Files
minceraft/src/main.cpp
2018-12-28 21:41:16 -05:00

524 lines
16 KiB
C++

/*
Minceraft
By CobaltXII
*/
#include "main.hpp"
// The entry point.
int main(int argc, char** argv)
{
// Initialize SDL.
if (SDL_Init(SDL_INIT_EVERYTHING))
{
std::cout << "Could not initialize SDL." << std::endl;
exit(1);
}
// The dimensions of the SDL_Window*.
int sdl_x_res = 840;
int sdl_y_res = 525;
// Create the SDL_Window*.
SDL_Window* sdl_window = SDL_CreateWindow
(
"Minceraft 0.0.0",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
sdl_x_res,
sdl_y_res,
SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_OPENGL
);
// Make sure the SDL_Window* was created successfully.
if (!sdl_window)
{
std::cout << "Could not create the SDL_Window*." << std::endl;
exit(2);
}
// Request OpenGL 3.3 (core profile).
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
// Request double-buffering.
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// Request a 24-bit depth buffer. 24-bit depth buffers are supported on
// most modern hardware. Having a floating-point precision of lower than
// 24-bits will cause graphical issues.
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
// Enable vertical retrace synchronization. If this is not enabled, a
// phenomenon known as tearing occurs, which causes half of the screen to
// retain the contents of the last frame instead of the entire screen
// updating immediately.
SDL_GL_SetSwapInterval(1);
// Create the SDL_GLContext.
SDL_GLContext gl_context = SDL_GL_CreateContext(sdl_window);
if (!gl_context)
{
std::cout << "Could not create the SDL_GLContext." << std::endl;
exit(3);
}
// Load all OpenGL 3.3 (core profile) functions using GLAD.
if (!gladLoadGLLoader(SDL_GL_GetProcAddress))
{
std::cout << "Could not load OpenGL functions using GLAD." << std::endl;
exit(4);
}
// Make sure the OpenGL version that was provided is greater than or equal
// to OpenGL 3.3.
if (GLVersion.major * 10 + GLVersion.minor < 33)
{
std::cout << "Could not load OpenGL 3.3 using GLAD. Received OpenGL " << GLVersion.major << "." << GLVersion.minor << " instead." << std::endl;
exit(5);
}
// Set up preliminaries for backface culling. Backface culling is a way to
// speed up rendering by culling triangles that face away from the viewer.
glCullFace(GL_BACK);
glFrontFace(GL_CW);
// Load the block texture array.
GLuint block_texture_array = load_block_texture_array();
// Load the block shader program.
GLuint block_shader_program = load_program("../glsl/block_vertex.glsl", "../glsl/block_fragment.glsl");
// Create variables to represent the position of the mouse pointer, and
// state of the mouse buttons.
int sdl_mouse_x = 0;
int sdl_mouse_y = 0;
bool sdl_mouse_l = false;
bool sdl_mouse_r = false;
// Enter the main loop.
bool sdl_running = true;
unsigned long long sdl_iteration = 0;
while (sdl_running)
{
// Remember the time at the start of the frame. At the end of the
// frame, this timestamp will be used to cap the framerate.
auto frame_start_time = std::chrono::high_resolution_clock::now();
// Poll events.
SDL_Event e;
while (SDL_PollEvent(&e))
{
if (e.type == SDL_QUIT)
{
// The application was quit.
sdl_running = false;
}
else if (e.type == SDL_MOUSEMOTION)
{
// The mouse moved.
sdl_mouse_x = e.motion.x;
sdl_mouse_y = e.motion.y;
}
else if (e.type == SDL_MOUSEBUTTONDOWN)
{
// A mouse button was pressed.
if (e.button.button == SDL_BUTTON_LEFT)
{
sdl_mouse_l = true;
}
else if (e.button.button == SDL_BUTTON_RIGHT)
{
sdl_mouse_r = true;
}
}
else if (e.type == SDL_MOUSEBUTTONUP)
{
// A mouse button was released.
if (e.button.button == SDL_BUTTON_LEFT)
{
sdl_mouse_l = false;
}
else if (e.button.button == SDL_BUTTON_RIGHT)
{
sdl_mouse_r = false;
}
}
else if (e.type == SDL_KEYDOWN)
{
// A key was pressed.
