Assets.h"
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "window/Window.h"
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@ -10,49 +10,42 @@
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#include "voxels/Block.h"
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Shader *shader, *linesShader, *crosshairShader;
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Texture *texture;
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// Shaders, textures, renderers
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int initialize_assets() {
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shader = load_shader("res/main.glslv", "res/main.glslf");
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bool _load_shader(Assets* assets, std::string vertex_file, std::string fragment_file, std::string name){
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Shader* shader = load_shader(vertex_file, fragment_file);
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if (shader == nullptr){
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std::cerr << "failed to load shader" << std::endl;
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Window::terminate();
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return 1;
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std::cerr << "failed to load shader '" << name << "'" << std::endl;
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return false;
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}
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crosshairShader = load_shader("res/crosshair.glslv", "res/crosshair.glslf");
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if (crosshairShader == nullptr){
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std::cerr << "failed to load crosshair shader" << std::endl;
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Window::terminate();
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return 1;
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}
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linesShader = load_shader("res/lines.glslv", "res/lines.glslf");
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if (linesShader == nullptr){
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std::cerr << "failed to load lines shader" << std::endl;
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Window::terminate();
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return 1;
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}
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texture = load_texture("res/block.png");
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if (texture == nullptr){
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std::cerr << "failed to load texture" << std::endl;
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delete shader;
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Window::terminate();
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return 1;
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}
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return 0;
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assets->store(shader, name);
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return true;
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}
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// Deleting GL objects like shaders, textures
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void finalize_assets(){
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delete shader;
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delete texture;
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delete crosshairShader;
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delete linesShader;
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bool _load_texture(Assets* assets, std::string filename, std::string name){
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Texture* texture = load_texture(filename);
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if (texture == nullptr){
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std::cerr << "failed to load texture '" << name << "'" << std::endl;
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return false;
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}
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assets->store(texture, name);
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return true;
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}
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int initialize_assets(Assets* assets) {
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#define LOAD_SHADER(VERTEX, FRAGMENT, NAME) \
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if (!_load_shader(assets, VERTEX, FRAGMENT, NAME))\
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return 1;
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#define LOAD_TEXTURE(FILENAME, NAME) \
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if (!_load_texture(assets, FILENAME, NAME))\
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return 1;
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LOAD_SHADER("res/main.glslv", "res/main.glslf", "main");
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LOAD_SHADER("res/crosshair.glslv", "res/crosshair.glslf", "crosshair");
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LOAD_SHADER("res/lines.glslv", "res/lines.glslf", "lines");
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LOAD_TEXTURE("res/block.png", "block");
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return 0;
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}
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@ -115,5 +108,5 @@ void setup_definitions() {
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block->obstacle = false;
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Block::blocks[block->id] = block;
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}
