This commit is contained in:
CheerThe2nd 2024-11-07 12:55:18 -06:00 committed by GitHub
commit a5dec316b9
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
17 changed files with 220 additions and 137 deletions

View File

@ -158,7 +158,6 @@
<ClCompile Include="src\Camera.cpp" />
<ClCompile Include="src\Chunk.cpp" />
<ClCompile Include="src\ChunkData.cpp" />
<ClCompile Include="src\ChunkPos.cpp" />
<ClCompile Include="src\NoiseSettings.cpp" />
<ClCompile Include="src\Physics.cpp" />
<ClCompile Include="src\Planet.cpp" />
@ -182,7 +181,6 @@
<ClInclude Include="src\Camera.h" />
<ClInclude Include="src\Chunk.h" />
<ClInclude Include="src\ChunkData.h" />
<ClInclude Include="src\ChunkPos.h" />
<ClInclude Include="src\NoiseSettings.h" />
<ClInclude Include="src\Physics.h" />
<ClInclude Include="src\Planet.h" />

View File

@ -75,9 +75,6 @@
<ClCompile Include="src\Physics.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\ChunkPos.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\ChunkData.cpp">
<Filter>Source Files</Filter>
</ClCompile>
@ -146,9 +143,6 @@
<ClInclude Include="src\Physics.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\ChunkPos.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\ChunkData.h">
<Filter>Header Files</Filter>
</ClInclude>

