2 #include <glm/gtc/matrix_transform.hpp>
4 #include "client.hpp" // ugly, only keep until player is implemented
5 #include "core.hpp" // this one too
7 #include "input_handler.hpp"
8 #include "map.hpp" // this one three
9 #include "mesh_gen_mgr.hpp"
10 #include "render_engine.hpp"
12 #include "shader_program.hpp"
17 using namespace dragonblocks;
19 void RenderEngine::render()
21 double dtime = glfwGetTime() - last_time;
22 last_time = glfwGetTime();
24 input_handler->processInput(dtime);
26 glEnable(GL_DEPTH_TEST); CHECKERR
27 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); CHECKERR
29 updateViewMatrix(); CHECKERR
31 scene->render(dtime, shader_program);
33 window->swapBuffers(); CHECKERR
34 glfwPollEvents(); CHECKERR
37 void RenderEngine::loadChunks()
39 ivec3 chunkp = Map::getChunkPos(camera->pos);
40 for (int x = chunkp.x - 1; x <= chunkp.x + 1; x++) {
41 for (int y = chunkp.y - 1; y < chunkp.y + 1; y++) {
42 for (int z = chunkp.z - 1; z <= chunkp.z + 1; z++) {
43 client->map->createChunk(ivec3(x, y, z));
49 void RenderEngine::loop()
51 while (! window->shouldClose()) {
57 void RenderEngine::updateProjectionMatrix()
59 dvec2 bounds = window->getSize();
60 mat4 projection_matrix = perspective(radians(fov), bounds.x / bounds.y, 0.01, render_distance);
61 shader_program->set("projection", projection_matrix); CHECKERR
64 void RenderEngine::updateViewMatrix()
66 shader_program->set("view", camera->getViewMatrix()); CHECKERR
69 void RenderEngine::setSky(vec3 sky)
71 glClearColor(sky.r, sky.g, sky.b, 1.0); CHECKERR
72 shader_program->set("sky", sky); CHECKERR
75 void RenderEngine::setRenderDistance(double d)
78 updateProjectionMatrix();
81 void RenderEngine::setFov(double f)
84 updateProjectionMatrix();
87 RenderEngine::RenderEngine()
90 throw runtime_error("Failed to initialize GLFW");
91 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
92 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
93 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
95 window = Window::create(this);
97 input_handler = new InputHandler(camera, window);
98 mesh_gen_mgr = new MeshGenMgr;
101 GLenum glew_init_err = glewInit();
102 if (glew_init_err != GLEW_OK)
103 throw runtime_error("Failed to initialize GLEW");
105 shader_program = new ShaderProgram("shaders");
107 setSky(vec3(1.0, 1.0, 1.0));
108 setRenderDistance(16);
111 last_time = glfwGetTime();
114 RenderEngine::~RenderEngine()
118 delete input_handler;
121 delete shader_program;