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main.cpp
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#include "shader.hpp"
#include "camera.hpp"
#include "testshapes.hpp"
#include "chunk.hpp"
#include "util.hpp"
#include "chunkindex.hpp"
#include "sprite.hpp"
#include <vector>
#include <algorithm>
#include "rendertarget.hpp"
#include "game.hpp"
#include "textrender.hpp"
#include "scene.hpp"
#include "sounds.hpp"
#include <bitset>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <wchar.h>
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <GLFW/glfw3.h>
#ifdef WIN32
#pragma comment(linker, "/SUBSYSTEM:windows /ENTRY:mainCRTStartup")
#endif
GraphicsAPI g_api = GraphicsAPI::ClimbD3D11;
bool IsGL() { return (g_api == ClimbOpenGL); }
bool IsD3D11() { return (g_api == ClimbD3D11); }
bool IsD3D12() { return (g_api == ClimbD3D12); }
void StartGame(bool);
extern void MyInit_D3D11();
int WIN_W = 1280, WIN_H = 720;
int SHADOW_RES = 512;
int g_font_size = 24;
GLFWwindow* g_window = nullptr;
bool g_main_menu_visible = true;
unsigned g_fadein_complete_millis;
glm::mat4 g_projection(1.0f);
GLuint g_programs[7];
GLuint GetShaderProgram(int idx) {
return g_programs[idx];
}
Camera g_cam;
unsigned g_last_millis = 0;
char g_cam_dx = 0, g_cam_dy = 0, g_cam_dz = 0, // CONTROL axes, not OpenGL axes
g_arrow_dx = 0, g_arrow_dy = 0, g_arrow_dz = 0;
std::bitset<18> g_cam_flags;
glm::vec3 WindowCoordToPickRayDir(Camera* cam, int x, int y) {
glm::vec3 cam_right = glm::normalize(glm::cross(cam->lookdir, cam->up));
glm::vec3 cam_up = glm::normalize(cam->up);
float u = (x * 2.0f / WIN_W) - 1.0f;
float v = -((y * 2.0f / WIN_H) - 1.0f);
const float t = tanf(30.0f / (180.0f / 3.14159f));
v = v * t;
u = u * t * WIN_W / WIN_H;
glm::vec3 ret = cam_right * u + cam_up * v + cam->lookdir;
ret = glm::normalize(ret);
return ret;
}
glm::vec3 WindowCoordToGamePlane(Camera* cam, int x, int y) {
glm::vec3 ray_dir = WindowCoordToPickRayDir(cam, x, y);
glm::vec3 orig = cam->pos;
float t = (0 - orig.z) / ray_dir.z;
glm::vec3 ret = orig + ray_dir * t;
return ret;
}
// These are all scaffolds
Triangle *g_triangle[2];
ColorCube *g_colorcube[2];
Chunk* ALLNULLS[26] = { NULL };
ChunkGrid* g_chunkgrid[4];
Chunk* g_chunk0 = nullptr;
std::vector<Sprite*> g_projectiles;
Particles* g_particles;
// globally shared
Particles* GetGlobalParticles() { return g_particles; }
TestShapesScene* g_testscene = nullptr;
ClimbScene* g_climbscene = nullptr;
LightTestScene* g_lighttestscene = nullptr;
int g_scene_idx = 1;
GameScene* GetCurrentGameScene() {
GameScene* scenes[] = { g_testscene, g_climbscene, g_lighttestscene };
return scenes[g_scene_idx];
}
Camera* GetCurrentSceneCamera() {
if (g_scene_idx == 0) return &g_cam;
else return GetCurrentGameScene()->camera;
}
// Render targets.