SDL_Keycode key = e.key.keysym.sym;
if (key == SDLK_ESCAPE)
{
sdl_running = false;
}
}
}
// Clear the OpenGL context to the default Minceraft sky color. This
// might be changed to use a 'time-of-day' variable instead.
glClearColor(186.0f / 255.0f, 214.0f / 255.0f, 254.0f / 255.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
{
// Allocate a block of memory to hold the vertices of a cube.
float* cube_vertices = (float*)malloc(6 * 2 * 3 * 7 * sizeof(float));
// Which faces should be generated?
bool visible_top = true;
bool visible_bottom = true;
bool visible_left = true;
bool visible_right = true;
bool visible_front = true;
bool visible_back = true;
// What is the layer number of each face?
float layer_top = block_texture_name_to_layer.at("grass_top");
float layer_bottom = block_texture_name_to_layer.at("dirt");
float layer_left = block_texture_name_to_layer.at("grass_side");
float layer_right = block_texture_name_to_layer.at("grass_side");
float layer_front = block_texture_name_to_layer.at("grass_side");
float layer_back = block_texture_name_to_layer.at("grass_side");
// What is the lighting value of each face?
float lighting_top = 1.0f;
float lighting_bottom = 1.0f;
float lighting_left = 0.75f;
float lighting_right = 0.75f;
float lighting_front = 0.9f;
float lighting_back = 0.9f;
// What is the offset of the cube?
float ox = -0.5f;
float oy = -0.5f;
float oz = -0.5f;
// It is really simple and efficient to use pointer arithmetic to
// write to blocks of memory. So, that's what this function will
// use.
float* ptr = cube_vertices;
// Generate the faces.
if (visible_top)
{
// Top face.
*(ptr++) = 1.0f + ox; *(ptr++) = -0.0f - oy; *(ptr++) = 1.0f + oz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_top; *(ptr++) = lighting_top;
*(ptr++) = 0.0f + ox; *(ptr++) = -0.0f - oy; *(ptr++) = 1.0f + oz; *(ptr++) = 1.0f; *(ptr++) = 1.0f; *(ptr++) = layer_top; *(ptr++) = lighting_top;
*(ptr++) = 0.0f + ox; *(ptr++) = -0.0f - oy; *(ptr++) = 0.0f + oz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_top; *(ptr++) = lighting_top;
*(ptr++) = 1.0f + ox; *(ptr++) = -0.0f - oy; *(ptr++) = 1.0f + oz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_top; *(ptr++) = lighting_top;
*(ptr++) = 0.0f + ox; *(ptr++) = -0.0f - oy; *(ptr++) = 0.0f + oz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_top; *(ptr++) = lighting_top;
*(ptr++) = 1.0f + ox; *(ptr++) = -0.0f - oy; *(ptr++) = 0.0f + oz; *(ptr++) = 0.0f; *(ptr++) = 0.0f; *(ptr++) = layer_top; *(ptr++) = lighting_top;
}
if (visible_bottom)
{
// Bottom face.
*(ptr++) = 0.0f + ox; *(ptr++) = -1.0f - oy; *(ptr++) = 0.0f + oz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_bottom; *(ptr++) = lighting_bottom;
*(ptr++) = 0.0f + ox; *(ptr++) = -1.0f - oy; *(ptr++) = 1.0f + oz; *(ptr++) = 1.0f; *(ptr++) = 1.0f; *(ptr++) = layer_bottom; *(ptr++) = lighting_bottom;
*(ptr++) = 1.0f + ox; *(ptr++) = -1.0f - oy; *(ptr++) = 1.0f + oz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_bottom; *(ptr++) = lighting_bottom;
*(ptr++) = 0.0f + ox; *(ptr++) = -1.0f - oy; *(ptr++) = 0.0f + oz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_bottom; *(ptr++) = lighting_bottom;
*(ptr++) = 1.0f + ox; *(ptr++) = -1.0f - oy; *(ptr++) = 1.0f + oz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_bottom; *(ptr++) = lighting_bottom;
*(ptr++) = 1.0f + ox; *(ptr++) = -1.0f - oy; *(ptr++) = 0.0f + oz; *(ptr++) = 0.0f; *(ptr++) = 0.0f; *(ptr++) = layer_bottom; *(ptr++) = lighting_bottom;
}
if (visible_left)
{
// Left face.
*(ptr++) = 0.0f + ox; *(ptr++) = -0.0f - oy; *(ptr++) = 1.0f + oz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_left; *(ptr++) = lighting_left;
*(ptr++) = 0.0f + ox; *(ptr++) = -1.0f - oy; *(ptr++) = 1.0f + oz; *(ptr++) = 1.0f; *(ptr++) = 1.0f; *(ptr++) = layer_left; *(ptr++) = lighting_left;
*(ptr++) = 0.0f + ox; *(ptr++) = -1.0f - oy; *(ptr++) = 0.0f + oz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_left; *(ptr++) = lighting_left;
*(ptr++) = 0.0f + ox; *(ptr++) = -0.0f - oy; *(ptr++) = 1.0f + oz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_left; *(ptr++) = lighting_left;
*(ptr++) = 0.0f + ox; *(ptr++) = -1.0f - oy; *(ptr++) = 0.0f + oz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_left; *(ptr++) = lighting_left;
*(ptr++) = 0.0f + ox; *(ptr++) = -0.0f - oy; *(ptr++) = 0.0f + oz; *(ptr++) = 0.0f; *(ptr++) = 0.0f; *(ptr++) = layer_left; *(ptr++) = lighting_left;
}
if (visible_right)
{
// Right face.
