using OpenTK.Graphics.OpenGL4; using OpenTK.Mathematics; using OpenTK.Windowing.Common; using OpenTK.Windowing.Desktop; using OpenTK.Windowing.GraphicsLibraryFramework; using VoxelEngine.Rendering; using VoxelEngine.World; namespace VoxelEngine.Core; public sealed class Game : GameWindow { private const float MoveSpeed = 8f; // units per second private const float Sensitivity = 0.15f; // degrees per pixel private readonly BlockRegistry _registry = new(); private Shader _shader = null!; private Texture _texture = null!; private ChunkRenderer _renderer = null!; private Camera _camera = null!; public Game(GameWindowSettings gameSettings, NativeWindowSettings nativeSettings) : base(gameSettings, nativeSettings) { } protected override void OnLoad() { base.OnLoad(); GL.ClearColor(0.45f, 0.65f, 0.95f, 1.0f); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); this._shader = new Shader("Assets/shaders/chunk.vert", "Assets/shaders/chunk.frag"); this._texture = new Texture("Assets/textures/atlas.png"); Chunk chunk = this.BuildChunk(); float[] mesh = new ChunkMesher().Build(chunk, this._registry); this._renderer = new ChunkRenderer(mesh); this._camera = new Camera(new Vector3(8f, 20f, 40f), this.ClientSize.X / (float)this.ClientSize.Y); this.CursorState = CursorState.Grabbed; } private Chunk BuildChunk() { Chunk chunk = new(); for (int x = 0; x < Chunk.Size; x++) for (int z = 0; z < Chunk.Size; z++) for (int y = 0; y < Chunk.Size; y++) { chunk[x, y, z] = y switch { Chunk.Size - 1 => this._registry.Grass.Id, >= Chunk.Size - 4 => this._registry.Dirt.Id, _ => this._registry.Stone.Id }; } return chunk; } protected override void OnUpdateFrame(FrameEventArgs args) { base.OnUpdateFrame(args); if (!this.IsFocused) return; if (this.KeyboardState.IsKeyDown(Keys.Escape)) { this.Close(); return; } float distance = Game.MoveSpeed * (float)args.Time; if (this.KeyboardState.IsKeyDown(Keys.W)) this._camera.Move(this._camera.Front * distance); if (this.KeyboardState.IsKeyDown(Keys.S)) this._camera.Move(-this._camera.Front * distance); if (this.KeyboardState.IsKeyDown(Keys.A)) this._camera.Move(-this._camera.Right * distance); if (this.KeyboardState.IsKeyDown(Keys.D)) this._camera.Move(this._camera.Right * distance); if (this.KeyboardState.IsKeyDown(Keys.Space)) this._camera.Move(Vector3.UnitY * distance); if (this.KeyboardState.IsKeyDown(Keys.LeftShift)) this._camera.Move(-Vector3.UnitY * distance); Vector2 delta = this.MouseState.Delta; this._camera.AddRotation(delta.X * Game.Sensitivity, -delta.Y * Game.Sensitivity); } protected override void OnRenderFrame(FrameEventArgs args) { base.OnRenderFrame(args); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); this._shader.Use(); this._shader.SetMatrix4("model", Matrix4.Identity); this._shader.SetMatrix4("view", this._camera.GetViewMatrix()); this._shader.SetMatrix4("projection", this._camera.GetProjectionMatrix()); this._shader.SetInt("atlas", 0); this._texture.Use(TextureUnit.Texture0); this._renderer.Draw(); this.SwapBuffers(); } protected override void OnResize(ResizeEventArgs e) { base.OnResize(e); GL.Viewport(0, 0, e.Width, e.Height); // OnResize can fire before OnLoad (where _camera is created), so guard against it. if (this._camera is not null) this._camera.AspectRatio = e.Width / (float)e.Height; } protected override void OnUnload() { this._renderer.Dispose(); this._texture.Dispose(); this._shader.Dispose(); base.OnUnload(); } }