// Follow this tutorial: https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing
MsaaFBO* g_msaa_fbo, *g_slateui_msaa_fbo;
BasicFBO* g_basic_fbo, *g_slateui_basic_fbo;
DepthOnlyFBO* g_depth_fbo;
FullScreenQuad* g_fullscreen_quad;
DirectionalLight* g_dir_light;
DirectionalLight* g_dir_light1;
MainMenu* g_mainmenu;
TextMessage* g_textmessage;
// UI camera shake/roll
float g_cam_rot_x = 0.0f, g_cam_rot_y = 0.0f;
int g_ctrl_spr_idx = 0;
bool g_aa = true, g_shadows = true;
unsigned g_test_tri_vao;
unsigned g_test_quad_vao;
int g_mouse_x = 0, g_mouse_y = 0;
void MyInit() {
{
float vertices[] = {
-0.9f, 0.8f, -0.5f,
-0.8f, 0.9f, -0.5f,
-0.9f, 0.9f, -0.5f,
};
glGenVertexArrays(1, &g_test_tri_vao);
glBindVertexArray(g_test_tri_vao);
{
unsigned vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
const size_t stride = 3 * sizeof(GLfloat);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)0);
glEnableVertexAttribArray(0);
}
glBindVertexArray(0);
}
// Test screen-space pixels
{
const float x0 = 16.0f, x1 = 32.0f;
float vertices[] = {
x0, x0, 0.0f, 1.0f,
x0, x1, 0.0f, 0.0f,
x1, x0, 1.0f, 1.0f,
x0, x1, 0.0f, 0.0f,
x1, x1, 1.0f, 0.0f,
x1, x0, 1.0f, 1.0f,
};
glGenVertexArrays(1, &g_test_quad_vao);
glBindVertexArray(g_test_quad_vao);
{
unsigned vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
const size_t stride = 4*sizeof(float);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(2*sizeof(float)));
glEnableVertexAttribArray(1);
}
glBindVertexArray(0);
MyCheckGLError("test_quad_vao");
}
g_programs[0] = CreateProgram("shaders/default_palette.vs", "shaders/default_palette.fs");
g_programs[1] = CreateProgram("shaders/vert_norm_data_ao.vs", "shaders/vert_norm_data_ao.fs");
g_programs[2] = CreateProgram("shaders/simple_texture.vs", "shaders/simple_texture.fs");
g_programs[3] = CreateProgram("shaders/simple_texture.vs", "shaders/show_depth.fs");
g_programs[4] = CreateProgram("shaders/simple_depth.vs", "shaders/nop.fs");
g_programs[5] = CreateProgram("shaders/passthrough.vs", "shaders/red.fs");
g_programs[6] = CreateProgram("shaders/textrender.vs", "shaders/textrender.fs");
g_projection = glm::perspective(60.0f*3.14159f/180.0f, WIN_W*1.0f/WIN_H, 0.1f, 499.0f);
//g_projection = glm::ortho(-100.f, 100.f, -60.f, 60.f, -10.f, 499.f);
g_dir_light = new DirectionalLight(glm::vec3(-1, -3, -1), glm::vec3(1,3,-1));
glm::vec3 dir = glm::vec3(0, -1, 0);
g_dir_light1 = new DirectionalLight(dir, glm::vec3(0, 50, 0), glm::normalize(glm::cross(glm::vec3(0, 0, 1), dir)), 5.05 * 3.14159f / 180.0f);
//g_dir_light1 = new DirectionalLight(glm::vec3(1, -3, -1), glm::vec3(-50, 10, 10), glm::vec3(1, 0, 0), 7 * 3.14159f / 180.0f);
g_msaa_fbo = new MsaaFBO(WIN_W, WIN_H, 4);
g_slateui_msaa_fbo = new MsaaFBO(WIN_W, WIN_H, 4);
g_basic_fbo = new BasicFBO(WIN_W, WIN_H);
g_slateui_basic_fbo = new BasicFBO(WIN_W, WIN_H);
g_depth_fbo = new DepthOnlyFBO(SHADOW_RES, SHADOW_RES);
Triangle::Init(g_programs[0]);
ColorCube::Init(g_programs[0]);
MainMenu::InitStatic(g_programs[6]);
Chunk::program = g_programs[1];
FullScreenQuad::Init(g_programs[2], g_programs[3]);
TextMessage::InitStatic(g_programs[6]);
g_particles = new Particles();
g_fullscreen_quad = new FullScreenQuad();
g_triangle[0] = new Triangle();
g_triangle[0]->pos = glm::vec3(10,0,-10);
g_triangle[1] = new Triangle();
g_triangle[1]->pos = glm::vec3(0.1,0,0);
g_colorcube[0] = new ColorCube();
g_colorcube[0]->pos = glm::vec3(11, 0, 0);
g_chunk0 = new Chunk();
g_chunk0->LoadDefault();