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#endif // DECLARATIONS_CPP
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#endif // DECLARATIONS_H
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18
src/graphics/Batch2D.cpp
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18
src/graphics/Batch2D.cpp
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@ -0,0 +1,18 @@
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#include "Batch2D.h"
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#include "Mesh.h"
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Batch2D::Batch2D(size_t capacity) : capacity(capacity),
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offset(0),
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color(1.0f, 1.0f, 1.0f, 1.0f){
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const int attrs[] = {
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2, 2, 4, 0 //null terminator
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};
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buffer = new float[capacity];
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mesh = new Mesh(nullptr, 0, attrs);
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}
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Batch2D::~Batch2D(){
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delete buffer;
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delete mesh;
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}
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27
src/graphics/Batch2D.h
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27
src/graphics/Batch2D.h
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#ifndef SRC_GRAPHICS_BATCH2D_H_
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#define SRC_GRAPHICS_BATCH2D_H_
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#include <stdlib.h>
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#include <glm/glm.hpp>
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class Mesh;
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class Batch2D {
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float* buffer;
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size_t capacity;
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size_t offset;
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glm::vec4 color;
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Mesh* mesh;
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void vertex(float x, float y,
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float u, float v,
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float r, float g, float b, float a);
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public:
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Batch2D(size_t capacity);
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~Batch2D();
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void rect(float x, float y, float w, float h);
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void render();
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};
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#endif /* SRC_GRAPHICS_BATCH2D_H_ */
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@ -12,7 +12,12 @@ Mesh::Mesh(const float* buffer, size_t vertices, const int* attrs) : vertices(ve
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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if (buffer){
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertices, buffer, GL_STATIC_DRAW);
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} else {
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glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STATIC_DRAW);
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}
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// attributes
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int offset = 0;
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@ -5,6 +5,8 @@
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Player::Player(glm::vec3 position, float speed, Camera* camera) :
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speed(speed),
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camera(camera){
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camera(camera),
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choosenBlock(1),
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camX(0.0f), camY(0.0f){
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hitbox = new Hitbox(position, vec3(0.2f,0.9f,0.2f));
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}
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@ -11,6 +11,7 @@ public:
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float speed;
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Camera* camera;
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Hitbox* hitbox;
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int choosenBlock;
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float camX, camY;
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Player(glm::vec3 position, float speed, Camera* camera);
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~Player();
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@ -1,3 +1,5 @@
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// Install dependencies:
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// sudo apt install libgl-dev libglew-dev libglfw3-dev libpng-dev libglm-dev
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#include <iostream>
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#define GLEW_STATIC
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@ -37,22 +39,15 @@ using namespace glm;
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#include "physics/Hitbox.h"
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#include "physics/PhysicsSolver.h"
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#include "Assets.h"
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#include "objects/Player.h"
