#include "Core.hpp"
GLenum glCheckError_(const char *file, int line) {
GLenum errorCode;
while ((errorCode = glGetError()) != GL_NO_ERROR) {
std::string error;
switch (errorCode) {
case GL_INVALID_ENUM:
error = "INVALID_ENUM";
break;
case GL_INVALID_VALUE:
error = "INVALID_VALUE";
break;
case GL_INVALID_OPERATION:
error = "INVALID_OPERATION";
break;
case GL_STACK_OVERFLOW:
error = "STACK_OVERFLOW";
break;
case GL_STACK_UNDERFLOW:
error = "STACK_UNDERFLOW";
break;
case GL_OUT_OF_MEMORY:
error = "OUT_OF_MEMORY";
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
error = "INVALID_FRAMEBUFFER_OPERATION";
break;
}
LOG(ERROR) << "OpenGL error: " << error << " at " << file << ":" << line;
}
return errorCode;
}
#define glCheckError() glCheckError_(__FILE__, __LINE__)
const GLfloat vertices[] = {
//Z+ edge
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
//Z- edge
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
//X+ edge
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
//X- edge
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
//Y+ edge
0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, 0.5f,
//Y- edge
-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
};
/*const GLfloat vertices[] = {
//Z+ edge
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
//Z- edge
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
//X+ edge
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
//X- edge
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
//Y+ edge
0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, 0.5f,
//Y- edge
-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
};*/
const GLfloat uv_coords[] = {
//Z+
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f,
//Z-
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 0.0f,
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
//X+
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f,
//X-
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
//Y+
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
//Y-
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
};
Core::Core() {
LOG(INFO) << "Core initializing...";
InitSfml(900, 450, "AltCraft");
glCheckError();
InitGlew();
glCheckError();
client = new NetworkClient("127.0.0.1", 25565, "HelloOne");
gameState = new GameState(client);
std::thread loop = std::thread(&Core::UpdateGameState, this);
std::swap(loop, gameStateLoopThread);
assetManager = new AssetManager;
PrepareToWorldRendering();
LOG(INFO) << "Core is initialized";
glCheckError();
}
Core::~Core() {
LOG(INFO) << "Core stopping...";
gameStateLoopThread.join();
delete shader;
delete gameState;
delete client;
delete assetManager;
delete window;
LOG(INFO) << "Core is stopped";
}
void Core::Exec() {
LOG(INFO) << "Main loop is executing!";
isRunning = true;
while (isRunning) {
static sf::Clock clock, clock1;
deltaTime = clock.getElapsedTime().asSeconds();
absTime = clock1.getElapsedTime().asSeconds();
clock.restart();
static bool alreadyDone = false;
if (gameState->g_IsGameStarted && !alreadyDone) {
alreadyDone = true;
UpdateChunksToRender();
}
std::ostringstream toWindow;
glm::highp_vec3 camPos(camera.Position);
toWindow << std::setprecision(2) << std::fixed;
toWindow << "Pos: " << camPos.x << ", " << camPos.y << ", " << camPos.z << "; ";
toWindow << "FPS: " << (1.0f / deltaTime) << " ";
window->setTitle(toWindow.str());
HandleEvents();
if (isMouseCaptured)
HandleMouseCapture();
glCheckError();
RenderFrame();
}
}
void Core::RenderFrame() {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
switch (currentState) {
case MainMenu:
//RenderGui(MenuScreen);
break;
case Loading:
//RenderGui(LoadingScreen);
break;
case Playing:
RenderWorld();
//RenderGui(HUD);
break;
case PauseMenu:
RenderWorld();
//RenderGui(PauseGui);
break;
}
window->display();
}
void Core::InitSfml(unsigned int WinWidth, unsigned int WinHeight, std::string WinTitle) {
LOG(INFO) << "Creating window: " << WinWidth << "x" << WinHeight << " \"" << WinTitle << "\"";
sf::ContextSettings contextSetting;
contextSetting.majorVersion = 3;
contextSetting.minorVersion = 3;
contextSetting.attributeFlags = contextSetting.Core;
contextSetting.depthBits = 24;
window = new sf::Window(sf::VideoMode(WinWidth, WinHeight), WinTitle, sf::Style::Default, contextSetting);
glCheckError();
//window->setVerticalSyncEnabled(true);
//window->setPosition(sf::Vector2i(sf::VideoMode::getDesktopMode().width / 2, sf::VideoMode::getDesktopMode().height / 2));