g_chunk0->BuildBuffers(ALLNULLS);
g_chunk0->pos = glm::vec3(-10, 10, 10);
g_chunkgrid[2] = new ChunkGrid(5, 5, 5);
for (int i = 0; i < 5; i++) {
for (int j = 0; j < 5; j++) {
for (int k = 0; k < 5; k++) {
g_chunkgrid[2]->SetVoxel(i, j, k, (i+j+k) % 255);
}
}
}
g_chunkgrid[3] = new ChunkGrid(1,1,1);
g_chunkgrid[3]->SetVoxel(0,0,0,12);
Particles::InitStatic(g_chunkgrid[3]);
InitTextRender();
ClimbScene::InitStatic();
g_mainmenu = new MainMenu();
g_textmessage = new TextMessage();
ChunkSprite* test_sprite = new ChunkSprite(new ChunkGrid(
"climb/coords.vox"
)), *global_xyz = new ChunkSprite(new ChunkGrid(
"climb/xyz.vox"
)), *test_background = new ChunkSprite(new ChunkGrid(
"climb/bg1_2.vox"
));
test_sprite->pos = glm::vec3(0, -4, 0);
test_sprite->anchor = glm::vec3(0.5f, 0.5f, 0.5f);
test_sprite->scale = glm::vec3(3,3,3);
global_xyz->pos = glm::vec3(-40, -42, -24);
global_xyz->scale = glm::vec3(2,2,2);
global_xyz->anchor = glm::vec3(0.5f, 0.5f, 0.5f);
test_background->pos = glm::vec3(0, 0, -10);
test_background->scale = glm::vec3(2, 2, 2);
g_testscene = new TestShapesScene();
g_testscene->test_sprite = test_sprite;
g_testscene->global_xyz = global_xyz;
g_testscene->test_background = test_background;
g_climbscene = new ClimbScene();
g_climbscene->Init();
}
void IssueDrawCalls() {
GameScene* scene = GetCurrentGameScene();
if (scene) {
std::vector<Sprite*>* sprites = GetCurrentGameScene()->GetSpriteListForRender();
for (Sprite* s : *sprites) {
if (s) s->Render();
}
for (Sprite* s : g_projectiles) s->Render();
}
}
void RenderScene(const glm::mat4& V, const glm::mat4& P) {
// Clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(1.0f, 1.0f, 0.8f, 0.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_MULTISAMPLE);
glCullFace(GL_BACK);
// Set V and P to all shaders
for (unsigned i=0; i<sizeof(g_programs)/sizeof(g_programs[0]); i++) {
glUseProgram(g_programs[i]);
GLuint vLoc = glGetUniformLocation(g_programs[i], "V");
glUniformMatrix4fv(vLoc, 1, GL_FALSE, &V[0][0]);
GLuint pLoc = glGetUniformLocation(g_programs[i], "P");
glUniformMatrix4fv(pLoc, 1, GL_FALSE, &P[0][0]);
}
MyCheckGLError("set uniforms");
// Set Directional light
glUseProgram(g_programs[1]);
GLuint dlLoc = glGetUniformLocation(g_programs[1], "dir_light");
glUniform3f(dlLoc, g_dir_light->dir.x,
g_dir_light->dir.y,
g_dir_light->dir.z);
glUseProgram(0);
IssueDrawCalls();
MyCheckGLError("Render Scene");
}
void RenderSceneWithShadow(
const glm::mat4& V, const glm::mat4& P,
const glm::mat4& lightPV,
GLuint shadow_map) {
// Clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.8f, 1.0f, 1.0f, 0.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_MULTISAMPLE);
glCullFace(GL_BACK);
// Bind shadow texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, shadow_map);
// Set V and P to all shaders
for (unsigned i=0; i<sizeof(g_programs)/sizeof(g_programs[0]); i++) {
glUseProgram(g_programs[i]);
GLint vLoc = glGetUniformLocation(g_programs[i], "V");
glUniformMatrix4fv(vLoc, 1, GL_FALSE, &V[0][0]);
GLint pLoc = glGetUniformLocation(g_programs[i], "P");
glUniformMatrix4fv(pLoc, 1, GL_FALSE, &P[0][0]);
GLint lpvLoc = glGetUniformLocation(g_programs[i], "lightPV");
if (lpvLoc != -1) {
glUniformMatrix4fv(lpvLoc, 1, GL_FALSE, &lightPV[0][0]);
}
GLint shadowmapLoc = glGetUniformLocation(g_programs[i], "shadow_map");
if (shadowmapLoc != -1) {
glUniform1i(shadowmapLoc, 0);
}
}
// Set Directional light
glUseProgram(g_programs[1]);
GLuint dlLoc = glGetUniformLocation(g_programs[1], "dir_light");
