Merge pull request 'Run ui as thread, add world simulator, currently has one trunk.' (#4) from pointer-to-bios/JungleOpenSourceProjectRepo:main into render_demo

Reviewed-on: #4
This commit is contained in:
pointer-to-bios 2024-04-29 14:02:45 +08:00
commit 5c655135b0
13 changed files with 646 additions and 453 deletions

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@ -13,7 +13,7 @@ add_subdirectory(./deps/glm)
##test target## ##test target##
add_executable(jungle ./src/main.cpp ./deps/glad/src/glad.c) add_executable(jungle ./src/main.cpp ./src/ui.cpp ./src/world.cpp ./deps/glad/src/glad.c)
target_include_directories(jungle PRIVATE ./inc/) target_include_directories(jungle PRIVATE ./inc/)
#glfw dep #glfw dep
add_dependencies(jungle glfw) add_dependencies(jungle glfw)

10
inc/ui.h Normal file
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@ -0,0 +1,10 @@
#ifndef UI_H
#define UI_H
#include "world.h"
int player_ui(
std::vector<WorldRequire> &require_pipe, std::mutex &require_pipe_lock,
std::vector<std::vector<std::tuple<glm::ivec3, Block &>>> &blocks_pipe, std::mutex &blocks_pipe_lock);
#endif

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@ -21,7 +21,7 @@ const float YAW = -90.0f;
const float PITCH = 0.0f; const float PITCH = 0.0f;
const float SPEED = 4.5f; const float SPEED = 4.5f;
const float SENSITIVITY = 0.1f; const float SENSITIVITY = 0.1f;
const float ZOOM = 45.0f; const float ZOOM = 95.0f;
// An abstract camera class that processes input and calculates the corresponding Euler Angles, Vectors and Matrices for use in OpenGL // An abstract camera class that processes input and calculates the corresponding Euler Angles, Vectors and Matrices for use in OpenGL
class Camera class Camera
@ -71,9 +71,15 @@ public:
{ {
float velocity = MovementSpeed * deltaTime; float velocity = MovementSpeed * deltaTime;
if (direction == FORWARD) if (direction == FORWARD)
Position += Front * velocity; {
Position.x += Front.x * velocity;
Position.z += Front.z * velocity;
}
if (direction == BACKWARD) if (direction == BACKWARD)
Position -= Front * velocity; {
Position.x -= Front.x * velocity;
Position.z -= Front.z * velocity;
}
if (direction == LEFT) if (direction == LEFT)
Position -= Right * velocity; Position -= Right * velocity;
if (direction == RIGHT) if (direction == RIGHT)
@ -111,10 +117,10 @@ public:
void ProcessMouseScroll(float yoffset) void ProcessMouseScroll(float yoffset)
{ {
Zoom -= (float)yoffset; Zoom -= (float)yoffset;
if (Zoom < 1.0f) if (Zoom < 45.0f)
Zoom = 1.0f;
if (Zoom > 45.0f)
Zoom = 45.0f; Zoom = 45.0f;
if (Zoom > ZOOM)
Zoom = ZOOM;
} }
private: private:

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@ -56,25 +56,26 @@ float vertices[] = {
// world space positions of our cubes // world space positions of our cubes
glm::ivec3 cubePositions[] = { glm::ivec3 cubePositions[] = {
glm::ivec3(0, 0, 0), glm::ivec3(0, 0, 0),
glm::ivec3(2, 5, -15), glm::ivec3(0, 0, 1),
glm::ivec3(-1, -2, -2), glm::ivec3(0, 0, 2),
glm::ivec3(-3, -2, -12), glm::ivec3(0, 0, 3),
glm::ivec3(2, -0, -3), glm::ivec3(0, 0, 4),
glm::ivec3(-1, 3, -7),
glm::ivec3(1, -2, -2), glm::ivec3(0, 0, 5),
glm::ivec3(1, 2, -2), glm::ivec3(0, 0, 6),
glm::ivec3(1, 0, -1), glm::ivec3(0, 0, 7),
glm::ivec3(-1, 1, -1)}; glm::ivec3(0, 0, 8),
glm::ivec3(0, 0, 9)};
glm::ivec2 cubeTextures[] = { glm::ivec2 cubeTextures[] = {
glm::ivec2(1, 14),
glm::ivec2(8, 3),
glm::ivec2(0, 4),
glm::ivec2(1, 12), glm::ivec2(1, 12),
glm::ivec2(1, 6), glm::ivec2(1, 11),
glm::ivec2(1, 10),
glm::ivec2(1, 9),
glm::ivec2(1, 8),
glm::ivec2(0, 6), glm::ivec2(1, 7),
glm::ivec2(1, 2), glm::ivec2(1, 6),
glm::ivec2(0, 14), glm::ivec2(1, 5),
glm::ivec2(3, 12), glm::ivec2(1, 4),
glm::ivec2(1, 12)}; glm::ivec2(1, 0)};

