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Univerxel/src/main.cpp

221 lines
8.6 KiB
C++

/**
* \file main.cpp
* \brief Univerxel game
* \author Maelys Bois
* \version 0.0.1
*
* Univerxel main program.
*/
#include <stdexcept>
#include <iostream>
#include <chrono>
#include <thread>
#include "render/window.hpp"
#include "render/UI.hpp"
#include "control/InputMap.hpp"
#include "control/Camera.hpp"
#include "render/Renderer.hpp"
#include "render/pass/ColorProgram.hpp"
#include "render/buffer/Colored.hpp"
#include "world/Universe.hpp"
#include "state.h"
#include <Remotery.h>
/// Entry point
int main(int, char *[]){
options options;
state state;
reports reports;
GLFWwindow *window = createWindow(options.samples);
if(window == NULL)
return 1;
glClearColor(options.renderer.clear_color.x, options.renderer.clear_color.y, options.renderer.clear_color.z, options.renderer.clear_color.w);
glfwSwapInterval(options.target_fps < MIN_FPS);
InputMap inputs(window);
Camera camera(window, inputs, options.camera);
Renderer *renderer = new Renderer(options.renderer);
renderer->LightInvDir = glm::vec3(-0.5f, 2, -2);
UI::setup(window);
GLuint aimTexture = pass::Program::loadTexture("ui/Aim", false);
pass::ColorProgram *lookProgram = new pass::ColorProgram();
buffer::Colored lookBuffer(GL_LINES, 24, {
glm::vec3(0, 0, 0), glm::vec3(0, 0, 1),
glm::vec3(0, 0, 1), glm::vec3(0, 1, 1),
glm::vec3(0, 1, 1), glm::vec3(0, 1, 0),
glm::vec3(0, 1, 0), glm::vec3(0, 0, 0),
glm::vec3(1, 0, 0), glm::vec3(1, 0, 1),
glm::vec3(1, 0, 1), glm::vec3(1, 1, 1),
glm::vec3(1, 1, 1), glm::vec3(1, 1, 0),
glm::vec3(1, 1, 0), glm::vec3(1, 0, 0),
glm::vec3(0, 0, 0), glm::vec3(1, 0, 0),
glm::vec3(0, 0, 1), glm::vec3(1, 0, 1),
glm::vec3(0, 1, 1), glm::vec3(1, 1, 1),
glm::vec3(0, 1, 0), glm::vec3(1, 1, 0),
}, {
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
});
Remotery *rmt;
rmt_CreateGlobalInstance(&rmt);
rmt_BindOpenGL();
#if RMT_ENABLED
std::cout << "Profiling !" << std::endl;
#endif
world::Universe world = world::Universe(options.world);
world.setContouring(contouring::load(options.contouring_idx, options.contouring_data));
state.contouring = world.getContouring();
do {
const double startTime = glfwGetTime();
{ // Update
rmt_ScopedCPUSample(Update, 0);
const double partTime = glfwGetTime();
inputs.toggle(state.capture_mouse, Input::Mouse);
inputs.toggle(options.show_debug_menu, Input::Debug);
camera.update(state.capture_mouse, !UI::isFocus());
renderer->lookFrom(camera);
state.position = camera.getPosition();
state.look_at = world.raycast(camera.getRay() / options.voxel_size);
if (state.capture_mouse && state.look_at.has_value()) {
if (inputs.isPressing(Mouse::Left))
world.setCube(state.look_at.value().first, world::Voxel{0, 0}, options.tool.radius);
else if (inputs.isPressing(Mouse::Right))
world.setCube(state.look_at.value().first, world::Voxel{UCHAR_MAX, options.tool.material}, options.tool.radius);
}
world.update(state.position / options.voxel_size, reports.world);
inputs.saveKeys();
reports.main.update.push((glfwGetTime() - partTime) * 1000);
}
{
rmt_ScopedCPUSample(UI, 0);
const auto actions = UI::draw(options, state, reports, aimTexture);
if (actions && UI::Actions::FPS) {
glfwSwapInterval(options.target_fps < MIN_FPS);
}
if (actions && UI::Actions::FullScreen) {