glUniform3f(dlLoc, g_dir_light->dir.x,
g_dir_light->dir.y,
g_dir_light->dir.z);
glUseProgram(0);
IssueDrawCalls();
MyCheckGLError("RenderSceneWithShadow");
glBindTexture(GL_TEXTURE_2D, 0);
}
void render() {
Camera* cam = GetCurrentSceneCamera();
// 0: Prepare
GetCurrentGameScene()->PreRender();
GetCurrentGameScene()->PrepareSpriteListForRender();
// 1: DEPTH PASS
g_depth_fbo->Bind();
if (g_shadows) {
RenderScene(g_dir_light->V, g_dir_light->P);
} else {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(.0f, .0f, .0f, .0f);
}
g_depth_fbo->Unbind();
glFlush();
// 2: Main Pass, with shadows applied
if (g_aa) {
g_msaa_fbo->Bind();
RenderSceneWithShadow(cam->GetViewMatrix(),
g_projection,
g_dir_light->P * g_dir_light->V,
g_depth_fbo->tex);
g_msaa_fbo->Unbind();
// 2. Copy to Singlesample FBO
g_msaa_fbo->BlitTo(g_basic_fbo);
} else {
g_basic_fbo->Bind();
RenderSceneWithShadow(cam->GetViewMatrix(),
g_projection,
g_dir_light->P * g_dir_light->V,
g_depth_fbo->tex);
g_basic_fbo->Unbind();
}
// 3. Draw the rendered texture
glFlush();
// 4. Draw UI
g_slateui_msaa_fbo->Bind();
glViewport(0, 0, WIN_W, WIN_H);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(.0f, .0f, .0f, .0f);
// FOR DEBUGGING TEXT RENDER
glm::mat4 uitransform(1);
uitransform *= glm::rotate(uitransform, g_cam_rot_x, glm::vec3(0.0f,1.0f,0.0f));
uitransform *= glm::rotate(uitransform, g_cam_rot_y, glm::vec3(1.0f,0.0f,0.0f));
GameScene* scene = GetCurrentGameScene();
if (scene) scene->RenderHUD();
{
if (g_main_menu_visible) {
g_mainmenu->Render(uitransform);
}
}
g_slateui_msaa_fbo->Unbind();
g_slateui_msaa_fbo->BlitTo(g_slateui_basic_fbo);
glViewport(0, 0, WIN_W, WIN_H);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Show depth g_fullscreen_quad->RenderDepth(g_depth_fbo->tex);
g_fullscreen_quad->Render(g_basic_fbo->tex);
g_fullscreen_quad->RenderWithBlend(g_slateui_basic_fbo->tex);
glFlush();
// Removed for GLFW
//glutSwapBuffers();
GetCurrentGameScene()->PostRender();
}
void update() {
unsigned elapsed = GetElapsedMillis();
float secs = (elapsed - g_last_millis) * 0.001f;
{
const float X = 0.002f, DECAY = 0.95f;
g_cam_rot_x -= X * g_arrow_dx; // DEGREES
g_cam_rot_y += X * g_arrow_dy;
g_cam_rot_x *= DECAY;
g_cam_rot_y *= DECAY;
}
Camera* cam = GetCurrentSceneCamera();
// 每帧更新的东西
cam->vel = glm::vec3(0, 0,-60) * float(g_cam_dy) +
glm::vec3(60,0, 0 ) * float(g_cam_dx) +
glm::vec3(0, 60,0) * float(g_cam_dz);
cam->Update(secs);
g_mainmenu->Update(secs);
GetCurrentGameScene()->Update(secs);
if (IsD3D11()) {
// 这是当时为了解答以下知乎问题而做的演示场景而准备的
// https://www.zhihu.com/question/313691919/answer/619138757
const char* msgs[] = {
"绕局部X轴 逆时针旋转",
"绕局部X轴 顺时针旋转",
"绕局部Y轴 逆时针旋转",
"绕局部Y轴 顺时针旋转",
"绕局部Z轴 逆时针旋转",
"绕局部Z轴 顺时针旋转",
"绕世界X轴 逆时针旋转",
"绕世界X轴 顺时针旋转",
"绕世界Y轴 逆时针旋转",
"绕世界Y轴 顺时针旋转",
"绕世界Z轴 逆时针旋转",
"绕世界Z轴 顺时针旋转",
"摄像机绕自身局部X轴逆时针旋转 同时保持面向物体",
"摄像机绕自身局部X轴顺时针旋转 同时保持面向物体",
"摄像机绕自身局部Y轴逆时针旋转 同时保持面向物体",
"摄像机绕自身局部Y轴顺时针旋转 同时保持面向物体",
"摄像机绕自身局部Z轴逆时针旋转 同时保持面向物体",
"摄像机绕自身局部Z轴顺时针旋转 同时保持面向物体",
};
std::string msg;
static std::string msg_prev;
for (int i = 0; i < 18; i++) {
ChunkSprite* test_sprite = (ChunkSprite*)(g_testscene->test_sprite);
if (g_cam_flags.test(i)) {
switch (i) {
case 0: test_sprite->RotateAroundLocalAxis(glm::vec3(1, 0, 0), 2.0f); break;
case 1: test_sprite->RotateAroundLocalAxis(glm::vec3(-1, 0, 0), 2.0f); break;
case 2: test_sprite->RotateAroundLocalAxis(glm::vec3(0, 1, 0), 2.0f); break;
case 3: test_sprite->RotateAroundLocalAxis(glm::vec3(0, -1, 0), 2.0f); break;