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#include "declarations.h"
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#include "world_render.h"
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int WIDTH = 1280;
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int HEIGHT = 720;
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Chunks* chunks;
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WorldFiles* wfile;
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bool occlusion = false;
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// Save all world data to files
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void write_world(){
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void write_world(WorldFiles* wfile, Chunks* chunks){
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for (unsigned int i = 0; i < chunks->volume; i++){
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Chunk* chunk = chunks->chunks[i];
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if (chunk == nullptr)
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@ -64,78 +59,17 @@ void write_world(){
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}
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// Deleting world data from memory
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void close_world(){
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void close_world(WorldFiles* wfile, Chunks* chunks){
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delete chunks;
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delete wfile;
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}
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int main() {
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setup_definitions();
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Window::initialize(WIDTH, HEIGHT, "Window 2.0");
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Events::initialize();
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int result = initialize_assets();
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if (result){
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Window::terminate();
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return result;
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}
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Camera* camera = new Camera(vec3(-320,255,32), radians(90.0f));
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wfile = new WorldFiles("world/", REGION_VOL * (CHUNK_VOL * 2 + 8));
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chunks = new Chunks(34,1,34, 0,0,0);
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Player* player = new Player(vec3(camera->position), 5.0f, camera);
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wfile->readPlayer(player);
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camera->rotation = mat4(1.0f);
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camera->rotate(player->camY, player->camX, 0);
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VoxelRenderer renderer(1024*1024);
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PhysicsSolver physics(vec3(0,-16.0f,0));
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Lighting lighting(chunks);
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init_renderer();
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ChunksController chunksController(chunks, &lighting);
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float lastTime = glfwGetTime();
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float delta = 0.0f;
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int choosenBlock = 1;
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long frame = 0;
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glfwSwapInterval(1);
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while (!Window::isShouldClose()){
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frame++;
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float currentTime = glfwGetTime();
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delta = currentTime - lastTime;
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lastTime = currentTime;
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if (frame % 240 == 0)
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std::cout << 1.0/delta << std::endl;
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if (Events::jpressed(GLFW_KEY_O)){
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occlusion = !occlusion;
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}
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if (Events::jpressed(GLFW_KEY_ESCAPE)){
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Window::setShouldClose(true);
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}
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if (Events::jpressed(GLFW_KEY_TAB)){
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Events::toogleCursor();
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}
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for (int i = 1; i < 10; i++){
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if (Events::jpressed(GLFW_KEY_0+i)){
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choosenBlock = i;
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}
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}
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void update_controls(PhysicsSolver* physics,
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Chunks* chunks,
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Player* player,
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float delta){
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// Controls
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Camera* camera = player->camera;
|
||||
Hitbox* hitbox = player->hitbox;
|
||||
bool sprint = Events::pressed(GLFW_KEY_LEFT_CONTROL);
|
||||
bool shift = Events::pressed(GLFW_KEY_LEFT_SHIFT) && hitbox->grounded && !sprint;