View File

@ -27,19 +27,19 @@
#include "Physics.h"
void framebufferSizeCallback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void processInput(GLFWwindow* window, ImGuiIO& io);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
void updateAvgFps(ImGuiIO& io);
float deltaTime = 0.0f;
float lastFrame = 0.0f;
int fpsCount = 0;
std::chrono::steady_clock::time_point fpsStartTime;
float avgFps = 0;
float lowestFps = -1;
float highestFps = -1;
float lastX = 400, lastY = 300;
double currentTime = 0.0;
float avgFps = -1.f;
#define FPS_SAMPLES 10 // How many samples should be taken to calculate the avgFps
float fpsSamples[FPS_SAMPLES];
float minFps = FLT_MAX; // If this isn't big enough then you have a killer pc
float maxFps = -1.f;
float lastX = 400.f, lastY = 300.f;
bool firstMouse = true;
bool menuMode = false;
@ -62,31 +62,31 @@ GLuint depthTexture;
float rectangleVertices[] =
{
// Coords // TexCoords
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
// Coords // TexCoords
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f
};
float outlineVertices[] =
float outlineVertices[] =
{
-.001f, -.001f, -.001f, 1.001f, -.001f, -.001f,
1.001f, -.001f, -.001f, 1.001f, 1.001f, -.001f,
1.001f, -.001f, -.001f, 1.001f, 1.001f, -.001f,
1.001f, 1.001f, -.001f, -.001f, 1.001f, -.001f,
-.001f, 1.001f, -.001f, -.001f, -.001f, -.001f,
-.001f, -.001f, -.001f, -.001f, -.001f, 1.001f,
-.001f, -.001f, 1.001f, -.001f, 1.001f, 1.001f,
-.001f, 1.001f, 1.001f, -.001f, 1.001f, -.001f,
1.001f, -.001f, -.001f, 1.001f, -.001f, 1.001f,
1.001f, -.001f, 1.001f, 1.001f, 1.001f, 1.001f,
1.001f, 1.001f, 1.001f, 1.001f, 1.001f, -.001f,
-.001f, -.001f, 1.001f, 1.001f, -.001f, 1.001f,
-.001f, 1.001f, 1.001f, 1.001f, 1.001f, 1.001f,
};
@ -96,13 +96,13 @@ float crosshairVertices[] =
windowX / 2 - 13.5, windowY / 2 - 13.5, 0.0f, 0.0f,
windowX / 2 + 13.5, windowY / 2 - 13.5, 1.0f, 0.0f,
windowX / 2 + 13.5, windowY / 2 + 13.5, 1.0f, 1.0f,
windowX / 2 - 13.5, windowY / 2 - 13.5, 0.0f, 0.0f,
windowX / 2 - 13.5, windowY / 2 + 13.5, 0.0f, 1.0f,
windowX / 2 + 13.5, windowY / 2 + 13.5, 1.0f, 1.0f,
};
int main(int argc, char *argv[])
int main(int argc, char* argv[])
{
#ifdef LINUX
char* resolved_path = realpath(argv[0], NULL);
@ -137,7 +137,7 @@ int main(int argc, char *argv[])
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Create window
GLFWwindow* window = glfwCreateWindow(windowX, windowY, "Scuffed Minecraft", nullptr, nullptr);
if (window == nullptr)
@ -263,7 +263,7 @@ int main(int argc, char *argv[])
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
// Set texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@ -318,6 +318,10 @@ int main(int argc, char *argv[])
glm::mat4 ortho = glm::ortho(0.0f, (float)windowX, (float)windowY, 0.0f, 0.0f, 10.0f);
std::fill(fpsSamples, fpsSamples + FPS_SAMPLES, -1.0f);
for (int i = 0; i < FPS_SAMPLES; i++)
std::cout << fpsSamples[i] << std::endl;
// Initialize ImGui
IMGUI_CHECKVERSION();
ImGui::CreateContext();
@ -326,39 +330,26 @@ int main(int argc, char *argv[])
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 330");
fpsStartTime = std::chrono::steady_clock::now();
while (!glfwWindowShouldClose(window))
{
// Delta Time
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// Get time
currentTime = glfwGetTime();
// Fetching max/min fps
if (minFps > io.Framerate)
minFps = io.Framerate;
if (maxFps < io.Framerate)
maxFps = io.Framerate;
updateAvgFps(io);
// FPS Calculations
float fps = 1.0f / deltaTime;
if (lowestFps == -1 || fps < lowestFps)
lowestFps = fps;
if (highestFps == -1 || fps > highestFps)
highestFps = fps;
fpsCount++;
std::chrono::steady_clock::time_point currentTimePoint = std::chrono::steady_clock::now();
if (std::chrono::duration_cast<std::chrono::seconds>(currentTimePoint - fpsStartTime).count() >= 1)
{
avgFps = fpsCount;
lowestFps = -1;
highestFps = -1;
fpsCount = 0;
fpsStartTime = currentTimePoint;
}
waterShader.use();
waterShader.setFloat("time", currentFrame);
waterShader.setUniform("time", currentTime);
outlineShader.use();
outlineShader.setFloat("time", currentFrame);
outlineShader.setUniform("time", currentTime);
// Input
processInput(window);
processInput(window, io);
// Rendering
glEnable(GL_DEPTH_TEST);
@ -450,7 +441,7 @@ int main(int argc, char *argv[])
int localBlockY = blockY - (chunkY * CHUNK_SIZE);
int localBlockZ = blockZ - (chunkZ * CHUNK_SIZE);
Chunk* chunk = Planet::planet->GetChunk(ChunkPos(chunkX, chunkY, chunkZ));
Chunk* chunk = Planet::planet->GetChunk(glm::ivec3(chunkX, chunkY, chunkZ));
if (chunk != nullptr)
{
unsigned int blockType = chunk->GetBlockAtPos(
@ -504,8 +495,8 @@ int main(int argc, char *argv[])
// Draw ImGui UI
ImGui::Begin("Test");
ImGui::Text("FPS: %d (Avg: %d, Min: %d, Max: %d)", (int)fps, (int)avgFps, (int)lowestFps, (int)highestFps);
ImGui::Text("MS: %f", deltaTime * 100.0f);
ImGui::Text("FPS: %d (Avg: %d, Min: %d, Max: %d)", (int)io.Framerate, (int)avgFps, (int)minFps, (int)maxFps);
ImGui::Text("MS: %f", io.DeltaTime * 100.0f);
if (ImGui::Checkbox("VSYNC", &vsync))
glfwSwapInterval(vsync ? 1 : 0);
ImGui::Text("Chunks: %d (%d rendered)", Planet::planet->numChunks, Planet::planet->numChunksRendered);
@ -553,7 +544,7 @@ void framebufferSizeCallback(GLFWwindow* window, int width, int height)
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, windowX, windowY, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
}
void processInput(GLFWwindow* window)
void processInput(GLFWwindow* window, ImGuiIO& io)
{
// Pause
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
@ -585,20 +576,20 @@ void processInput(GLFWwindow* window)
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
{
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD_NO_Y, deltaTime);
camera.ProcessKeyboard(FORWARD_NO_Y, io.DeltaTime);
else
camera.ProcessKeyboard(FORWARD, deltaTime);
camera.ProcessKeyboard(FORWARD, io.DeltaTime);
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
camera.ProcessKeyboard(BACKWARD, io.DeltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
camera.ProcessKeyboard(LEFT, io.DeltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
camera.ProcessKeyboard(RIGHT, io.DeltaTime);
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
camera.ProcessKeyboard(UP, deltaTime);
camera.ProcessKeyboard(UP, io.DeltaTime);
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
camera.ProcessKeyboard(DOWN, deltaTime);
camera.ProcessKeyboard(DOWN, io.DeltaTime);
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
@ -632,7 +623,7 @@ void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
int blockX = result.blockX;
int blockY = result.blockY;
int blockZ = result.blockZ;
// Choose face to place on
if (abs(distX) > abs(distY) && abs(distX) > abs(distZ))
blockX += (distX > 0 ? 1 : -1);
@ -649,7 +640,7 @@ void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
int localBlockY = blockY - (chunkY * CHUNK_SIZE);
int localBlockZ = blockZ - (chunkZ * CHUNK_SIZE);
Chunk* chunk = Planet::planet->GetChunk(ChunkPos(chunkX, chunkY, chunkZ));
Chunk* chunk = Planet::planet->GetChunk(glm::ivec3(chunkX, chunkY, chunkZ));
uint16_t blockToReplace = chunk->GetBlockAtPos(localBlockX, localBlockY, localBlockZ);
if (chunk != nullptr && (blockToReplace == 0 || Blocks::blocks[blockToReplace].blockType == Block::LIQUID))
chunk->UpdateBlock(localBlockX, localBlockY, localBlockZ, selectedBlock);
@ -679,4 +670,27 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
void updateAvgFps(ImGuiIO& io)
{
float fpsSum = 0.0f; // In case all samples are taken so that we only need one cycle
for (int i = 0; i < FPS_SAMPLES; i++)
{
if (fpsSamples[i] != -1)//If this sample has been taken
{
fpsSum += fpsSamples[i];
}
else if (fpsSamples[i] == -1 && i != FPS_SAMPLES - 1) // we need a sample here and are not ready for the avg
{
fpsSamples[i] = io.Framerate;
return; // We continue sampleing next call
}
else if (i == FPS_SAMPLES - 1) // All sample have been taken
{
fpsSum += io.Framerate;
avgFps = fpsSum / FPS_SAMPLES;
std::fill(fpsSamples, fpsSamples + FPS_SAMPLES, -1.0f); // Reset samples
}
}
}