20
inc/world.h Normal file
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@ -0,0 +1,20 @@
#ifndef WORLD_H
#define WORLD_H
#include "world/trunk.h"
#include "world/block.h"
#include <vector>
#include <mutex>
enum WorldRequire
{
NoneReq,
BlockReq,
ExitReq,
};
void world_simulator(std::vector<WorldRequire> &require_pipe, std::mutex &require_pipe_lock,
std::vector<std::vector<std::tuple<glm::ivec3, Block &>>> &blocks_pipe, std::mutex &blocks_pipe_lock);
#endif

49
inc/world/block.h Normal file
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@ -0,0 +1,49 @@
#ifndef BLOCK_H
#define BLOCK_H
#include <glm/glm.hpp>
#include <map>
enum BlockType
{
Air,
Soil,
Grass,
};
enum BlockFacing
{
FacingNone,
Xpos,
Xneg,
Ypos,
Yneg,
Zpos,
Zneg,
};
class Block
{
public:
Block(BlockType type = BlockType::Air, BlockFacing facing = BlockFacing::FacingNone) : type(type), facing(facing) {}
void set_type(BlockType type)
{
this->type = type;
}
BlockType get_type()
{
return this->type;
}
private:
BlockType type;
BlockFacing facing;
};
#ifndef WORLD
extern std::map<BlockType, glm::ivec2> block_type_texture_table;
#endif
#endif

44
inc/world/trunk.h Normal file
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@ -0,0 +1,44 @@
#ifndef TRUNK_H
#define TRUNK_H
#include <glm/glm.hpp>
#include <vector>
#include <tuple>
#include "world/block.h"
const int TrunkSizeX = 32;
const int TrunkSizeY = 512;
const int TrunkSizeZ = 32;
class Trunk
{
public:
Trunk()
{
for (int i = 0; i < TrunkSizeX; i++)
for (int j = 0; j < 61; j++)
for (int k = 0; k < TrunkSizeZ; k++)
if (j < 60)
blocks[i][j][k].set_type(BlockType::Soil);
else
blocks[i][j][k].set_type(BlockType::Grass);
}
std::vector<std::tuple<glm::ivec3, Block &>> &getBlockList()
{
static std::vector<std::tuple<glm::ivec3, Block &>> res;
res.clear();
for (int i = 0; i < TrunkSizeX; i++)
for (int j = 0; j < TrunkSizeY; j++)
for (int k = 0; k < TrunkSizeZ; k++)
if (blocks[i][j][k].get_type() != BlockType::Air)
res.push_back(std::tuple<glm::ivec3, Block &>({i, j, k}, blocks[i][j][k]));
return res;
}
private:
Block blocks[TrunkSizeX][TrunkSizeY][TrunkSizeZ];
};
#endif