window->setPosition(sf::Vector2i(sf::VideoMode::getDesktopMode().width / 2 - window->getSize().x / 2,
sf::VideoMode::getDesktopMode().height / 2 - window->getSize().y / 2));
SetMouseCapture(false);
}
void Core::InitGlew() {
LOG(INFO) << "Initializing GLEW";
glewExperimental = GL_TRUE;
GLenum glewStatus = glewInit();
glCheckError();
if (glewStatus != GLEW_OK) {
LOG(FATAL) << "Failed to initialize GLEW: " << glewGetErrorString(glewStatus);
}
glViewport(0, 0, width(), height());
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glCheckError();
}
unsigned int Core::width() {
return window->getSize().x;
}
unsigned int Core::height() {
return window->getSize().y;
}
void Core::HandleEvents() {
sf::Event event;
while (window->pollEvent(event)) {
switch (event.type) {
case sf::Event::Closed:
LOG(INFO) << "Received close event by window closing";
isRunning = false;
break;
case sf::Event::Resized:
glViewport(0, 0, width(), height());
break;
case sf::Event::KeyPressed:
if (!window->hasFocus())
break;
switch (event.key.code) {
case sf::Keyboard::Escape:
LOG(INFO) << "Received close event by esc";
isRunning = false;
break;
case sf::Keyboard::T:
SetMouseCapture(!isMouseCaptured);
break;
case sf::Keyboard::Z:
camera.MovementSpeed /= 2;
break;
case sf::Keyboard::X:
camera.MovementSpeed *= 2;
break;
default:
break;
}
case sf::Event::MouseWheelScrolled:
if (!window->hasFocus())
break;
camera.ProcessMouseScroll(event.mouseWheelScroll.delta);
break;
default:
break;
}
}
if (window->hasFocus()) {
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
camera.ProcessKeyboard(Camera_Movement::FORWARD, deltaTime);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
camera.ProcessKeyboard(Camera_Movement::BACKWARD, deltaTime);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
camera.ProcessKeyboard(Camera_Movement::LEFT, deltaTime);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
camera.ProcessKeyboard(Camera_Movement::RIGHT, deltaTime);
}
}
void Core::HandleMouseCapture() {
sf::Vector2i mousePos = sf::Mouse::getPosition(*window);
sf::Vector2i center = sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2);
sf::Mouse::setPosition(center, *window);
mouseXDelta = (mousePos - center).x, mouseYDelta = (center - mousePos).y;
camera.ProcessMouseMovement(mouseXDelta, mouseYDelta);
}
void Core::RenderGui(Gui &Target) {
Target.WHY++;
}
void Core::RenderWorld() {
shader->Use();
glCheckError();
GLint modelLoc = glGetUniformLocation(shader->Program, "model");
GLint projectionLoc = glGetUniformLocation(shader->Program, "projection");
GLint viewLoc = glGetUniformLocation(shader->Program, "view");
GLint blockLoc = glGetUniformLocation(shader->Program, "Block");
GLint stateLoc = glGetUniformLocation(shader->Program, "State");
GLint timeLoc = glGetUniformLocation(shader->Program, "time");
glm::mat4 projection = glm::perspective(camera.Zoom, (float) width() / (float) height(), 0.1f, 10000000.0f);
glm::mat4 view = camera.GetViewMatrix();
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniform1f(timeLoc, absTime);
glCheckError();
glBindVertexArray(VAO);
for (auto §ionPos : toRender) {
Section §ion = gameState->world.m_sections.find(sectionPos)->second;
for (int y = 0; y < 16; y++) {
for (int z = 0; z < 16; z++) {
for (int x = 0; x < 16; x++) {
Block block = section.GetBlock(Vector(x, y, z));
if (block.id == 0)
continue;
glm::mat4 model;
model = glm::translate(model, glm::vec3(sectionPos.GetX() * 16, sectionPos.GetY() * 16,
sectionPos.GetZ() * 16));
model = glm::translate(model, glm::vec3(x, y, z));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniform1i(blockLoc, block.id);
glUniform1i(stateLoc, block.state);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
}
}
}
glBindVertexArray(0);
glCheckError();
}
void Core::SetMouseCapture(bool IsCaptured) {
window->setMouseCursorVisible(!isMouseCaptured);
sf::Mouse::setPosition(sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2), *window);
isMouseCaptured = IsCaptured;
window->setMouseCursorVisible(!IsCaptured);
}
void Core::PrepareToWorldRendering() {
//Cube-rendering data
glGenBuffers(1, &VBO);
glGenBuffers(1, &VBO2);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
{
glBindBuffer(GL_ARRAY_BUFFER, VBO2);
glBufferData(GL_ARRAY_BUFFER, sizeof(uv_coords), uv_coords, GL_STATIC_DRAW);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), 0);
glEnableVertexAttribArray(0);
}
glBindVertexArray(0);
glCheckError();
shader = new Shader("./shaders/block.vs", "./shaders/block.fs");
shader->Use();
LOG(INFO) << "Initializing texture atlas...";