View File

@ -10,7 +10,7 @@
#include "Blocks.h"
#include "WorldGen.h"
Chunk::Chunk(ChunkPos chunkPos, Shader* shader, Shader* waterShader)
Chunk::Chunk(const glm::ivec3& chunkPos, Shader* shader, Shader* waterShader) // We are not using the passed shaders ??
: chunkPos(chunkPos)
{
worldPos = glm::vec3(chunkPos.x * (float)CHUNK_SIZE, chunkPos.y * (float)CHUNK_SIZE, chunkPos.z * (float)CHUNK_SIZE);

View File

@ -6,13 +6,12 @@
#include "Shader.h"
#include "Vertex.h"
#include "ChunkPos.h"
#include "ChunkData.h"
class Chunk
{
public:
Chunk(ChunkPos chunkPos, Shader* shader, Shader* waterShader);
Chunk(const glm::ivec3& chunkPos, Shader* shader, Shader* waterShader);
~Chunk();
void GenerateChunkMesh();
@ -30,7 +29,7 @@ public:
ChunkData* downData;
ChunkData* eastData;
ChunkData* westData;
ChunkPos chunkPos;
glm::ivec3 chunkPos;
bool ready;
bool generated;

View File

@ -18,12 +18,12 @@ inline int ChunkData::GetIndex(int x, int y, int z) const
return x * CHUNK_SIZE * CHUNK_SIZE + z * CHUNK_SIZE + y;
}
inline int ChunkData::GetIndex(ChunkPos localBlockPos) const
inline int ChunkData::GetIndex(const glm::ivec3& localBlockPos) const
{
return localBlockPos.x * CHUNK_SIZE * CHUNK_SIZE + localBlockPos.z * CHUNK_SIZE + localBlockPos.y;
}
uint16_t ChunkData::GetBlock(ChunkPos blockPos)
uint16_t ChunkData::GetBlock(const glm::ivec3& blockPos)
{
return data[GetIndex(blockPos)];
}