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@ -1,437 +1,34 @@
#include <glad/glad.h> #include <thread>
#include <GLFW/glfw3.h> #include <future>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "shader_m.h"
#include "camera.h"
#include "cube_model.h"
#include "native.h"
#include <iostream> #include <iostream>
#include <string> #include <vector>
#include "ui.h"
#ifdef __GNUC__ #include "world.h"
// #include <pthread.h>
// #include <unistd.h>
#endif
#ifdef _MSC_VER
#endif
#ifdef __linux__
#endif
#ifdef _WIN32
#endif
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
void focus_callback(GLFWwindow *window, int focused);
void processInput(GLFWwindow *window);
void glfwDump(GLFWwindow *window);
bool running = true;
bool pausing = false;
bool just_dispaused = false;
// settings
const unsigned int SCR_WIDTH = 854;
const unsigned int SCR_HEIGHT = 480;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
// timing
volatile double deltaTime = 0; // time between current frame and last frame
volatile double lastFrame = 0;
volatile double timer = 0;
volatile double currentFrame = 0;
// focuse controlling
bool window_focused = false;
// window managing
int curr_width;
int curr_height;
int curr_x;
int curr_y;
// monitors controlling
// int monitor_count;
// GLFWmonitor **monitors;
GLFWimage icon;
int main() int main()
{ {
#ifdef __linux__ std::vector<WorldRequire> require_pipe;
nativeSetIcon(); std::mutex require_pipe_lock;
#endif std::vector<std::vector<std::tuple<glm::ivec3, Block &>>> blocks_pipe;
std::mutex blocks_pipe_lock;
// std::cout << "debug"; // 启动ui渲染线程
// glfw: initialize and configure std::promise<int> ui_prom;
// ------------------------------ std::future<int> ui_future = ui_prom.get_future();
glfwInit(); std::thread ui(
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); [&ui_prom, &require_pipe, &require_pipe_lock, &blocks_pipe, &blocks_pipe_lock]()
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Jungle", NULL, NULL);
if (window == NULL)
{ {
std::cout << "Failed to create GLFW window" << std::endl; int res = player_ui(require_pipe, require_pipe_lock, blocks_pipe, blocks_pipe_lock);
glfwTerminate(); ui_prom.set_value(res); });
return -1;
}
// monitors = glfwGetMonitors(&monitor_count); // 启动世界模拟器线程
std::thread world_sim(
// pthread_t thr_getting_fps; [&require_pipe, &require_pipe_lock, &blocks_pipe, &blocks_pipe_lock]()
// pthread_create(&thr_getting_fps, nullptr, getting_fps, window);
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetWindowFocusCallback(window, focus_callback);
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{ {
std::cout << "Failed to initialize GLAD" << std::endl; world_simulator(require_pipe, require_pipe_lock, blocks_pipe, blocks_pipe_lock);
return -1; });
}
ui.join();
icon.pixels = stbi_load("./icon.png", &icon.width, &icon.height, 0, STBI_rgb_alpha); world_sim.join();
glfwSetWindowIcon(window, 1, &icon); return ui_future.get();
// configure global opengl state
// -----------------------------
// glEnable(GL_DEPTH_TEST);
// build and compile our shader zprogram
// ------------------------------------
Shader ourShader("demo.vs", "demo.fs");
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// texture coord attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
////////////////////////////////////////////////////////////////////////////////////
// load and create a texture
// -------------------------
unsigned int texture1; //, texture2;
// texture 1
// ---------
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
unsigned char *data = stbi_load("./terrain.png", &width, &height, &nrChannels, STBI_rgb_alpha);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
// -------------------------------------------------------------------------------------------
ourShader.use();
ourShader.setInt("texture1", 0);
// ourShader.setInt("texture2", 1);
// bind textures on corresponding texture units
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
// glActiveTexture(GL_TEXTURE1);
// glBindTexture(GL_TEXTURE_2D, texture2);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glfwDump(window);
// glfwSetCursorPos(window, curr_x + curr_width / 2, curr_y + curr_height / 2);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// activate shader
ourShader.use();
// pass projection matrix to shader (note that in this case it could change every frame)
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
ourShader.setMat4("projection", projection);
// camera/view transformation
glm::mat4 view = camera.GetViewMatrix();
ourShader.setMat4("view", view);
// glEnable(GL_DEPTH_TEST);
// glDepthMask(GL_TRUE);
