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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-06-17 16:23:53 +0200 |
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committer | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-06-17 16:23:53 +0200 |
commit | 789f70b6f1a9067843dfc1ff73d86b645efe1da9 (patch) | |
tree | f3db085f2ac1ec5fd6ad0869a63e77a7f0fb1a17 /src/core | |
parent | 2017-06-14 (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/core/Core.cpp | 144 | ||||
-rw-r--r-- | src/core/Core.hpp | 5 |
2 files changed, 65 insertions, 84 deletions
diff --git a/src/core/Core.cpp b/src/core/Core.cpp index 9ad36ba..bb5bc12 100644 --- a/src/core/Core.cpp +++ b/src/core/Core.cpp @@ -140,8 +140,8 @@ Core::Core() { glCheckError(); InitGlew(); glCheckError(); - client = new NetworkClient("127.0.0.1", 25565, "HelloOne"); - gameState = new GameState(client); + client = new NetworkClient("127.0.0.1", 25565, "HelloOne", isRunning); + gameState = new GameState(client, isRunning); std::thread loop = std::thread(&Core::UpdateGameState, this); std::swap(loop, gameStateLoopThread); assetManager = new AssetManager; @@ -177,9 +177,14 @@ void Core::Exec() { } std::ostringstream toWindow; - glm::highp_vec3 camPos(camera.Position); + auto camPos = gameState->Position(); + auto velPos = glm::vec3(gameState->g_PlayerVelocityX, gameState->g_PlayerVelocityY, + gameState->g_PlayerVelocityZ); toWindow << std::setprecision(2) << std::fixed; - toWindow << "Pos: " << camPos.x << ", " << camPos.y << ", " << camPos.z << "; "; + toWindow << "Pos: " << camPos.x << ", " << camPos.y - 1.12 << ", " << camPos.z << "; "; + toWindow << "Health: " << gameState->g_PlayerHealth<<"; "; + //toWindow << "OG: " << gameState->g_OnGround << "; "; + toWindow << "Vel: " << velPos.x << ", " << velPos.y << ", " << velPos.z << "; "; toWindow << "FPS: " << (1.0f / deltaTime) << " "; toWindow << " (" << deltaTime * 1000 << "ms) "; window->setTitle(toWindow.str()); @@ -227,7 +232,7 @@ void Core::InitSfml(unsigned int WinWidth, unsigned int WinHeight, std::string W contextSetting.depthBits = 24; window = new sf::Window(sf::VideoMode(WinWidth, WinHeight), WinTitle, sf::Style::Default, contextSetting); glCheckError(); - //window->setVerticalSyncEnabled(true); + window->setVerticalSyncEnabled(true); //window->setPosition(sf::Vector2i(sf::VideoMode::getDesktopMode().width / 2, sf::VideoMode::getDesktopMode().height / 2)); window->setPosition(sf::Vector2i(sf::VideoMode::getDesktopMode().width / 2 - window->getSize().x / 2, sf::VideoMode::getDesktopMode().height / 2 - window->getSize().y / 2)); @@ -283,52 +288,47 @@ void Core::HandleEvents() { case sf::Keyboard::T: SetMouseCapture(!isMouseCaptured); break; - case sf::Keyboard::Z: - camera.MovementSpeed /= 2; - break; - case sf::Keyboard::X: - camera.MovementSpeed *= 2; - break; case sf::Keyboard::M: std::sort(toRender.begin(), toRender.end(), [this](const Vector &lhs, const Vector &rhs) { - return glm::length((glm::vec3) lhs - camera.Position) < - glm::length((glm::vec3) rhs - camera.Position); + return glm::length((glm::vec3) lhs - gameState->Position()) < + glm::length((glm::vec3) rhs - gameState->Position()); }); LOG(WARNING) << "Render list is optimized"; break; - case sf::Keyboard::K: - ChunkDistance++; - LOG(INFO)<<"Increased render distance: "<<ChunkDistance; - break; case sf::Keyboard::L: - ChunkDistance--; - LOG(INFO)<<"Decreased render distance: "<<ChunkDistance; + ChunkDistance++; + LOG(INFO) << "Increased render distance: " << ChunkDistance; break; - case sf::Keyboard::O: - UpdateChunksToRender(); - LOG(INFO)<<"Render list is updated"; + case sf::Keyboard::K: + if (ChunkDistance > 1) { + ChunkDistance--; + LOG(INFO) << "Decreased render distance: " << ChunkDistance; + } break; default: break; } - case sf::Event::MouseWheelScrolled: - if (!window->hasFocus()) - break; - camera.ProcessMouseScroll(event.mouseWheelScroll.delta); - break; + /*case sf::Event::MouseWheelScrolled: + if (!window->hasFocus()) + break; + camera.ProcessMouseScroll(event.mouseWheelScroll.delta); + break;*/ default: break; } } if (window->hasFocus()) { if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) - camera.ProcessKeyboard(Camera_Movement::FORWARD, deltaTime); + gameState->HandleMovement(GameState::FORWARD, deltaTime); if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) - camera.ProcessKeyboard(Camera_Movement::BACKWARD, deltaTime); + gameState->HandleMovement(GameState::BACKWARD, deltaTime); if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) - camera.ProcessKeyboard(Camera_Movement::LEFT, deltaTime); + gameState->HandleMovement(GameState::LEFT, deltaTime); if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) - camera.ProcessKeyboard(Camera_Movement::RIGHT, deltaTime); + gameState->HandleMovement(GameState::RIGHT, deltaTime); + if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) + gameState->HandleMovement(GameState::JUMP, deltaTime); + UpdateChunksToRender(); } } @@ -337,7 +337,9 @@ void Core::HandleMouseCapture() { sf::Vector2i center = sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2); sf::Mouse::setPosition(center, *window); mouseXDelta = (mousePos - center).x, mouseYDelta = (center - mousePos).y; - camera.ProcessMouseMovement(mouseXDelta, mouseYDelta); + const float Sensetivity = 0.7f; + gameState->HandleRotation(mouseXDelta * Sensetivity, mouseYDelta * Sensetivity); + //camera.ProcessMouseMovement(mouseXDelta, mouseYDelta); } void Core::RenderGui(Gui &Target) { @@ -354,8 +356,8 @@ void Core::RenderWorld() { GLint blockLoc = glGetUniformLocation(shader->Program, "Block"); GLint stateLoc = glGetUniformLocation(shader->Program, "State"); GLint timeLoc = glGetUniformLocation(shader->Program, "time"); - glm::mat4 projection = glm::perspective(camera.Zoom, (float) width() / (float) height(), 0.1f, 10000000.0f); - glm::mat4 view = camera.GetViewMatrix(); + glm::mat4 projection = glm::perspective(45.0f, (float) width() / (float) height(), 0.1f, 10000000.0f); + glm::mat4 view = gameState->GetViewMatrix(); glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection)); glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniform1f(timeLoc, absTime); @@ -365,7 +367,7 @@ void Core::RenderWorld() { glBindVertexArray(VAO); for (auto §ionPos : toRender) { - Section §ion = gameState->world.m_sections.find(sectionPos)->second; + Section §ion = gameState->world.sections.find(sectionPos)->second; std::vector<Vector> sectionCorners = { Vector(0, 0, 0), @@ -389,10 +391,9 @@ void Core::RenderWorld() { break; } } - if (isBreak && glm::length( - camera.Position - glm::vec3(sectionPos.GetX() * 16, sectionPos.GetY() * 16, sectionPos.GetZ() * 16)) > + if (isBreak && glm::length(gameState->Position() - + glm::vec3(sectionPos.GetX() * 16, sectionPos.GetY() * 16, sectionPos.GetZ() * 16)) > 30) { - //zLOG(ERROR)<<"CULL"; continue; } @@ -502,32 +503,6 @@ void Core::PrepareToWorldRendering() { TextureCoordinates tc = assetManager->GetTextureByBlock(BlockTextureId(id, state, side)); textureCoordinates.push_back(glm::vec4(tc.x, tc.y, tc.w, tc.h)); indexes.push_back(index); - /*LOG(ERROR) << "Encoded texture (" << id << " " << state << " " << side << ") as " << index << " (" - << std::bitset<19>(index) << ")" << " = " << tc.x << "," << tc.y << "," << tc.w << "," - << tc.h;*/ - /*LOG(FATAL)<<std::bitset<18>(index); - side = 0x7; - id = 0xFFF; - state = 0xF; - LOG(WARNING) << "side: " << side << " id: " << id << " state: " << state; - int i, si, st, index = 0; - si = side << 15; - i = id<<3; - st = state; - index = i | si | st; - LOG(FATAL) << std::bitset<18>(index) << " (" << index << "): " << std::bitset<18>(si) << " " - << std::bitset<18>(i) << " " << std::bitset<18>(st);*/ - /*if (rand() == 73) //Almost impossible(Almost==1/32768) - { - int index = 393233; - LOG(WARNING) << std::bitset<20>(index) << "(" << index << ")"; - int side = (index & 0xE0000) >> 16; - int id = (index & 0xFF0) >> 4; - int state = index & 