|
||||
@ -143,7 +77,7 @@ int main() {
|
||||
float speed = player->speed;
|
||||
int substeps = (int)(delta * 1000);
|
||||
substeps = (substeps <= 0 ? 1 : (substeps > 100 ? 100 : substeps));
|
||||
physics.step(chunks, hitbox, delta, substeps, shift);
|
||||
physics->step(chunks, hitbox, delta, substeps, shift);
|
||||
camera->position.x = hitbox->position.x;
|
||||
camera->position.y = hitbox->position.y + 0.5f;
|
||||
camera->position.z = hitbox->position.z;
|
||||
@ -185,10 +119,6 @@ int main() {
|
||||
hitbox->velocity.x = dir.x * speed;
|
||||
hitbox->velocity.z = dir.z * speed;
|
||||
|
||||
chunks->setCenter(wfile, camera->position.x,0,camera->position.z);
|
||||
chunksController._buildMeshes(&renderer, frame);
|
||||
chunksController.loadVisible(wfile);
|
||||
|
||||
if (Events::_cursor_locked){
|
||||
player->camY += -Events::deltaY / Window::height * 2;
|
||||
player->camX += -Events::deltaX / Window::height * 2;
|
||||
@ -203,7 +133,10 @@ int main() {
|
||||
camera->rotation = mat4(1.0f);
|
||||
camera->rotate(player->camY, player->camX, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void update_interaction(Chunks* chunks, PhysicsSolver* physics, Player* player, Lighting* lighting){
|
||||
Camera* camera = player->camera;
|
||||
{
|
||||
vec3 end;
|
||||
vec3 norm;
|
||||
@ -217,31 +150,116 @@ int main() {
|
||||
int y = (int)iend.y;
|
||||
int z = (int)iend.z;
|
||||
chunks->set(x,y,z, 0);
|
||||
lighting.onBlockSet(x,y,z,0);
|
||||
lighting->onBlockSet(x,y,z,0);
|
||||
}
|
||||
if (Events::jclicked(GLFW_MOUSE_BUTTON_2)){
|
||||
int x = (int)(iend.x)+(int)(norm.x);
|
||||
int y = (int)(iend.y)+(int)(norm.y);
|
||||
int z = (int)(iend.z)+(int)(norm.z);
|
||||
if (!physics.isBlockInside(x,y,z, hitbox)){
|
||||
chunks->set(x, y, z, choosenBlock);
|
||||
lighting.onBlockSet(x,y,z, choosenBlock);
|
||||
if (!physics->isBlockInside(x,y,z, player->hitbox)){
|
||||
chunks->set(x, y, z, player->choosenBlock);
|
||||
lighting->onBlockSet(x,y,z, player->choosenBlock);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
draw_world(camera, shader, texture, crosshairShader, linesShader, chunks, occlusion);
|
||||
}
|
||||
|
||||
int WIDTH = 1280;
|
||||
int HEIGHT = 720;
|
||||
|
||||
int main() {
|
||||
setup_definitions();
|
||||
|
||||
Window::initialize(WIDTH, HEIGHT, "Window 2.0");
|
||||
Events::initialize();
|
||||
|
||||
std::cout << "-- loading assets" << std::endl;
|
||||
Assets* assets = new Assets();
|
||||
int result = initialize_assets(assets);
|
||||
if (result){
|
||||
delete assets;
|
||||
Window::terminate();
|
||||
return result;
|
||||
}
|
||||
std::cout << "-- loading world" << std::endl;
|
||||
|
||||
Camera *camera = new Camera(vec3(-320,255,32), radians(90.0f));
|
||||
WorldFiles *wfile = new WorldFiles("world/", REGION_VOL * (CHUNK_VOL * 2 + 8));
|
||||
Chunks *chunks = new Chunks(34,1,34, 0,0,0);
|
||||
|
||||
|
||||
Player* player = new Player(vec3(camera->position), 5.0f, camera);
|
||||
wfile->readPlayer(player);
|
||||
camera->rotation = mat4(1.0f);
|
||||
camera->rotate(player->camY, player->camX, 0);
|
||||
|
||||
std::cout << "-- preparing systems" << std::endl;
|
||||
|
||||
VoxelRenderer renderer(1024*1024);
|
||||
PhysicsSolver physics(vec3(0,-16.0f,0));
|
||||
Lighting lighting(chunks);
|
||||
|
||||
init_renderer();
|
||||
|
||||
ChunksController chunksController(chunks, &lighting);
|
||||
|
||||
float lastTime = glfwGetTime();
|
||||
float delta = 0.0f;
|
||||
|
||||
long frame = 0;
|
||||
|
||||
bool occlusion = false;
|
||||
|
||||
glfwSwapInterval(1);
|
||||
|
||||
std::cout << "-- initializing finished" << std::endl;
|
||||
|
||||
while (!Window::isShouldClose()){
|
||||
frame++;
|
||||
float currentTime = glfwGetTime();
|
||||
delta = currentTime - lastTime;
|
||||
lastTime = currentTime;
|
||||
|
||||
if (Events::jpressed(GLFW_KEY_O)){
|
||||
occlusion = !occlusion;
|
||||
}
|
||||
|
||||
if (Events::jpressed(GLFW_KEY_ESCAPE)){
|
||||
Window::setShouldClose(true);
|
||||
}
|
||||
if (Events::jpressed(GLFW_KEY_TAB)){
|
||||
Events::toogleCursor();
|
||||
}
|
||||
|
||||
for (int i = 1; i < 10; i++){
|
||||
if (Events::jpressed(GLFW_KEY_0+i)){
|
||||
player->choosenBlock = i;
|
||||
}
|
||||
}
|
||||
|
||||
update_controls(&physics, chunks, player, delta);
|
||||
update_interaction(chunks, &physics, player, &lighting);
|
||||
|
||||
chunks->setCenter(wfile, camera->position.x,0,camera->position.z);
|
||||
chunksController._buildMeshes(&renderer, frame);
|
||||
chunksController.loadVisible(wfile);
|
||||
|
||||
draw_world(camera, assets, chunks, occlusion);
|
||||
|
||||
Window::swapBuffers();
|
||||
Events::pullEvents();
|
||||
}
|
||||
std::cout << "-- saving world" << std::endl;
|
||||
|
||||
wfile->writePlayer(player);
|
||||
write_world();
|
||||
close_world();
|
||||
write_world(wfile, chunks);
|
||||
close_world(wfile, chunks);
|
||||
|
||||
std::cout << "-- shutting down" << std::endl;
|
||||
|
||||
delete assets;
|
||||
finalize_renderer();
|
||||
finalize_assets();
|
||||
Window::terminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
@ -96,8 +96,7 @@ bool chunks_comparator(size_t i, size_t j) {
|
||||
}
|
||||
|
||||
|
||||
void draw_world(Camera* camera, Shader* shader, Texture* texture,
|
||||
Shader* crosshairShader, Shader* linesShader,
|
||||
void draw_world(Camera* camera, Assets* assets,
|
||||
Chunks* chunks, bool occlusion){
|
||||
glClearColor(0.7f,0.71f,0.73f,1);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
@ -105,6 +104,10 @@ void draw_world(Camera* camera, Shader* shader, Texture* texture,
|
||||
_chunks = chunks;
|
||||
|
||||
// Draw VAO
|
||||
Texture* texture = assets->getTexture("block");
|
||||
Shader* shader = assets->getShader("main");
|
||||
Shader* crosshairShader = assets->getShader("crosshair");
|
||||
Shader* linesShader = assets->getShader("lines");
|
||||
shader->use();
|
||||
shader->uniformMatrix("u_proj", camera->getProjection());
|
||||
shader->uniformMatrix("u_view", camera->getView());
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user