case 4: test_sprite->RotateAroundLocalAxis(glm::vec3(0, 0, 1), 2.0f); break;
case 5: test_sprite->RotateAroundLocalAxis(glm::vec3(0, 0, -1), 2.0f); break;
case 6: test_sprite->RotateAroundGlobalAxis(glm::vec3(1, 0, 0), 2.0f); break;
case 7: test_sprite->RotateAroundGlobalAxis(glm::vec3(-1, 0, 0), 2.0f); break;
case 8: test_sprite->RotateAroundGlobalAxis(glm::vec3(0, 1, 0), 2.0f); break;
case 9: test_sprite->RotateAroundGlobalAxis(glm::vec3(0, -1, 0), 2.0f); break;
case 10: test_sprite->RotateAroundGlobalAxis(glm::vec3(0, 0, 1), 2.0f); break;
case 11: test_sprite->RotateAroundGlobalAxis(glm::vec3(0, 0, -1), 2.0f); break;
case 12: cam->RotateAlongPoint(g_testscene->test_sprite->pos, glm::vec3(1, 0, 0), 2.0f / 57.5f); break;
case 13: cam->RotateAlongPoint(g_testscene->test_sprite->pos, glm::vec3(1, 0, 0), -2.0f / 57.5f); break;
case 14: cam->RotateAlongPoint(g_testscene->test_sprite->pos, glm::vec3(0, 1, 0), -2.0f / 57.5f); break;
case 15: cam->RotateAlongPoint(g_testscene->test_sprite->pos, glm::vec3(0, 1, 0), 2.0f / 57.5f); break;
case 16: cam->RotateAlongPoint(g_testscene->test_sprite->pos, glm::vec3(0, 0, 1), -2.0f / 57.5f); break;
case 17: cam->RotateAlongPoint(g_testscene->test_sprite->pos, glm::vec3(0, 0, 1), 2.0f / 57.5f); break;
default: break;
}
msg = std::string(msgs[i]);
}
}
if (msg.size() > 0 && msg_prev != msg) {
printf("%s\n", msg.c_str());
msg_prev = msg;
}
}
g_last_millis = elapsed;
// Removed for GLFW
//glutPostRedisplay();
}
void keydown(unsigned char key, int x, int y) {
if (GetCurrentGameScene() != g_climbscene) {
printf("TestScene!\n");
switch (key) {
case 't': g_cam_flags.set(0); break;
case 'g': g_cam_flags.set(1); break;
case 'f': g_cam_flags.set(2); break;
case 'h': g_cam_flags.set(3); break;
case 'r': g_cam_flags.set(4); break;
case 'y': g_cam_flags.set(5); break;
case 'i': g_cam_flags.set(12); break;
case 'k': g_cam_flags.set(13); break;
case 'j': g_cam_flags.set(14); break;
case 'l': g_cam_flags.set(15); break;
case 'u': g_cam_flags.set(16); break;
case 'o': g_cam_flags.set(17); break;
case 'w': g_cam_dy = 1; break;
case 's': g_cam_dy = -1; break;
case 'a': g_cam_dx = -1; break;
case 'd': g_cam_dx = 1; break;
case 'q': g_cam_dz = -1; break;
case 'e': g_cam_dz = 1; break;
}
}
switch (key) {
case 27: {
if (g_main_menu_visible) {
// 游戏没开始时,不能隐藏主菜单
if (GetCurrentGameScene()->CanHideMenu()) {
g_mainmenu->ExitMenu();
g_main_menu_visible = false;
}
} else {
if (g_mainmenu->curr_menu.empty())
g_mainmenu->EnterMenu(MainMenu::MenuKind::MAIN, false);
g_main_menu_visible = true;
}
break;
}
case 13: {
switch (g_main_menu_visible) {
case true:
g_mainmenu->OnEnter();
break;
default: break;
}
break;
}
case '[': g_testscene->global_xyz->scale *= glm::vec3(0.99f, 0.99f, 0.99f); break;
case ']': g_testscene->global_xyz->scale *= glm::vec3(1/0.99f, 1/0.99f, 1/0.99f); break;
case '`': g_scene_idx = (g_scene_idx + 1) % 2; break;
default: GetCurrentGameScene()->OnKeyPressed(char(key));
}
}
void keyup(unsigned char key, int x, int y) {
if (GetCurrentGameScene() != g_climbscene) {
switch (key) {
case 'w': case 's': g_cam_dy = 0; break;
case 'a': case 'd': g_cam_dx = 0; break;
case 'q': case 'e': g_cam_dz = 0; break;
case 't': g_cam_flags.reset(0); break;
case 'g': g_cam_flags.reset(1); break;
case 'f': g_cam_flags.reset(2); break;
case 'h': g_cam_flags.reset(3); break;
case 'r': g_cam_flags.reset(4); break;
case 'y': g_cam_flags.reset(5); break;
case 'i': g_cam_flags.reset(12); break;