// render opaque objects first
glBindVertexArray(VAO);
for (unsigned int i = 0; i < 10; i++)
{
ourShader.setIVec2("index", cubeTextures[i]);
// calculate the model matrix for each object and pass it to shader before drawing
glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
model = glm::translate(model, glm::vec3(cubePositions[i]));
ourShader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
// glDepthMask(GL_FALSE);
// render transparent objects with blending enabled
// glDisable(GL_DEPTH_TEST);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
timer += deltaTime;
if (timer > 0.3f)
{
glfwSetWindowTitle(window, ("fps:" + std::to_string(int(1.0f / deltaTime)) + " X:" + std::to_string(camera.Position.x) + " Y:" + std::to_string(camera.Position.y) + " Z:" + std::to_string(camera.Position.z)).c_str());
timer -= 0.3f;
}
// double renderTime = glfwGetTime() - lastFrame;
// delay_fps(fps, (int)(renderTime * 1000 * 1000));
}
running = false;
glDisable(GL_DEPTH_TEST);
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
bool ESC_KEY_PRESSED = false;
void processInput(GLFWwindow *window)
{
int esc_key_evetype = glfwGetKey(window, GLFW_KEY_ESCAPE);
if (!ESC_KEY_PRESSED && esc_key_evetype == GLFW_PRESS)
{
ESC_KEY_PRESSED = true;
pausing = !pausing;
if (!pausing)
just_dispaused = true;
if (!pausing)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
else
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
else if (esc_key_evetype == GLFW_RELEASE)
{
ESC_KEY_PRESSED = false;
}
if (pausing)
return;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
camera.ProcessKeyboard(UP, deltaTime);
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
camera.ProcessKeyboard(DOWN, deltaTime);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
curr_width = width;
curr_height = height;
if ((double)width / height > (double)SCR_WIDTH / SCR_HEIGHT)
{ // When profiled screen size rate less than new size
int vpwidth = width;
int vpheight = width * SCR_HEIGHT / SCR_WIDTH;
glViewport(0, -(vpheight - height) / 2, vpwidth, vpheight);
}
else
{ // or more than
int vpheight = height;
int vpwidth = height * SCR_WIDTH / SCR_HEIGHT;
glViewport(-(vpwidth - width) / 2, 0, vpwidth, vpheight);
}
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow *window, double xposIn, double yposIn)
{
if (pausing)
return;
float xpos = static_cast<float>(xposIn);
float ypos = static_cast<float>(yposIn);
if (just_dispaused)
{
lastX = xpos;
lastY = ypos;
just_dispaused = false;
}
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(static_cast<float>(yoffset));
}
void focus_callback(GLFWwindow *window, int focused)
{
if (focused)
{
window_focused = true;
}
else
{
window_focused = false;
pausing = true;
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
void glfwDump(GLFWwindow *window)
{
int clientAPI = glfwGetWindowAttrib(window, GLFW_CLIENT_API);
int contextAPI = glfwGetWindowAttrib(window, GLFW_CONTEXT_CREATION_API);
int contextVersionMajor = glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MAJOR);
int contextVersionMinor = glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MINOR);
int profile = glfwGetWindowAttrib(window, GLFW_OPENGL_PROFILE);
int robustness = glfwGetWindowAttrib(window, GLFW_CONTEXT_ROBUSTNESS);
int releaseBehavior = glfwGetWindowAttrib(window, GLFW_CONTEXT_RELEASE_BEHAVIOR);
int forwardCompat = glfwGetWindowAttrib(window, GLFW_OPENGL_FORWARD_COMPAT);
int debugContext = glfwGetWindowAttrib(window, GLFW_OPENGL_DEBUG_CONTEXT);
int windowSizeWidth, windowSizeHeight;
glfwGetWindowSize(window, &windowSizeWidth, &windowSizeHeight);
int bufferSizeWidth, bufferSizeHeight;
glfwGetFramebufferSize(window, &bufferSizeWidth, &bufferSizeHeight);
float windowScaleX, windowScaleY;
glfwGetWindowContentScale(window, &windowScaleX, &windowScaleY);
std::cout << "Client API: " << clientAPI << std::endl;
std::cout << "Context API: " << contextAPI << std::endl;
std::cout << "OpenGL version: " << contextVersionMajor << "." << contextVersionMinor << std::endl;
std::cout << "OpenGL profile: " << profile << std::endl;
std::cout << "Robustness: " << robustness << std::endl;
std::cout << "Release behavior: " << releaseBehavior << std::endl;
std::cout << "Forward compatibility: " << forwardCompat << std::endl;
std::cout << "Debug context: " << debugContext << std::endl;
std::cout << "Window size: "
<< " width-" << windowSizeWidth << " height-" << windowSizeHeight << std::endl;
std::cout << "FrameBuffer size: "
<< " width-" << bufferSizeWidth << " height-" << bufferSizeHeight << std::endl;
std::cout << "Window Scale: "
<< " X-" << bufferSizeWidth << " Y-" << bufferSizeHeight << std::endl;
} }