*(ptr++) = 1.0f + ox; *(ptr++) = -0.0f - oy; *(ptr++) = 0.0f + oz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_right; *(ptr++) = lighting_right;
*(ptr++) = 1.0f + ox; *(ptr++) = -1.0f - oy; *(ptr++) = 0.0f + oz; *(ptr++) = 1.0f; *(ptr++) = 1.0f; *(ptr++) = layer_right; *(ptr++) = lighting_right;
*(ptr++) = 1.0f + ox; *(ptr++) = -1.0f - oy; *(ptr++) = 1.0f + oz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_right; *(ptr++) = lighting_right;
*(ptr++) = 1.0f + ox; *(ptr++) = -0.0f - oy; *(ptr++) = 0.0f + oz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_right; *(ptr++) = lighting_right;
*(ptr++) = 1.0f + ox; *(ptr++) = -1.0f - oy; *(ptr++) = 1.0f + oz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_right; *(ptr++) = lighting_right;
*(ptr++) = 1.0f + ox; *(ptr++) = -0.0f - oy; *(ptr++) = 1.0f + oz; *(ptr++) = 0.0f; *(ptr++) = 0.0f; *(ptr++) = layer_right; *(ptr++) = lighting_right;
}
if (visible_front)
{
// Front face.
*(ptr++) = 1.0f + ox; *(ptr++) = -0.0f - oy; *(ptr++) = 1.0f + oz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_front; *(ptr++) = lighting_front;
*(ptr++) = 1.0f + ox; *(ptr++) = -1.0f - oy; *(ptr++) = 1.0f + oz; *(ptr++) = 1.0f; *(ptr++) = 1.0f; *(ptr++) = layer_front; *(ptr++) = lighting_front;
*(ptr++) = 0.0f + ox; *(ptr++) = -1.0f - oy; *(ptr++) = 1.0f + oz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_front; *(ptr++) = lighting_front;
*(ptr++) = 1.0f + ox; *(ptr++) = -0.0f - oy; *(ptr++) = 1.0f + oz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_front; *(ptr++) = lighting_front;
*(ptr++) = 0.0f + ox; *(ptr++) = -1.0f - oy; *(ptr++) = 1.0f + oz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_front; *(ptr++) = lighting_front;
*(ptr++) = 0.0f + ox; *(ptr++) = -0.0f - oy; *(ptr++) = 1.0f + oz; *(ptr++) = 0.0f; *(ptr++) = 0.0f; *(ptr++) = layer_front; *(ptr++) = lighting_front;
}
if (visible_back)
{
// Back face.
*(ptr++) = 0.0f + ox; *(ptr++) = -0.0f - oy; *(ptr++) = 0.0f + oz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_back; *(ptr++) = lighting_back;
*(ptr++) = 0.0f + ox; *(ptr++) = -1.0f - oy; *(ptr++) = 0.0f + oz; *(ptr++) = 1.0f; *(ptr++) = 1.0f; *(ptr++) = layer_back; *(ptr++) = lighting_back;
*(ptr++) = 1.0f + ox; *(ptr++) = -1.0f - oy; *(ptr++) = 0.0f + oz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_back; *(ptr++) = lighting_back;
*(ptr++) = 0.0f + ox; *(ptr++) = -0.0f - oy; *(ptr++) = 0.0f + oz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_back; *(ptr++) = lighting_back;
*(ptr++) = 1.0f + ox; *(ptr++) = -1.0f - oy; *(ptr++) = 0.0f + oz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_back; *(ptr++) = lighting_back;
*(ptr++) = 1.0f + ox; *(ptr++) = -0.0f - oy; *(ptr++) = 0.0f + oz; *(ptr++) = 0.0f; *(ptr++) = 0.0f; *(ptr++) = layer_back; *(ptr++) = lighting_back;
}
// How much of the allocated memory was used (in bytes)?
unsigned int cube_vertices_size = (ptr - cube_vertices) * sizeof(float);
// Generate a VAO and a VBO to reference the vertex data of the
// cube after it is uploaded to the GPU.