0xF; - LOG(WARNING) << std::bitset<20>(side) << " " << std::bitset<20>(id) << " " - << std::bitset<20>(state); - LOG(FATAL) << side << " " << id << " " << state; - }*/ side++; } while (side < 6); } @@ -585,10 +560,17 @@ void Core::PrepareToWorldRendering() { } void Core::UpdateChunksToRender() { - camera.Position = glm::vec3(gameState->g_PlayerX, gameState->g_PlayerY, gameState->g_PlayerZ); - toRender.clear(); Vector playerChunk = Vector(floor(gameState->g_PlayerX / 16.0f), 0, floor(gameState->g_PlayerZ / 16.0f)); - for (auto &it:gameState->world.m_sections) { + static Vector previousPlayerChunk = playerChunk; + static bool firstTime = true; + static int previousRenderDistance = ChunkDistance; + if (previousPlayerChunk == playerChunk && !firstTime && ChunkDistance == previousRenderDistance) { + return; + } + previousPlayerChunk = playerChunk; + previousRenderDistance = ChunkDistance; + toRender.clear(); + for (auto &it:gameState->world.sections) { Vector chunkPosition = it.first; chunkPosition.SetY(0); Vector delta = chunkPosition - playerChunk; @@ -596,9 +578,10 @@ void Core::UpdateChunksToRender() { continue; toRender.push_back(it.first); } - LOG(INFO) << "Chunks to render: " << toRender.size(); + if (firstTime) + LOG(INFO) << "Chunks to render: " << toRender.size(); for (auto &it:toRender) { - Section §ion = gameState->world.m_sections.find(it)->second; + Section §ion = gameState->world.sections.find(it)->second; std::vector<glm::mat4> models; std::vector<glm::vec2> blocks; for (int y = 0; y < 16; y++) { @@ -635,26 +618,31 @@ void Core::UpdateChunksToRender() { toRenderModels[it] = models; } std::sort(toRender.begin(), toRender.end(), [this](const Vector &lhs, const Vector &rhs) { - return glm::length((glm::vec3) lhs - camera.Position) < glm::length((glm::vec3) rhs - camera.Position); + return glm::length((glm::vec3) lhs - gameState->Position()) < + glm::length((glm::vec3) rhs - gameState->Position()); }); - LOG(INFO) << "Chunks is prepared to rendering..."; + if (firstTime) + LOG(INFO) << "Chunks is prepared to rendering..."; + firstTime = false; } void Core::UpdateGameState() { el::Helpers::setThreadName("Game"); LOG(INFO) << "GameState thread is started"; + sf::Clock delta; while (isRunning) { - gameState->Update(); - if (toRender.size() > 0) - break; + float deltaTime = delta.getElapsedTime().asSeconds(); + delta.restart(); + gameState->Update(deltaTime); + } LOG(INFO) << "GameState thread is stopped"; } void Core::DrawLine(glm::vec3 from, glm::vec3 to, glm::vec3 color) { shader2->Use(); - glm::mat4 projection = glm::perspective(camera.Zoom, (float) width() / (float) height(), 0.1f, 10000000.0f); - glm::mat4 view = camera.GetViewMatrix(); + glm::mat4 projection = glm::perspective(45.0f, (float) width() / (float) height(), 0.1f, 10000000.0f); + glm::mat4 view = gameState->GetViewMatrix(); glUniformMatrix4fv(glGetUniformLocation(shader2->Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); glUniformMatrix4fv(glGetUniformLocation(shader2->Program, "view"), 1, GL_FALSE, glm::value_ptr(view)); @@ -686,7 +674,3 @@ void Core::DrawLine(glm::vec3 from, glm::vec3 to, glm::vec3 color) { glEnable(GL_DEPTH_TEST); } -void Core::UpdateOptimizedRender() { - - LOG(INFO) << "Render list is optimized"; -} diff --git a/src/core/Core.hpp b/src/core/Core.hpp index 97a51fd..cc355db 100644 --- a/src/core/Core.hpp +++ b/src/core/Core.hpp @@ -61,16 +61,13 @@ class Core { std::thread gameStateLoopThread; - Camera3D camera; Shader *shader,*shader2; //Cube verticies, Cube VAO, Cube UVs, TextureIndexes UBO, TextureData UBO, TextureData2 UBO, Blocks VBO, Models VBO, Line VAO, Lines VBO GLuint VBO, VAO, VBO2, UBO, UBO2, VBO3, VBO4, VAO2, VBO5; std::vector<Vector> toRender; std::vector<Vector> optimizedRender; - void UpdateOptimizedRender(); - - int ChunkDistance = 4; + int ChunkDistance = 2; std::map<Vector, std::vector<glm::mat4>> toRenderModels; std::map<Vector, std::vector<glm::vec2>> toRenderBlocks; 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