// MAYBE: real fullscreen
if(options.fullscreen) {
GLFWmonitor *monitor = glfwGetPrimaryMonitor();
const GLFWvidmode *mode = glfwGetVideoMode(monitor);
glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
} else {
glfwSetWindowMonitor(window, NULL, 0, 0, DEFAULT_WIDTH, DEFAULT_HEIGHT, GLFW_DONT_CARE);
}
}
if(actions && UI::Actions::ClearColor) {
renderer->FogColor = glm::vec3(options.renderer.clear_color.x, options.renderer.clear_color.y, options.renderer.clear_color.z);
glClearColor(options.renderer.clear_color.x, options.renderer.clear_color.y, options.renderer.clear_color.z, options.renderer.clear_color.w);
}
if(actions && UI::Actions::RendererSharders) {
renderer->reloadShaders(options.renderer.main);
}
if(actions && UI::Actions::RendererTextures) {
renderer->reloadTextures(options.renderer.textures, options.renderer.mipMapLOD);
}
if(actions && UI::Actions::World) {
world.setOptions(options.world);
}
if(actions && UI::Actions::Camera) {
camera.setOptions(options.camera);
}
if(actions && UI::Actions::ChangeContouring) {
state.contouring = NULL;
world.setContouring(contouring::load(options.contouring_idx, options.contouring_data));
state.contouring = world.getContouring();
}
renderer->SkyEnable = options.renderer.skybox;
}
{ // Rendering
rmt_ScopedCPUSample(Render, 0);
const double partTime = glfwGetTime();
auto pass = renderer->getPass();
pass.start();
std::vector<std::pair<glm::mat4, buffer::Abstract *const>> models;
std::optional<geometry::Frustum> frustum;
if(options.culling) {
frustum = {camera.getFrustum()};
}
world.getContouring()->getModels(models, frustum, options.voxel_size);
reports.main.models_count = 0;
reports.main.tris_count = 0;
rmt_ScopedOpenGLSample(Render);
for (auto [model, buffer] : models) {
reports.main.models_count++;
reports.main.tris_count += buffer->draw(pass.setup(model));
}
if(state.look_at.has_value()) {
lookProgram->useIt();
lookProgram->start(renderer);
const auto model = glm::scale(glm::translate(glm::scale(glm::mat4(1), glm::vec3(options.voxel_size)), glm::vec3(state.look_at.value().first) - glm::vec3(.5 + options.tool.radius)), glm::vec3(1 + options.tool.radius * 2));
lookBuffer.draw(lookProgram->setup(renderer, model));
}
renderer->postProcess();
UI::render();
reports.main.render.push((glfwGetTime() - partTime) * 1000);
}
{ // Swap buffers
rmt_ScopedCPUSample(Swap, 0);
rmt_ScopedOpenGLSample(Swap);
const double partTime = glfwGetTime();
glfwSwapBuffers(window);
glfwPollEvents();
reports.main.swap.push((glfwGetTime() - partTime) * 1000);
}
{ // Wait target fps
const double partTime = glfwGetTime();
if(options.target_fps >= MIN_FPS && options.target_fps <= MAX_FPS) {
while (glfwGetTime() < startTime + 1.0 / options.target_fps) {
std::this_thread::sleep_for(std::chrono::microseconds(100));
}
}
reports.main.wait.push((glfwGetTime() - partTime) * 1000);
}
reports.main.fps.push(1.0 / (glfwGetTime() - startTime));
} // Check if the ESC key was pressed or the window was closed
while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0);
UI::unload();
delete renderer;
rmt_UnbindOpenGL();
rmt_DestroyGlobalInstance(rmt);
// Close OpenGL window and terminate GLFW
glfwTerminate();
contouring::save(options.contouring_idx, state.contouring, options.contouring_data);
options.save();
return 0;
}