View File

@ -1,8 +1,7 @@
#pragma once
#include <cstdint>
#include "ChunkPos.h"
#include <glm/glm.hpp>
struct ChunkData
{
@ -12,9 +11,9 @@ struct ChunkData
~ChunkData();
inline int GetIndex(int x, int y, int z) const;
inline int GetIndex(ChunkPos localBlockPos) const;
inline int GetIndex(const glm::ivec3& localBlockPos) const;
uint16_t GetBlock(ChunkPos blockPos);
uint16_t GetBlock(const glm::ivec3& blockPos);
uint16_t GetBlock(int x, int y, int z);
void SetBlock(int x, int y, int z, uint16_t block);
};

View File

@ -1,18 +0,0 @@
#include "ChunkPos.h"
ChunkPos::ChunkPos()
: x(0), y(0), z(0)
{
}
ChunkPos::ChunkPos(int x, int y, int z)
: x(x), y(y), z(z)
{
}
bool ChunkPos::operator==(const ChunkPos& other) const
{
return other.x == x && other.y == y && other.z == z;
}

View File

@ -1,13 +0,0 @@
#pragma once
struct ChunkPos
{
int x;
int y;
int z;
ChunkPos();
ChunkPos(int x, int y, int z);
bool operator==(const ChunkPos& other) const;
};

View File

@ -1,9 +1,11 @@
#include "ChunkPos.h"
#pragma once
#include <unordered_map>
#include <glm/glm.hpp>
struct ChunkPosHash
{
std::size_t operator()(const ChunkPos& key) const
std::size_t operator()(const glm::ivec3& key) const
{
std::size_t hx = std::hash<int>()(key.x);
std::size_t hy = std::hash<int>()(key.y);

View File

@ -6,8 +6,10 @@ Physics::RaycastResult Physics::Raycast(const glm::vec3 startPos, const glm::vec
{
float currentDistance = 0;
while (currentDistance < maxDistance)
std::cout << "Start raycast" << std::endl;
while (currentDistance < maxDistance) // This needs optinazion asap I will chnage this to do a dda traversal
{
std::cout << "Step" << std::endl;
currentDistance += Physics::RAY_STEP;
if (currentDistance > maxDistance)
currentDistance = maxDistance;
@ -17,7 +19,7 @@ Physics::RaycastResult Physics::Raycast(const glm::vec3 startPos, const glm::vec
int chunkX = resultPos.x >= 0 ? resultPos.x / CHUNK_SIZE : resultPos.x / CHUNK_SIZE - 1;
int chunkY = resultPos.y >= 0 ? resultPos.y / CHUNK_SIZE : resultPos.y / CHUNK_SIZE - 1;
int chunkZ = resultPos.z >= 0 ? resultPos.z / CHUNK_SIZE : resultPos.z / CHUNK_SIZE - 1;
Chunk* chunk = Planet::planet->GetChunk(ChunkPos(chunkX, chunkY, chunkZ));
Chunk* chunk = Planet::planet->GetChunk(glm::ivec3(chunkX, chunkY, chunkZ));
if (chunk == nullptr)
continue;

