173 lines
4.2 KiB
C++
173 lines
4.2 KiB
C++
#include "game.hpp"
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#define LOGGER_DEFINITION
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#include <logger.h>
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#include "renderer/renderer.hpp"
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#include "renderer/texture.hpp"
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#include "renderer/shader.hpp"
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#include "renderer/camera.hpp"
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#include "renderer/face.hpp"
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#include "world/world.hpp"
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#include "world/block.hpp"
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#include "common.hpp"
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#include "config.hpp"
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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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*m_logger << "Minecraft 1.14.2" << LOGGER_ENDL;
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*m_logger << "----------------" << LOGGER_ENDL;
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*m_logger << LOGGER_ENDL;
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#ifdef __DEBUG
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*m_logger << LOGGER_DEBUG << "Debug mode enabled" << LOGGER_ENDL;
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#endif
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*m_logger << LOGGER_INFO << "Initializing display" << LOGGER_ENDL;
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SDL_Init(SDL_INIT_EVERYTHING);
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
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// Create GL window
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*m_logger << LOGGER_INFO << "Creating window" << LOGGER_ENDL;
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m_window = SDL_CreateWindow("Minecraft 1.14.2",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, w, h,
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SDL_WINDOW_OPENGL);
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// Create GL context
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*m_logger << LOGGER_INFO << "Creating OpenGL context" << LOGGER_ENDL;
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m_glContext = SDL_GL_CreateContext(m_window);
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SDL_WarpMouseInWindow(m_window, w / 2, h / 2);
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SDL_SetRelativeMouseMode(SDL_TRUE);
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// Set VSYNC swap interval
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SDL_GL_SetSwapInterval(1);
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*m_logger << LOGGER_INFO << "Display set up" << LOGGER_ENDL;
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// Load OpenGL
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gladLoadGLLoader(SDL_GL_GetProcAddress);
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glEnable(GL_MULTISAMPLE);
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glEnable(GL_DEPTH_TEST);
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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#ifdef __IMGUI
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::StyleColorsDark();
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// ImGui_ImplSDL2_InitForOpenGL(m_window, m_glContext);
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ImGuiIO& io = ImGui::GetIO();
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ImVec2 vec;
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vec.x = (float)w;
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vec.y = (float)h;
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io.DisplaySize = vec;
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vec.x = w > 0 ? ((float)w / w) : 0;
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vec.y = h > 0 ? ((float)h / h) : 0;
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io.DisplayFramebufferScale = vec;
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io.Fonts->AddFontDefault();
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unsigned char* pixels;
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int width, height, bytes_per_pixels;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixels);
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ImGui_ImplOpenGL3_Init("#version 450");
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#endif
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*m_logger << LOGGER_INFO << "Loaded OpenGL" << LOGGER_ENDL;
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*m_logger << LOGGER_ENDL;
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IsDisplayOpen = true;
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m_cameras["Default"] = std::make_shared<Camera>();
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m_activeCamera = m_cameras["Default"];
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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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m_activeCamera->HandleMouse(*e);
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if (e->type == SDL_QUIT)
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IsDisplayOpen = false;
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}
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m_activeCamera->MoveCamera();
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}
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void Game::Run() {
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SDL_Event e;
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const float clear[] = { 0.1f, 0.45f, 0.9f, 1.0f };
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m_renderer = std::make_unique<Renderer>();
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m_world = std::make_unique<World>();
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m_world->Faces.push_back(std::make_shared<Face>(FaceDirection::Top, 2, 1));
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m_world->Faces.push_back(std::make_shared<Face>(FaceDirection::Bottom, 0, 2));
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m_world->Faces.push_back(std::make_shared<Face>(FaceDirection::Right, 1, 3));
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m_world->Faces.push_back(std::make_shared<Face>(FaceDirection::Left, 1, 4));
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m_world->Faces.push_back(std::make_shared<Face>(FaceDirection::Front, 1, 5));
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m_world->Faces.push_back(std::make_shared<Face>(FaceDirection::Back, 1, 6));
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m_world->Shaders["Basic"] = std::make_shared<Shader>();
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m_world->Shaders["Basic"]->Load(GameConfig.ResourceBase + "shaders/simple");
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m_world->Shaders["Basic"]->Link();
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Texture texture;
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m_world->TextureID = texture.LoadTextures(TextureIdsAndPaths);
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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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ImGui::Begin("bruh");
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ImGui::Text("Hello, world %d", 123);
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if (ImGui::Button("Save")) {}
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ImGui::End();
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#endif
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearBufferfv(GL_COLOR, 0, clear);
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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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#endif
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SDL_GL_SwapWindow(m_window);
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}
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}
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