case 'k': g_cam_flags.reset(13); break;
case 'j': g_cam_flags.reset(14); break;
case 'l': g_cam_flags.reset(15); break;
case 'u': g_cam_flags.reset(16); break;
case 'o': g_cam_flags.reset(17); break;
}
}
else GetCurrentGameScene()->OnKeyReleased(char(key));
}
void keydown2(int key, int x, int y) {
switch (key) {
case GLFW_KEY_UP: g_arrow_dy = 1; break;
case GLFW_KEY_DOWN: g_arrow_dy = -1; break;
case GLFW_KEY_RIGHT: g_arrow_dx = 1; break;
case GLFW_KEY_LEFT: g_arrow_dx = -1; break;
default: break;
}
if (g_main_menu_visible) {
switch (key) {
case GLFW_KEY_UP: g_mainmenu->OnUpDownPressed(-1); break;
case GLFW_KEY_DOWN: g_mainmenu->OnUpDownPressed( 1); break;
case GLFW_KEY_LEFT: g_mainmenu->OnLeftRightPressed(-1); break;
case GLFW_KEY_RIGHT: g_mainmenu->OnLeftRightPressed( 1); break;
default: break;
}
}
}
void keyup2(int key, int x, int y) {
switch (key) {
case GLFW_KEY_UP: case GLFW_KEY_DOWN: g_arrow_dy = 0; break;
case GLFW_KEY_LEFT: case GLFW_KEY_RIGHT: g_arrow_dx = 0; break;
default: break;
}
}
void FramebufferSizeCallback(GLFWwindow* window, int width, int height)
{
printf("Framebuffer size set to %dx%d\n", width, height);
glViewport(0, 0, width, height);
}
//void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
void ProcessInput(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (g_main_menu_visible) {
if (key == GLFW_KEY_UP && action == GLFW_PRESS) g_mainmenu->OnUpDownPressed(-1);
if (key == GLFW_KEY_DOWN && action == GLFW_PRESS) g_mainmenu->OnUpDownPressed( 1);
if (key == GLFW_KEY_LEFT && action == GLFW_PRESS) g_mainmenu->OnLeftRightPressed(-1);
if (key == GLFW_KEY_RIGHT && action == GLFW_PRESS) g_mainmenu->OnLeftRightPressed( 1);
if (key == GLFW_KEY_ENTER && action == GLFW_PRESS) g_mainmenu->OnEnter();
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) g_mainmenu->ExitMenu();
}
else {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
char game_keys[] = { 'q', 'w', 'e', 'a', 's', 'd', 'z', 'x', 'c', '1', '2', '3', '4', '5', '6', '7', '8', '9', '0' };
int glfw_keys[] = {
GLFW_KEY_Q, GLFW_KEY_W, GLFW_KEY_E, GLFW_KEY_A, GLFW_KEY_S, GLFW_KEY_D, GLFW_KEY_Z, GLFW_KEY_X, GLFW_KEY_C,
GLFW_KEY_1, GLFW_KEY_2,GLFW_KEY_3,GLFW_KEY_4,GLFW_KEY_5,GLFW_KEY_6,GLFW_KEY_7,GLFW_KEY_8,GLFW_KEY_9,GLFW_KEY_0,
};
for (int i = 0; i < sizeof(game_keys) / sizeof(game_keys[0]); i++) {
if (key == glfw_keys[i]) {
if (action == GLFW_PRESS)
GetCurrentGameScene()->OnKeyPressed(char(game_keys[i]));
else if (action == GLFW_RELEASE)
GetCurrentGameScene()->OnKeyReleased(char(game_keys[i]));
}
}
if (GetCurrentGameScene() == g_testscene) {
if (action == GLFW_PRESS) {
switch (key) {
case GLFW_KEY_T: g_cam_flags.set(0); break;
case GLFW_KEY_G: g_cam_flags.set(1); break;
case GLFW_KEY_F: g_cam_flags.set(2); break;
case GLFW_KEY_H: g_cam_flags.set(3); break;
case GLFW_KEY_R: g_cam_flags.set(4); break;
case GLFW_KEY_Y: g_cam_flags.set(5); break;
case GLFW_KEY_I: g_cam_flags.set(12); break;
case GLFW_KEY_K: g_cam_flags.set(13); break;
case GLFW_KEY_J: g_cam_flags.set(14); break;
case GLFW_KEY_L: g_cam_flags.set(15); break;
case GLFW_KEY_U: g_cam_flags.set(16); break;
case GLFW_KEY_O: g_cam_flags.set(17); break;
case GLFW_KEY_W: g_cam_dy = 1; break;
case GLFW_KEY_S: g_cam_dy = -1; break;
case GLFW_KEY_A: g_cam_dx = -1; break;
case GLFW_KEY_D: g_cam_dx = 1; break;
case GLFW_KEY_Q: g_cam_dz = -1; break;
case GLFW_KEY_E: g_cam_dz = 1; break;
}
}
else if (action == GLFW_RELEASE) {
switch (key) {
case GLFW_KEY_T: g_cam_flags.reset(0); break;