View File

@ -92,7 +92,7 @@ void Planet::ChunkThreadUpdate()
{
for (auto it = chunkData.begin(); it != chunkData.end(); )
{
ChunkPos pos = it->first;
glm::ivec3 pos = it->first;
if (chunks.find(pos) == chunks.end() &&
chunks.find({ pos.x + 1, pos.y, pos.z }) == chunks.end() &&
@ -200,7 +200,7 @@ void Planet::ChunkThreadUpdate()
chunkMutex.lock();
if (!chunkDataQueue.empty())
{
ChunkPos chunkPos = chunkDataQueue.front();
glm::ivec3 chunkPos = chunkDataQueue.front();
if (chunkData.find(chunkPos) != chunkData.end())
{
@ -226,7 +226,7 @@ void Planet::ChunkThreadUpdate()
if (!chunkQueue.empty())
{
// Check if chunk exists
ChunkPos chunkPos = chunkQueue.front();
glm::ivec3 chunkPos = chunkQueue.front();
if (chunks.find(chunkPos) != chunks.end())
{
chunkQueue.pop();
@ -266,7 +266,7 @@ void Planet::ChunkThreadUpdate()
// Set top data
{
ChunkPos topPos(chunkPos.x, chunkPos.y + 1, chunkPos.z);
glm::ivec3 topPos(chunkPos.x, chunkPos.y + 1, chunkPos.z);
chunkMutex.lock();
if (chunkData.find(topPos) == chunkData.end())
{
@ -292,7 +292,7 @@ void Planet::ChunkThreadUpdate()
// Set bottom data
{
ChunkPos bottomPos(chunkPos.x, chunkPos.y - 1, chunkPos.z);
glm::ivec3 bottomPos(chunkPos.x, chunkPos.y - 1, chunkPos.z);
chunkMutex.lock();
if (chunkData.find(bottomPos) == chunkData.end())
{
@ -318,7 +318,7 @@ void Planet::ChunkThreadUpdate()
// Set north data
{
ChunkPos northPos(chunkPos.x, chunkPos.y, chunkPos.z - 1);
glm::ivec3 northPos(chunkPos.x, chunkPos.y, chunkPos.z - 1);
chunkMutex.lock();
if (chunkData.find(northPos) == chunkData.end())
{
@ -344,7 +344,7 @@ void Planet::ChunkThreadUpdate()
// Set south data
{
ChunkPos southPos(chunkPos.x, chunkPos.y, chunkPos.z + 1);
glm::ivec3 southPos(chunkPos.x, chunkPos.y, chunkPos.z + 1);
chunkMutex.lock();
if (chunkData.find(southPos) == chunkData.end())
{
@ -370,7 +370,7 @@ void Planet::ChunkThreadUpdate()
// Set east data
{
ChunkPos eastPos(chunkPos.x + 1, chunkPos.y, chunkPos.z);
glm::ivec3 eastPos(chunkPos.x + 1, chunkPos.y, chunkPos.z);
chunkMutex.lock();
if (chunkData.find(eastPos) == chunkData.end())
{
@ -396,7 +396,7 @@ void Planet::ChunkThreadUpdate()
// Set west data
{
ChunkPos westPos(chunkPos.x - 1, chunkPos.y, chunkPos.z);
glm::ivec3 westPos(chunkPos.x - 1, chunkPos.y, chunkPos.z);
chunkMutex.lock();
if (chunkData.find(westPos) == chunkData.end())
{
@ -440,7 +440,7 @@ void Planet::ChunkThreadUpdate()
}
}
Chunk* Planet::GetChunk(ChunkPos chunkPos)
Chunk* Planet::GetChunk(const glm::ivec3& chunkPos)
{
chunkMutex.lock();
if (chunks.find(chunkPos) == chunks.end())

View File

@ -8,7 +8,6 @@
#include <thread>
#include <mutex>
#include "ChunkPos.h"
#include "ChunkData.h"
#include "Chunk.h"
#include "ChunkPosHash.h"
@ -22,10 +21,10 @@ public:
Planet(Shader* solidShader, Shader* waterShader, Shader* billboardShader);
~Planet();
ChunkData* GetChunkData(ChunkPos chunkPos);
ChunkData* GetChunkData(glm::ivec3& chunkPos);
void Update(glm::vec3 cameraPos);
Chunk* GetChunk(ChunkPos chunkPos);
Chunk* GetChunk(const glm::ivec3& chunkPos);
void ClearChunkQueue();
private:
@ -39,11 +38,11 @@ public:
int renderHeight = 3;
private:
std::unordered_map<ChunkPos, Chunk*, ChunkPosHash> chunks;
std::unordered_map<ChunkPos, ChunkData*, ChunkPosHash> chunkData;
std::queue<ChunkPos> chunkQueue;
std::queue<ChunkPos> chunkDataQueue;
std::queue<ChunkPos> chunkDataDeleteQueue;
std::unordered_map<glm::ivec3, Chunk*, ChunkPosHash> chunks;
std::unordered_map<glm::ivec3, ChunkData*, ChunkPosHash> chunkData;
std::queue<glm::ivec3> chunkQueue;
std::queue<glm::ivec3> chunkDataQueue;
std::queue<glm::ivec3> chunkDataDeleteQueue;
unsigned int chunksLoading = 0;
int lastCamX = -100, lastCamY = -100, lastCamZ = -100;
int camChunkX = -100, camChunkY = -100, camChunkZ = -100;

