bruh a little
This commit is contained in:
14
src/game.cpp
14
src/game.cpp
@@ -3,9 +3,11 @@
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#define LOGGER_DEFINITION
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#include <logger.h>
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#include "renderer/shader.hpp"
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#include "renderer/renderer.hpp"
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#include "renderer/camera.hpp"
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#include "world/world.hpp"
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#include "common.hpp"
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@@ -14,6 +16,7 @@ Game::Game() {
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}
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void Game::Setup(int w, int h) {
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m_logger = std::make_shared<Logger>();
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*m_logger << "----------------" << LOGGER_ENDL;
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@@ -104,6 +107,7 @@ void Game::Setup(int w, int h) {
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}
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void Game::Input(SDL_Event* e) {
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while (SDL_PollEvent(e))
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if (e->type == SDL_QUIT)
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IsDisplayOpen = false;
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@@ -120,15 +124,13 @@ void Game::Run() {
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const float clear[] = { 0.1f, 0.45f, 0.9f, 1.0f };
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glClearBufferfv(GL_COLOR, 0, clear);
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Shader shader;
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shader.Load("E:/Games/minecraft/resources/shaders/simple");
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shader.Use();
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m_renderer = std::make_shared<Renderer>();
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m_world = std::make_shared<World>();
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while (IsDisplayOpen) {
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Input(&e);
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#ifdef __IMGUI
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ImGui::NewFrame();
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@@ -139,6 +141,8 @@ void Game::Run() {
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#endif
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glClear(GL_DEPTH_BUFFER_BIT);
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m_renderer->Render(m_world , m_activeCamera);
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#ifdef __IMGUI
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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@@ -1,7 +1,6 @@
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#ifndef MINECRAFT_GAME_H_
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#define MINECRAFT_GAME_H_
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#ifdef NDEBUG
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#define __DEBUG
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#endif
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@@ -13,6 +12,7 @@
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#include <string>
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#include <map>
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#if _WIN32
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#include <SDL.h>
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#else
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@@ -20,8 +20,10 @@
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#endif
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class Logger;
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class Camera;
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class Renderer;
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class Camera;
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class World;
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class Game {
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public:
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@@ -42,6 +44,9 @@ private:
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std::shared_ptr<Logger> m_logger;
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std::shared_ptr<Renderer> m_renderer;
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std::shared_ptr<World> m_world;
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std::map<std::string, std::shared_ptr<Camera>> m_cameras;
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std::shared_ptr<Camera> m_activeCamera;
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@@ -10,17 +10,16 @@ Camera::Camera() {
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}
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void Camera::UpdateView() {
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// roll can be removed from here. because is not actually used in FPS camera
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glm::mat4 matRoll = glm::mat4(1.0f);//identity matrix;
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// roll can be removed
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glm::mat4 matRoll = glm::mat4(1.0f); //identity matrix;
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glm::mat4 matPitch = glm::mat4(1.0f);//identity matrix
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glm::mat4 matYaw = glm::mat4(1.0f);//identity matrix
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glm::mat4 matYaw = glm::mat4(1.0f); //identity matrix
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// roll, pitch and yaw are used to store our angles in our class
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// roll, pitch and yaw
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matRoll = glm::rotate(matRoll, roll, glm::vec3(0.0f, 0.0f, 1.0f));
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matPitch = glm::rotate(matPitch, pitch, glm::vec3(1.0f, 0.0f, 0.0f));
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matYaw = glm::rotate(matYaw, yaw, glm::vec3(0.0f, 1.0f, 0.0f));
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// order matters
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glm::mat4 rotate = matRoll * matPitch * matYaw;
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glm::mat4 translate = glm::mat4(1.0f);
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11
src/renderer/face.hpp
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11
src/renderer/face.hpp
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@@ -0,0 +1,11 @@
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#ifndef MINECRAFT_RENDERER_FACE_H_
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#define MINECRAFT_RENDERER_FACE_H_
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class Face {
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public:
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};
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#endif
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12
src/renderer/renderer.cpp
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12
src/renderer/renderer.cpp
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@@ -0,0 +1,12 @@
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#include "renderer.hpp"
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Renderer::Renderer() {
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}
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// Perform the render passes
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void Renderer::Render(std::shared_ptr<World> world, std::shared_ptr<Camera> camera) {
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}
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18
src/renderer/renderer.hpp
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18
src/renderer/renderer.hpp
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@@ -0,0 +1,18 @@
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#ifndef MINECRAFT_RENDERER_RENDERER_H_
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#define MINECRAFT_RENDERER_RENDERER_H_
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#include "../common.hpp"
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#include "../world/world.hpp"
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#include "camera.hpp"
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// Does GL render passes then returns to the game loop
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class Renderer {
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public:
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Renderer();
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void Render(std::shared_ptr<World> world, std::shared_ptr<Camera> camera);
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};
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#endif
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7568
src/util/stb_image.hpp
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7568
src/util/stb_image.hpp
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File diff suppressed because it is too large
Load Diff
7568
src/util/stb_image_write.hpp
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7568
src/util/stb_image_write.hpp
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File diff suppressed because it is too large
Load Diff
3
src/world/world.cpp
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3
src/world/world.cpp
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@@ -0,0 +1,3 @@
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#include "world.hpp"
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8
src/world/world.hpp
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8
src/world/world.hpp
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@@ -0,0 +1,8 @@
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#ifndef MINECRAFT_WORLD_WORLD_H_
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#define MINECRAFT_WORLD_WORLD_H_
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class World {
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};
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#endif
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