case GLFW_KEY_G: g_cam_flags.reset(1); break;
case GLFW_KEY_F: g_cam_flags.reset(2); break;
case GLFW_KEY_H: g_cam_flags.reset(3); break;
case GLFW_KEY_R: g_cam_flags.reset(4); break;
case GLFW_KEY_Y: g_cam_flags.reset(5); break;
case GLFW_KEY_I: g_cam_flags.reset(12); break;
case GLFW_KEY_K: g_cam_flags.reset(13); break;
case GLFW_KEY_J: g_cam_flags.reset(14); break;
case GLFW_KEY_L: g_cam_flags.reset(15); break;
case GLFW_KEY_U: g_cam_flags.reset(16); break;
case GLFW_KEY_O: g_cam_flags.reset(17); break;
case GLFW_KEY_W: g_cam_dy = 0; break;
case GLFW_KEY_S: g_cam_dy = 0; break;
case GLFW_KEY_A: g_cam_dx = 0; break;
case GLFW_KEY_D: g_cam_dx = 0; break;
case GLFW_KEY_Q: g_cam_dz = 0; break;
case GLFW_KEY_E: g_cam_dz = 0; break;
}
}
}
}
}
// For testing only
void expanded_draw_calls() {
g_main_menu_visible = false;
g_depth_fbo->Bind();
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(1.0f, 1.0f, 0.8f, 0.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_MULTISAMPLE);
glCullFace(GL_BACK);
glUseProgram(g_programs[0]);
g_triangle[0]->Render();
g_triangle[1]->Render();
g_colorcube[0]->Render();
glUseProgram(g_programs[1]);
GLint vLoc = glGetUniformLocation(g_programs[1], "V");
glm::mat4 V, P;
bool is_testing_dir_light = true;
if (is_testing_dir_light) {
V = g_dir_light->V; P = g_dir_light->P;
}
else {
V = g_cam.GetViewMatrix(); P = g_projection;
}
glUniformMatrix4fv(vLoc, 1, GL_FALSE, &V[0][0]);
GLint pLoc = glGetUniformLocation(g_programs[1], "P");
glUniformMatrix4fv(pLoc, 1, GL_FALSE, &P[0][0]);
//GLint lpvLoc = glGetUniformLocation(g_programs[1], "lightPV");
//glUniformMatrix4fv(lpvLoc, 1, GL_FALSE, &lightPV[0][0]);
glm::mat4 M = glm::translate(glm::vec3(-30, 0, 0));
g_chunk0->Render(M);
g_testscene->test_sprite->Render();
g_testscene->test_background->Render();
g_chunkgrid[2]->Render(glm::vec3(10, 10, 10), glm::vec3(1), glm::mat3(1), glm::vec3(0.5, 0.5, 0.5));
}
g_depth_fbo->Unbind();
g_basic_fbo->Bind();
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.8f, 1.0f, 1.0f, 0.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_MULTISAMPLE);
glCullFace(GL_BACK);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_depth_fbo->tex);
glm::mat4 V = g_cam.GetViewMatrix();
glm::mat4 P = g_projection;
glm::mat4 lightPV = g_dir_light->P * g_dir_light->V;
glUseProgram(g_programs[1]);
GLint vLoc = glGetUniformLocation(g_programs[1], "V");
glUniformMatrix4fv(vLoc, 1, GL_FALSE, &V[0][0]);
GLint pLoc = glGetUniformLocation(g_programs[1], "P");
glUniformMatrix4fv(pLoc, 1, GL_FALSE, &P[0][0]);
GLint lpvLoc = glGetUniformLocation(g_programs[1], "lightPV");
glUniformMatrix4fv(lpvLoc, 1, GL_FALSE, &lightPV[0][0]);
GLint shadowmapLoc = glGetUniformLocation(g_programs[1], "shadow_map");
glUniform1i(shadowmapLoc, 0);
GLuint dlLoc = glGetUniformLocation(g_programs[1], "dir_light");
glUniform3f(dlLoc, g_dir_light->dir.x,
g_dir_light->dir.y,
g_dir_light->dir.z);
// The same draw calls
glm::mat4 M = glm::translate(glm::vec3(-30, 0, 0));
g_chunk0->Render(M);
g_testscene->test_sprite->Render();
g_testscene->test_background->Render();
g_chunkgrid[2]->Render(glm::vec3(10, 10, 10), glm::vec3(1), glm::mat3(1), glm::vec3(0.5, 0.5, 0.5));
}
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Draw some text
RenderText(ClimbOpenGL, L"ABC123哈哈嘿", 64.0f, 32.0f, 1.0f,
glm::vec3(1.0f, 1.0f, 0.2f), glm::mat4(1));
glDisable(GL_BLEND);
}
g_basic_fbo->Unbind();
g_fullscreen_quad->Render(g_basic_fbo->tex);
}