View File

@ -102,4 +102,89 @@ void Shader::setInt(const std::string& name, int value) const
void Shader::setFloat(const std::string& name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setUniform(const std::string& uniformName, int val)
{
int uLoc = getUniformID(uniformName);
if (uLoc < 0)
return;
glUniform1i(uLoc, val);
}
void Shader::setUniform(const std::string& uniformName, unsigned int val)
{
int uLoc = getUniformID(uniformName);
if (uLoc < 0)
return;
glUniform1i(uLoc, val);
}
void Shader::setUniform(const std::string& uniformName, float val)
{
int uLoc = getUniformID(uniformName);
if (uLoc < 0)
return;
glUniform1f(uLoc, val);
}
void Shader::setUniform(const std::string& uniformName, double val)
{
int uLoc = getUniformID(uniformName);
if (uLoc < 0)
return;
glUniform1f(uLoc, val);
}
void Shader::setUniform(const std::string& uniformName, glm::vec2 val)
{
int uLoc = getUniformID(uniformName);
if (uLoc < 0)
return;
glUniform2f(uLoc, val.x, val.y);
}
void Shader::setUniform(const std::string& uniformName, glm::vec3 val)
{
int uLoc = getUniformID(uniformName);
if (uLoc < 0)
return;
glUniform3f(uLoc, val.x, val.y, val.z);
}
void Shader::setUniform(const std::string& uniformName, glm::ivec3 val)
{
int uLoc = getUniformID(uniformName);
if (uLoc < 0)
return;
glUniform3f(uLoc, val.x, val.y, val.z);
}
void Shader::setUniform(const std::string& uniformName, glm::mat3 val)
{
int uLoc = getUniformID(uniformName);
if (uLoc < 0)
return;
glUniformMatrix3fv(uLoc, 1, GL_TRUE, &val[0][0]);
}
void Shader::setUniform(const std::string& uniformName, glm::mat4 val)
{
int uLoc = getUniformID(uniformName);
if (uLoc < 0)
return;
glUniformMatrix4fv(uLoc, 1, GL_TRUE, &val[0][0]);
}
int Shader::getUniformID(const std::string& uniformName) const
{
int uLoc = glGetUniformLocation(ID, uniformName.c_str());
if (errorOccurd("While fetching location for uniform with the name " + uniformName))
return -1;
return uLoc; // Is only callable if no error happens
}
bool Shader::errorOccurd(const std::string& origin) const
{
GLenum err = glGetError();
if (err != GL_NO_ERROR)
{
std::cerr << origin << " || A OpenGL error occurd with the code " << err;
std::cerr << std::endl;
return true;
}
return false;
}

View File

@ -1,6 +1,7 @@
#pragma once
#include <string>
#include <glm/glm.hpp> // Used to pass vec or mat to GPU
class Shader
{
@ -16,4 +17,24 @@ public:
void setBool(const std::string& name, bool value) const;
void setInt(const std::string& name, int value) const;
void setFloat(const std::string& name, float value) const;
// Overloaded uniform setter to avoid type error or overflows
void setUniform(const std::string& uniformName, int val);
void setUniform(const std::string& uniformName, unsigned int val);
void setUniform(const std::string& uniformName, float val);
void setUniform(const std::string& uniformName, double val);
void setUniform(const std::string& uniformName, glm::vec2 val);
void setUniform(const std::string& uniformName, glm::vec3 val);
void setUniform(const std::string& uniformName, glm::ivec3 val);
void setUniform(const std::string& uniformName, glm::mat3 val);
void setUniform(const std::string& uniformName, glm::mat4 val);
/// Returns -1 if the name is not valid
int getUniformID(const std::string& name) const;
private:
/// True if a opengl error was reported
/// This method should actually be global or something similiar so that everyone can
/// use it but for now this is enough because there isn't even real error handling :)
bool errorOccurd(const std::string& origin) const;
};

View File

@ -7,7 +7,7 @@
#include "Blocks.h"
#include "Planet.h"
void WorldGen::GenerateChunkData(ChunkPos chunkPos, uint16_t* chunkData)
void WorldGen::GenerateChunkData(const glm::ivec3& chunkPos, uint16_t* chunkData)
{
static int chunkSize = CHUNK_SIZE;

View File

@ -1,12 +1,13 @@
#pragma once
#include <vector>
#include <glm/glm.hpp>
#include "NoiseSettings.h"
#include "SurfaceFeature.h"
#include "ChunkData.h"
#include "glm/glm.hpp"
namespace WorldGen
{
void GenerateChunkData(ChunkPos chunkPos, uint16_t* chunkData);
void GenerateChunkData(const glm::ivec3& chunkPos, uint16_t* chunkData);
}