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src/ui.cpp Normal file
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@ -0,0 +1,422 @@
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include "ui/stb_image.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "ui/shader_m.h"
#include "ui/camera.h"
#include "ui/cube_model.h"
#include "ui/native.h"
#define UI
#include "world.h"
#include <iostream>
#include <string>
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
void focus_callback(GLFWwindow *window, int focused);
void processInput(GLFWwindow *window);
void glfwDump(GLFWwindow *window);
bool running = true;
bool pausing = true;
bool just_dispaused = false;
// settings
const unsigned int SCR_WIDTH = 1920;
const unsigned int SCR_HEIGHT = 1080;
// camera
Camera camera(glm::vec3(0.0f, 63.0f, 0.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
// timing
volatile double deltaTime = 0; // time between current frame and last frame
volatile double lastFrame = 0;
volatile double timer = 0;
volatile double currentFrame = 0;
// focuse controlling
bool window_focused = false;
// window managing
int curr_width;
int curr_height;
int curr_x;
int curr_y;
GLFWimage icon;
int player_ui(
std::vector<WorldRequire> &require_pipe, std::mutex &require_pipe_lock,
std::vector<std::vector<std::tuple<glm::ivec3, Block &>>> &blocks_pipe, std::mutex &blocks_pipe_lock)
{
#ifdef __linux__
nativeSetIcon();
#endif
// std::cout << "debug";
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Jungle", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetWindowFocusCallback(window, focus_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
icon.pixels = stbi_load("./icon.png", &icon.width, &icon.height, 0, STBI_rgb_alpha);
glfwSetWindowIcon(window, 1, &icon);
// configure global opengl state
// -----------------------------
// glEnable(GL_DEPTH_TEST);
// build and compile our shader zprogram
// ------------------------------------
Shader ourShader("demo.vs", "demo.fs");
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// texture coord attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
////////////////////////////////////////////////////////////////////////////////////
// load and create a texture
// -------------------------
unsigned int texture1; //, texture2;
// texture 1
// ---------
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
unsigned char *data = stbi_load("./terrain.png", &width, &height, &nrChannels, STBI_rgb_alpha);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
// -------------------------------------------------------------------------------------------
ourShader.use();
ourShader.setInt("texture1", 0);
// bind textures on corresponding texture units
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glfwDump(window);
framebuffer_size_callback(window, SCR_WIDTH, SCR_HEIGHT);
// glfwSetCursorPos(window, curr_x + curr_width / 2, curr_y + curr_height / 2);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// activate shader
ourShader.use();
// pass projection matrix to shader (note that in this case it could change every frame)
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 1.0f, 0.1f, 100.0f);
ourShader.setMat4("projection", projection);
// camera/view transformation
glm::mat4 view = camera.GetViewMatrix();
ourShader.setMat4("view", view);
// render opaque objects first
glBindVertexArray(VAO);
/*for (unsigned int i = 0; i < 10; i++)
{
ourShader.setIVec2("index", cubeTextures[i]);
// calculate the model matrix for each object and pass it to shader before drawing
glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
model = glm::translate(model, glm::vec3(cubePositions[i]));
ourShader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}*/
require_pipe_lock.lock();
require_pipe.push_back(WorldRequire::BlockReq);
require_pipe_lock.unlock();
std::vector<std::tuple<glm::ivec3, Block &>> blks;
blocks_pipe_lock.lock();
if (!blocks_pipe.empty())
{
blks = blocks_pipe.back();
blocks_pipe.pop_back();
}
blocks_pipe_lock.unlock();
for (auto block : blks)
{
auto loc = std::get<0>(block);
ourShader.setIVec2("index", block_type_texture_table[std::get<1>(block).get_type()]);
glm::mat4 model(1.0f);
model = glm::translate(model, glm::vec3(loc));
ourShader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
timer += deltaTime;
}
running = false;
require_pipe_lock.lock();
require_pipe.push_back(WorldRequire::ExitReq);
require_pipe_lock.unlock();
glDisable(GL_DEPTH_TEST);
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
bool ESC_KEY_PRESSED = false;
void processInput(GLFWwindow *window)
{
int esc_key_evetype = glfwGetKey(window, GLFW_KEY_ESCAPE);
if (!ESC_KEY_PRESSED && esc_key_evetype == GLFW_PRESS)
{
ESC_KEY_PRESSED = true;
pausing = !pausing;
if (!pausing)
just_dispaused = true;
if (!pausing)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
else
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
else if (esc_key_evetype == GLFW_RELEASE)
{
ESC_KEY_PRESSED = false;
}
if (pausing)
return;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
camera.ProcessKeyboard(UP, deltaTime);
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
camera.ProcessKeyboard(DOWN, deltaTime);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
curr_width = width;
curr_height = height;
if (width > height)
{ // When profiled screen size rate less than new size
int vpwidth = width;
int vpheight = width;
glViewport(0, -(vpheight - height) / 2, vpwidth, vpheight);
}
else
{ // or more than
int vpheight = height;
int vpwidth = height;
glViewport(-(vpwidth - width) / 2, 0, vpwidth, vpheight);
}
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow *window, double xposIn, double yposIn)
{
if (pausing)
return;
float xpos = static_cast<float>(xposIn);
float ypos = static_cast<float>(yposIn);
if (just_dispaused)
{
lastX = xpos;
lastY = ypos;
just_dispaused = false;
}
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(static_cast<float>(yoffset));
}
void focus_callback(GLFWwindow *window, int focused)
{
if (focused)
{
window_focused = true;
}
else
{
window_focused = false;
pausing = true;
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
void glfwDump(GLFWwindow *window)
{
int clientAPI = glfwGetWindowAttrib(window, GLFW_CLIENT_API);
int contextAPI = glfwGetWindowAttrib(window, GLFW_CONTEXT_CREATION_API);
int contextVersionMajor = glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MAJOR);
int contextVersionMinor = glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MINOR);
int profile = glfwGetWindowAttrib(window, GLFW_OPENGL_PROFILE);
int robustness = glfwGetWindowAttrib(window, GLFW_CONTEXT_ROBUSTNESS);
int releaseBehavior = glfwGetWindowAttrib(window, GLFW_CONTEXT_RELEASE_BEHAVIOR);
int forwardCompat = glfwGetWindowAttrib(window, GLFW_OPENGL_FORWARD_COMPAT);
int debugContext = glfwGetWindowAttrib(window, GLFW_OPENGL_DEBUG_CONTEXT);
int windowSizeWidth, windowSizeHeight;
glfwGetWindowSize(window, &windowSizeWidth, &windowSizeHeight);
int bufferSizeWidth, bufferSizeHeight;
glfwGetFramebufferSize(window, &bufferSizeWidth, &bufferSizeHeight);
float windowScaleX, windowScaleY;
glfwGetWindowContentScale(window, &windowScaleX, &windowScaleY);
std::cout << "Client API: " << clientAPI << std::endl;
std::cout << "Context API: " << contextAPI << std::endl;
std::cout << "OpenGL version: " << contextVersionMajor << "." << contextVersionMinor << std::endl;
std::cout << "OpenGL profile: " << profile << std::endl;
std::cout << "Robustness: " << robustness << std::endl;
std::cout << "Release behavior: " << releaseBehavior << std::endl;
std::cout << "Forward compatibility: " << forwardCompat << std::endl;
std::cout << "Debug context: " << debugContext << std::endl;
std::cout << "Window size: "
<< " width-" << windowSizeWidth << " height-" << windowSizeHeight << std::endl;
std::cout << "FrameBuffer size: "
<< " width-" << bufferSizeWidth << " height-" << bufferSizeHeight << std::endl;
std::cout << "Window Scale: "
<< " X-" << bufferSizeWidth << " Y-" << bufferSizeHeight << std::endl;
}

