feat: wire game window, render loop, and fly-camera input
This commit is contained in:
110
Core/Game.cs
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110
Core/Game.cs
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@@ -0,0 +1,110 @@
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using OpenTK.Graphics.OpenGL4;
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using OpenTK.Mathematics;
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using OpenTK.Windowing.Common;
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using OpenTK.Windowing.Desktop;
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using OpenTK.Windowing.GraphicsLibraryFramework;
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using VoxelEngine.Rendering;
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using VoxelEngine.World;
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namespace VoxelEngine.Core;
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public sealed class Game : GameWindow
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{
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private const float MoveSpeed = 8f; // units per second
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private const float Sensitivity = 0.15f; // degrees per pixel
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private readonly BlockRegistry _registry = new();
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private Shader _shader = null!;
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private Texture _texture = null!;
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private ChunkRenderer _renderer = null!;
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private Camera _camera = null!;
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public Game(GameWindowSettings gameSettings, NativeWindowSettings nativeSettings)
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: base(gameSettings, nativeSettings) { }
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protected override void OnLoad()
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{
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base.OnLoad();
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GL.ClearColor(0.45f, 0.65f, 0.95f, 1.0f);
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GL.Enable(EnableCap.DepthTest);
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GL.Enable(EnableCap.CullFace);
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_shader = new Shader("Assets/shaders/chunk.vert", "Assets/shaders/chunk.frag");
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_texture = new Texture("Assets/textures/atlas.png");
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Chunk chunk = BuildChunk();
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float[] mesh = new ChunkMesher().Build(chunk, _registry);
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_renderer = new ChunkRenderer(mesh);
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_camera = new Camera(new Vector3(8f, 20f, 40f), ClientSize.X / (float)ClientSize.Y);
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CursorState = CursorState.Grabbed;
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}
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private Chunk BuildChunk()
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{
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var chunk = new Chunk();
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for (int x = 0; x < Chunk.Size; x++)
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for (int z = 0; z < Chunk.Size; z++)
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for (int y = 0; y < Chunk.Size; y++)
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{
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if (y == Chunk.Size - 1) chunk[x, y, z] = _registry.Grass.Id;
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else if (y >= Chunk.Size - 4) chunk[x, y, z] = _registry.Dirt.Id;
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else chunk[x, y, z] = _registry.Stone.Id;
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}
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return chunk;
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}
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protected override void OnUpdateFrame(FrameEventArgs args)
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{
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base.OnUpdateFrame(args);
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if (!IsFocused) return;
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KeyboardState keyboard = KeyboardState;
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if (keyboard.IsKeyDown(Keys.Escape)) { Close(); return; }
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float distance = MoveSpeed * (float)args.Time;
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if (keyboard.IsKeyDown(Keys.W)) _camera.Move(_camera.Front * distance);
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if (keyboard.IsKeyDown(Keys.S)) _camera.Move(-_camera.Front * distance);
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if (keyboard.IsKeyDown(Keys.A)) _camera.Move(-_camera.Right * distance);
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if (keyboard.IsKeyDown(Keys.D)) _camera.Move(_camera.Right * distance);
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if (keyboard.IsKeyDown(Keys.Space)) _camera.Move(Vector3.UnitY * distance);
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if (keyboard.IsKeyDown(Keys.LeftShift)) _camera.Move(-Vector3.UnitY * distance);
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Vector2 delta = MouseState.Delta;
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_camera.AddRotation(delta.X * Sensitivity, -delta.Y * Sensitivity);
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}
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protected override void OnRenderFrame(FrameEventArgs args)
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{
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base.OnRenderFrame(args);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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_shader.Use();
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_shader.SetMatrix4("model", Matrix4.Identity);
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_shader.SetMatrix4("view", _camera.GetViewMatrix());
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_shader.SetMatrix4("projection", _camera.GetProjectionMatrix());
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_shader.SetInt("atlas", 0);
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_texture.Use(TextureUnit.Texture0);
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_renderer.Draw();
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SwapBuffers();
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}
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protected override void OnResize(ResizeEventArgs e)
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{
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base.OnResize(e);
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GL.Viewport(0, 0, e.Width, e.Height);
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if (_camera is not null) _camera.AspectRatio = e.Width / (float)e.Height;
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}
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protected override void OnUnload()
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{
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_renderer.Dispose();
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_texture.Dispose();
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_shader.Dispose();
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base.OnUnload();
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}
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}
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23
Program.cs
23
Program.cs
@@ -1,11 +1,16 @@
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using OpenTK;
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using OpenTK.Mathematics;
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using OpenTK.Windowing.Common;
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using OpenTK.Windowing.Desktop;
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using VoxelEngine.Core;
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namespace VoxelEngine;
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class Program
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var nativeSettings = new NativeWindowSettings
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{
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static void Main(string[] args)
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{
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Console.WriteLine("Hello, World!");
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}
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}
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ClientSize = new Vector2i(1280, 720),
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Title = "VoxelEngine",
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APIVersion = new Version(3, 3),
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Profile = ContextProfile.Core,
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Flags = ContextFlags.ForwardCompatible
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};
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using var game = new Game(GameWindowSettings.Default, nativeSettings);
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game.Run();
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