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.Blocks; using VoxelEngine.World.Chunk; using VoxelEngine.World.WorldGen; 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 const int Seed = 1337; private const bool UseSeed = false; private readonly BlockRegistry _registry = new(); private Shader _shader = null!; private Texture _texture = null!; private readonly Dictionary _renderer = new(); private Camera _camera = null!; private WorldGenerator _generator = null!; private World.World _world; 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/VoxelShadeAtlas.png"); this._world = new World.World(this._registry); int seed = Game.UseSeed ? Game.Seed : new Random().Next(); this._generator = new WorldGenerator(seed, this._registry); for (int cx = -4; cx < 4; cx++) for (int cz = -4; cz < 4; cz++) for (int cy = 0; cy < WorldConstants.WorldHeightChunks; cy++) { Vector3i pos = new(cx, cy, cz); this._world.SetChunk(pos, this._generator.Generate(pos)); } ChunkMesher mesher = new(this._texture.Width, this._texture.Height); foreach ((Vector3i pos, Chunk chunk) in this._world) { Vector3i origin = pos * Chunk.Size; float[] mesh = mesher.Build( chunk, this._registry, (nx, ny, nz) => this._world.GetBlock( origin.X + nx, origin.Y + ny, origin.Z + nz).IsOpaque ); this._renderer[pos] = new ChunkRenderer(mesh); } this._camera = new Camera( new Vector3(8f, WorldConstants.SeaLevel + 30f, 40f), this.ClientSize.X / (float)this.ClientSize.Y); this.CursorState = CursorState.Grabbed; } protected override void OnUpdateFrame(FrameEventArgs args) { base.OnUpdateFrame(args); if (!this.IsFocused) return; if (this.KeyboardState.IsKeyDown(Keys.Escape)) { this.Close(); return; } float speedMulti = 1f; if (this.KeyboardState.IsKeyDown(Keys.LeftShift)) speedMulti = 1.8f ; float distance = Game.MoveSpeed * speedMulti * (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.LeftControl)) 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("view", this._camera.GetViewMatrix()); this._shader.SetMatrix4("projection", this._camera.GetProjectionMatrix()); this._shader.SetInt("atlas", 0); this._texture.Use(); foreach ((Vector3i pos, ChunkRenderer renderer) in this._renderer) { this._shader.SetMatrix4("model", Matrix4.CreateTranslation( pos.X * Chunk.Size, pos.Y * Chunk.Size, pos.Z * Chunk.Size )); 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() { foreach (ChunkRenderer rendererValue in this._renderer.Values) { rendererValue.Dispose(); } this._texture.Dispose(); this._shader.Dispose(); base.OnUnload(); } }