GLuint cube_vao;
GLuint cube_vbo;
glGenVertexArrays(1, &cube_vao);
glGenBuffers(1, &cube_vbo);
// Bind the VAO and the VBO to the current state.
glBindVertexArray(cube_vao);
glBindBuffer(GL_ARRAY_BUFFER, cube_vbo);
// Upload the vertex data to the GPU.
glBufferData(GL_ARRAY_BUFFER, cube_vertices_size, cube_vertices, GL_STATIC_DRAW);
// Enable the appropriate vertex attributes.
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), (void*)(0 * sizeof(float)));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 7 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
{
// Enable depth testing.
glEnable(GL_DEPTH_TEST);
// Enable backface culling.
glEnable(GL_CULL_FACE);
// Bind the block shader program to the current state.
glUseProgram(block_shader_program);
{
// Calculate the aspect ratio.
float aspect_ratio = (float)sdl_x_res / (float)sdl_y_res;
// Generate the projection matrix.
glm::mat4 matrix_projection = glm::perspective(glm::radians(45.0f), aspect_ratio, 0.128f, 256.0f);
// Calculate the looking direction of the camera.
float rot_x_deg = (float(sdl_mouse_y) - (float(sdl_y_res) / 2.0f)) / float(sdl_y_res) * 180.0f;
float rot_y_deg = (float(sdl_mouse_x) - (float(sdl_x_res) / 2.0f)) / float(sdl_x_res) * 360.0f;
// Generate the view matrix.
glm::mat4 matrix_view = glm::mat4(1.0f);
matrix_view = glm::rotate(matrix_view, glm::radians(rot_x_deg), glm::vec3(1.0f, 0.0f, 0.0f));
matrix_view = glm::rotate(matrix_view, glm::radians(rot_y_deg), glm::vec3(0.0f, 1.0f, 0.0f));
// Generate the model matrix.
glm::mat4 matrix_model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -5.0f));
matrix_model = glm::rotate(matrix_model, glm::radians(sin(SDL_GetTicks() / 1000.0f) * 90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
matrix_model = glm::rotate(matrix_model, glm::radians(cos(SDL_GetTicks() / 1000.0f) * 90.0f), glm::vec3(0.0f, 1.0f, 0.0f));
// Pass the matrices to the block shader program.
glUniformMatrix4fv(glGetUniformLocation(block_shader_program, "matrix_projection"), 1, GL_FALSE, &matrix_projection[0][0]);
glUniformMatrix4fv(glGetUniformLocation(block_shader_program, "matrix_view"), 1, GL_FALSE, &matrix_view[0][0]);
glUniformMatrix4fv(glGetUniformLocation(block_shader_program, "matrix_model"), 1, GL_FALSE, &matrix_model[0][0]);
}
// Bind the block_texture_array to the current state.
glBindTexture(GL_TEXTURE_2D_ARRAY, block_texture_array);
// Draw the cube_vertices as an array of triangles.
glDrawArrays(GL_TRIANGLES, 0, cube_vertices_size / sizeof(float) / 7);
// Unbind the block_texture_array from the current state.
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
// Unbind the block shader program from the current state.
glUseProgram(0);
// Disable backface culling.
glDisable(GL_CULL_FACE);
// Disable depth testing.
glDisable(GL_DEPTH_TEST);
}
// Unbind the VAO and the VBO from the current state.
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// Destroy the VAO and the VBO, since they are no longer going to
// be used.
glDeleteBuffers(1, &cube_vbo);
glDeleteVertexArrays(1, &cube_vao);
// Free the block of memory allocated to hold the vertices of a
// cube.
free(cube_vertices);
}
// Swap the back buffer to the front, so that the last frame will
// appear on the screen.
SDL_GL_SwapWindow(sdl_window);
// Cap the framerate to 60 Hz.
float frame_elapsed_time = std::chrono::duration<float, std::milli>(std::chrono::high_resolution_clock::now() - frame_start_time).count();
if (frame_elapsed_time < 1000.0f / 60.0f)
{
int frame_sleep_time = round(1000.0f / 60.0f - frame_elapsed_time);
std::this_thread::sleep_for(std::chrono::milliseconds(frame_sleep_time));
}
// Increment the iteration counter. Do not use the iteration counter
// as a precise time measurement!
sdl_iteration++;
if (sdl_iteration % 60 == 0)
{
std::cout << "Running at " << 1000.0f / frame_elapsed_time << " Hz" << std::endl;
}
}
// Destroy all OpenGL related objects.
glDeleteTextures(1, &block_texture_array);
glDeleteProgram(block_shader_program);
SDL_GL_DeleteContext(gl_context);
// Destroy all SDL related objects.
SDL_DestroyWindow(sdl_window);
SDL_Quit();
// Exit cleanly.
exit(EXIT_SUCCESS);
}