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#include "Game.hpp"
#include <GLFW/glfw3.h>
#include "Time.hpp"
#include "Common/Sizes.hpp"
#include "Entities/Player.hpp"
#include "GFX/Camera.hpp"
#include "GFX/Window.hpp"
#include "World/Clouds.hpp"
#include "World/World.hpp"
namespace MC {
void Game::run() const {
World::World world{};
GFX::Camera camera{};
World::Clouds clouds{};
Entities::Player player{{0, World::Chunk::Height / 2.0, 0}};
Time time;
while (!m_window.should_close()) {
m_window.poll_events();
#ifdef __APPLE__
// Needs to happen on the main thread
fix_macos_render();
#endif
time.start_frame();
if (m_window.key(GLFW_KEY_ESCAPE, GLFW_PRESS)) {
m_window.close();
}
player.update(time, m_window, camera, world);
clouds.update(time);
GFX::Actions actions;
for (auto chunk : world.get_visible_chunks(time, camera.position())) {
auto position = chunk->chunk.value().position();
actions.add({
.program = GFX::Resources::Program::Terrain,
.mesh = &chunk->land_mesh.value(),
.transform = Transform(position),
});
actions.add({
.program = GFX::Resources::Program::Terrain,
.mesh = &chunk->water_mesh.value(),
.transform = Transform(position - Vec3{0, 0.2, 0}),
.alpha = 0.4,
});
}
player.render(actions);
clouds.render(actions, player.position());
m_render_control->send_render_data({actions, camera});
m_render_control->wait_for_render_finish();
time.end_frame();
}
}
void Game::fix_macos_render() const {
static Bool moved = false;
if(!moved) {
I32 x, y;
glfwGetWindowPos(m_window.get(), &x, &y);
glfwSetWindowPos(m_window.get(), ++x, y);
moved = true;
}
}
}
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