int main_opengl(int argc, char** argv) {
// OpenGL 3.3 context
//glewExperimental = GL_TRUE;
//glutInit(&argc, argv);
//glutInitContextVersion(3, 3);
//glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_MULTISAMPLE);
//glutInitWindowSize(WIN_W, WIN_H);
int ret = glfwInit();
if (ret != true) {
const char* desc;
printf("Cannot initialize glfw.\n"); // glfwGetError is available only since 3.3
exit(1);
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glewExperimental = GL_TRUE;
//glutCreateWindow("ChaoyueClimb");
//glutDisplayFunc(&render);
//glutKeyboardFunc(&keydown);
//glutKeyboardUpFunc(&keyup);
//glutSpecialFunc(&keydown2);
//glutSpecialUpFunc(&keyup2);
//glutIdleFunc(&update);
//glutSetKeyRepeat(false);
g_window = glfwCreateWindow(WIN_W, WIN_H, "ChaoyueClimb (OpenGL)", nullptr, nullptr);
//g_window = glfwCreateWindow(WIN_W, WIN_H, "My Title", glfwGetPrimaryMonitor(), NULL);
if (g_window == nullptr) {
printf("Failed to create GLFW window\n"); // glfwGetError is available only since 3.3
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(g_window);
if(glewInit() == GLEW_OK) {
// Ignore errors in GLEW
while (glGetError() != GL_NO_ERROR) { }
if (glewIsSupported("GL_VERSION_3_3")) {
printf("Ready for OpenGL 3.3\n");
const char* sz = (const char*)glGetString(GL_VERSION);
printf("OpenGL Version String: %s\n", sz);
const char* sz1 = (const char*)glGetString(GL_VENDOR);
printf("OpenGL Vendor String: %s\n", sz1);
const char* sz2 = (const char*)glGetString(GL_RENDERER);
printf("OpenGL Renderer String: %s\n", sz2);
const char* sz3 = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
printf("OpenGL Shading Language Version: %s\n", sz3);
} else {
printf("OpenGL 3.3 not supported\n");
exit(1);
}
int muc;
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &muc);
printf("GL_MAX_VERTEX_UNIFORM_COMPONENTS=%u\n", muc);
}
/*if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
*/
glfwSetFramebufferSizeCallback(g_window, FramebufferSizeCallback);
glfwSetInputMode(g_window, GLFW_STICKY_KEYS, 0);
glfwSetKeyCallback(g_window, ProcessInput);
// INIT STUFF
{
MyInit();
}
while (!glfwWindowShouldClose(g_window)) {
glfwPollEvents();
update();
bool USE_EXPANDED_DRAWCALLS = false;
if (USE_EXPANDED_DRAWCALLS && (g_scene_idx == 0)) { // TestScene
expanded_draw_calls();
}
else {
render();
}
glFinish();
glfwSwapBuffers(g_window);
}
return 0;
}
void StartGame(bool spawn_player = false) {
g_main_menu_visible = false;
if (spawn_player) g_climbscene->SpawnPlayer();
g_climbscene->SetGameState(ClimbScene::ClimbGameStateStartCountdown);
}
void EnterEditMode() {
g_main_menu_visible = false;
g_climbscene->SetGameState(ClimbScene::ClimbGameStateInEditing);
}
void ExitEditMode() {
g_climbscene->SetGameState(ClimbScene::ClimbGameStateNotStarted);
}
extern int main_d3d11(int argc, char** argv);
extern int main_d3d12(int argc, char** argv);
int main(int argc, char** argv) {
for (int i = 1; i < argc; i++) {
if (!strcmp(argv[i], "opengl")) { g_api = ClimbOpenGL; }
else if (!strcmp(argv[i], "d3d11")) { g_api = ClimbD3D11; }
else if (!strcmp(argv[1], "d3d12")) { g_api = ClimbD3D12; }
else if (!strcmp(argv[i], "testscene")) { g_scene_idx = 0; }
else if (!strcmp(argv[i], "cyclimb")) { g_scene_idx = 1; }
else if (!strcmp(argv[i], "lighttest")) { g_scene_idx = 2; }
}
InitSounds();
switch (g_api) {
case ClimbOpenGL: {
main_opengl(argc, argv);
break;
}
case ClimbD3D11: {
main_d3d11(argc, argv);
break;
}
case ClimbD3D12: {
main_d3d12(argc, argv);
break;
}
}
}