44
src/world.cpp Normal file
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#define WORLD
#include "world.h"
#include <iostream>
std::map<BlockType, glm::ivec2> block_type_texture_table{
std::make_pair(BlockType::Soil, glm::ivec2(2, 15)),
std::make_pair(BlockType::Grass, glm::ivec2(3, 15)),
};
void world_simulator(
std::vector<WorldRequire> &require_pipe, std::mutex &require_pipe_lock,
std::vector<std::vector<std::tuple<glm::ivec3, Block &>>> &blocks_pipe, std::mutex &blocks_pipe_lock)
{
Trunk trunk000;
bool ends = false;
while (true)
{
WorldRequire wreq = WorldRequire::NoneReq;
require_pipe_lock.lock();
if (!require_pipe.empty())
{
wreq = require_pipe.back();
require_pipe.pop_back();
}
require_pipe_lock.unlock();
if (wreq == WorldRequire::NoneReq)
continue;
std::vector<std::tuple<glm::ivec3, Block &>> *list;
switch (wreq)
{
case BlockReq:
list = &trunk000.getBlockList();
blocks_pipe_lock.lock();
blocks_pipe.push_back(*list);
blocks_pipe_lock.unlock();
break;
case ExitReq:
ends = true;
break;
}
if (ends)
break;
}
}