Well faces kinda render

This commit is contained in:
Ben
2019-10-06 20:23:41 +01:00
parent 656f97834b
commit 33735ef2e8
14 changed files with 159 additions and 122 deletions

View File

@@ -4,6 +4,7 @@
#include <logger.h>
#include "renderer/renderer.hpp"
#include "renderer/shader.hpp"
#include "renderer/camera.hpp"
#include "renderer/face.hpp"
@@ -56,8 +57,8 @@ void Game::Setup(int w, int h) {
*m_logger << LOGGER_INFO << "Creating OpenGL context" << LOGGER_ENDL;
m_glContext = SDL_GL_CreateContext(m_window);
//SDL_WarpMouseInWindow(m_window, w / 2, h / 2);
//SDL_SetRelativeMouseMode(SDL_TRUE);
SDL_WarpMouseInWindow(m_window, w / 2, h / 2);
SDL_SetRelativeMouseMode(SDL_TRUE);
// Set VSYNC swap interval
SDL_GL_SetSwapInterval(1);
@@ -70,7 +71,7 @@ void Game::Setup(int w, int h) {
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#ifdef __IMGUI
IMGUI_CHECKVERSION();
@@ -109,12 +110,13 @@ void Game::Setup(int w, int h) {
void Game::Input(SDL_Event* e) {
while (SDL_PollEvent(e))
while (SDL_PollEvent(e)) {
m_activeCamera->HandleMouse(*e);
if (e->type == SDL_QUIT)
IsDisplayOpen = false;
}
m_activeCamera->MoveCamera();
m_activeCamera->HandleMouse(*e);
}
@@ -123,12 +125,20 @@ void Game::Run() {
SDL_Event e;
const float clear[] = { 0.1f, 0.45f, 0.9f, 1.0f };
glClearBufferfv(GL_COLOR, 0, clear);
m_renderer = std::make_unique<Renderer>();
m_world = std::make_unique<World>();
m_world->Faces.push_back(std::make_shared<Face>(FaceDirection::Top, 1));
m_world->Faces.push_back(std::make_shared<Face>(FaceDirection::Bottom, 1));
m_world->Faces.push_back(std::make_shared<Face>(FaceDirection::Right, 1));
m_world->Faces.push_back(std::make_shared<Face>(FaceDirection::Left, 1));
m_world->Faces.push_back(std::make_shared<Face>(FaceDirection::Front, 1));
m_world->Faces.push_back(std::make_shared<Face>(FaceDirection::Back, 1));
m_world->Shaders["Basic"] = std::make_shared<Shader>();
m_world->Shaders["Basic"]->Load("E:/Games/minecraft/resources/shaders/simple");
m_world->Shaders["Basic"]->Link();
while (IsDisplayOpen) {
@@ -142,7 +152,8 @@ void Game::Run() {
if (ImGui::Button("Save")) {}
ImGui::End();
#endif
glClear(GL_DEPTH_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearBufferfv(GL_COLOR, 0, clear);
m_renderer->Render(m_world , m_activeCamera);