//TextureAtlas texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, assetManager->GetTextureAtlas());
glUniform1i(glGetUniformLocation(shader->Program, "textureAtlas"), 0);
//TextureAtlas coordinates
std::vector<glm::vec4> textureCoordinates;
std::vector<GLint> indexes;
GLint totalTextures;
for (int id = 1; id < 4096; id++) {
bool isReachedEnd = true;
for (int state = 0; state < 16; state++) {
BlockTextureId blockTextureId(id, state, 6);
if (!assetManager->GetTextureByBlock(blockTextureId) &&
!assetManager->GetTextureByBlock(BlockTextureId(id, state, 0))) {
continue;
}
isReachedEnd = false;
int side = assetManager->GetTextureByBlock(blockTextureId) ? 6 : 0;
do {
int index = (side << 16) | (id << 4) | state;
TextureCoordinates tc = assetManager->GetTextureByBlock(BlockTextureId(id, state, side));
textureCoordinates.push_back(glm::vec4(tc.x, tc.y, tc.w, tc.h));
indexes.push_back(index);
/*LOG(ERROR) << "Encoded texture (" << id << " " << state << " " << side << ") as " << index << " ("
<< std::bitset<19>(index) << ")" << " = " << tc.x << "," << tc.y << "," << tc.w << ","
<< tc.h;*/
/*LOG(FATAL)<<std::bitset<18>(index);
side = 0x7;
id = 0xFFF;
state = 0xF;
LOG(WARNING) << "side: " << side << " id: " << id << " state: " << state;
int i, si, st, index = 0;
si = side << 15;
i = id<<3;
st = state;
index = i | si | st;
LOG(FATAL) << std::bitset<18>(index) << " (" << index << "): " << std::bitset<18>(si) << " "
<< std::bitset<18>(i) << " " << std::bitset<18>(st);*/
/*if (rand() == 73) //Almost impossible(Almost==1/32768)
{
int index = 393233;
LOG(WARNING) << std::bitset<20>(index) << "(" << index << ")";
int side = (index & 0xE0000) >> 16;
int id = (index & 0xFF0) >> 4;
int state = index & 0xF;
LOG(WARNING) << std::bitset<20>(side) << " " << std::bitset<20>(id) << " "
<< std::bitset<20>(state);
LOG(FATAL) << side << " " << id << " " << state;
}*/
side++;
} while (side < 6);
}
if (isReachedEnd)
break;
}
totalTextures = indexes.size();
LOG(INFO) << "Created " << totalTextures << " texture indexes";
CHECK_EQ(indexes.size(), textureCoordinates.size()) << "Arrays of textureCoordinates and of indexes is not equals";
CHECK_LE(totalTextures, 1023) << "There is more texture indexes, than GLSL buffer allows";
GLuint bp1 = 0;
GLuint ubo = glGetUniformBlockIndex(shader->Program, "TextureIndexes");
glUniformBlockBinding(shader->Program, ubo, bp1);
glGenBuffers(1, &UBO);
glBindBuffer(GL_UNIFORM_BUFFER, UBO);
glBindBufferBase(GL_UNIFORM_BUFFER, bp1, UBO);
glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::vec4) + sizeof(glm::vec4) * 1023, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GLint), &totalTextures); //copy totalTextures
for (int i = 0; i < indexes.size(); i++) {
size_t baseOffset = sizeof(glm::vec4);
size_t itemOffset = sizeof(glm::vec4);
size_t offset = baseOffset + i * itemOffset;
/*int index = indexes[i];
int side = (index & 0x70000) >> 16;
int id = (index & 0xFF0) >> 4;
int state = index & 0xF;
LOG(WARNING) << "Copying " << indexes[i] << " at " << offset<<" side is "<<side;*/
glBufferSubData(GL_UNIFORM_BUFFER, offset, sizeof(GLint), &indexes[i]); //copy indexes' item
}
glCheckError();
GLuint bp2 = 1;
GLuint ubo2_index = glGetUniformBlockIndex(shader->Program, "TextureData");
glUniformBlockBinding(shader->Program, ubo2_index, bp2);
glGenBuffers(1, &UBO2);
glBindBuffer(GL_UNIFORM_BUFFER, UBO2);
glBindBufferBase(GL_UNIFORM_BUFFER, bp2, UBO2);
glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::vec4) * 1024, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::vec4) * textureCoordinates.size(), textureCoordinates.data());
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glCheckError();
}
void Core::UpdateChunksToRender() {
camera.Position = glm::vec3(gameState->g_PlayerX, gameState->g_PlayerY, gameState->g_PlayerZ);
toRender.clear();
const float ChunkDistance = 2;
Vector playerChunk = Vector(floor(gameState->g_PlayerX / 16.0f), floor(gameState->g_PlayerY / 16.0f),
floor(gameState->g_PlayerZ / 16.0f));
for (auto &it:gameState->world.m_sections) {
Vector chunkPosition = it.first;
Vector delta = chunkPosition - playerChunk;
if (delta.GetDistance() > ChunkDistance)
continue;
toRender.push_back(chunkPosition);
}
LOG(INFO) << "Chunks to render: " << toRender.size();
}
void Core::UpdateGameState() {
el::Helpers::setThreadName("Game");
LOG(INFO) << "GameState thread is started";
while (isRunning) {
gameState->Update();
if (toRender.size() > 0)
break;
}
LOG(INFO) << "GameState thread is stopped";
}