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-rw-r--r--src/Game.cpp352
-rw-r--r--src/Game.hpp36
-rw-r--r--src/Render.cpp59
-rw-r--r--src/RendererEntity.cpp1
-rw-r--r--src/RendererWorld.cpp54
-rw-r--r--src/RendererWorld.hpp9
-rw-r--r--src/main.cpp2
7 files changed, 231 insertions, 282 deletions
diff --git a/src/Game.cpp b/src/Game.cpp
index 46785b1..927cdc2 100644
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -1,238 +1,200 @@
#include "Game.hpp"
-#include "NetworkClient.hpp"
-#include "GameState.hpp"
+#include <memory>
+
#include "Render.hpp"
-#include "DebugInfo.hpp"
-#include "Event.hpp"
+#include "GameState.hpp"
+#include "NetworkClient.hpp"
-//Global game variables
+bool isRunning = true;
+bool isMoving[5] = { 0,0,0,0,0 };
+State state;
std::unique_ptr<NetworkClient> nc;
std::unique_ptr<GameState> gs;
-std::shared_ptr<GameState> gsReadOnly;
std::unique_ptr<Render> render;
-bool isRunning;
-bool isPhysRunning;
EventListener listener;
-bool isMoving[5] = { 0,0,0,0,0 };
-std::thread threadPhys;
-State state;
-std::mutex gsCopyMutex;
-
-void PhysExec();
void InitEvents() {
- /*
- * Network Events
- */
+ /*
+ * Network Events
+ */
- listener.RegisterHandler("Exit", [](const Event&) {
- isRunning = false;
- });
-
- listener.RegisterHandler("ConnectToServer", [](const Event& eventData) {
+ listener.RegisterHandler("ConnectToServer", [](const Event & eventData) {
auto data = eventData.get <std::tuple<std::string, unsigned short, std::string>>(); //address,port,username
- if (std::get<0>(data) == "" || std::get<1>(data) == 0)
- LOG(FATAL) << "NOT VALID CONNECT-TO-SERVER EVENT";
- if (nc != nullptr) {
- LOG(ERROR) << "Already connected";
- return;
- }
+ if (std::get<0>(data) == "" || std::get<1>(data) == 0)
+ LOG(FATAL) << "NOT VALID CONNECT-TO-SERVER EVENT";
+ if (nc != nullptr) {
+ LOG(ERROR) << "Already connected";
+ return;
+ }
LOG(INFO) << "Connecting to server at address " + std::get<0>(data) + ":" + std::to_string(std::get<1>(data)) + " as " + std::get<2>(data);
PUSH_EVENT("Connecting",0);
- gs = std::make_unique<GameState>();
- isPhysRunning = true;
- threadPhys = std::thread(&PhysExec);
- try {
- nc = std::make_unique<NetworkClient>(std::get<0>(data),
- std::get<1>(data),
- std::get<2>(data));
- } catch (std::exception &e) {
- LOG(WARNING) << "Connection failed";
+ gs = std::make_unique<GameState>();
+ try {
+ nc = std::make_unique<NetworkClient>(std::get<0>(data),
+ std::get<1>(data),
+ std::get<2>(data));
+ } catch (std::exception &e) {
+ LOG(WARNING) << "Connection failed";
PUSH_EVENT("ConnectionFailed", std::string(e.what()));
- isPhysRunning = false;
- threadPhys.join();
- gs.reset();
- return;
- }
- LOG(INFO) << "Connected to server";
+ gs.reset();
+ return;
+ }
+ LOG(INFO) << "Connected to server";
PUSH_EVENT("ConnectionSuccessfull", 0);
- });
+ });
- listener.RegisterHandler("Disconnect", [](const Event& eventData) {
+ listener.RegisterHandler("Disconnect", [](const Event& eventData) {
auto data = eventData.get<std::string>();
PUSH_EVENT("Disconnected", data);
- LOG(INFO) << "Disconnected: " << data;
- nc.reset();
- });
+ LOG(INFO) << "Disconnected: " << data;
+ nc.reset();
+ });
- listener.RegisterHandler("NetworkClientException", [](const Event& eventData) {
+ listener.RegisterHandler("NetworkClientException", [](const Event& eventData) {
auto data = eventData.get < std::string>();
PUSH_EVENT("Disconnect", data);
- });
+ });
- /*
- * GameState Events
- */
+ /*
+ * GameState Events
+ */
- listener.RegisterHandler("Exit", [](const Event&) {
- isRunning = false;
- });
+ listener.RegisterHandler("Exit", [](const Event&) {
+ isRunning = false;
+ });
- listener.RegisterHandler("Disconnected", [](const Event&) {
- if (!gs)
- return;
- isPhysRunning = false;
- threadPhys.join();
- gs.reset();
- });
+ listener.RegisterHandler("Disconnected", [](const Event&) {
+ if (!gs)
+ return;
+ gs.reset();
+ });
- listener.RegisterHandler("SendChatMessage", [](const Event& eventData) {
+ listener.RegisterHandler("SendChatMessage", [](const Event& eventData) {
auto message = eventData.get<std::string>();
- auto packet = std::static_pointer_cast<Packet>(std::make_shared<PacketChatMessageSB>(message));
- PUSH_EVENT("SendPacket",packet);
- });
+ auto packet = std::static_pointer_cast<Packet>(std::make_shared<PacketChatMessageSB>(message));
+ PUSH_EVENT("SendPacket",packet);
+ });
+
+ /*
+ * Phys Events
+ */
+
+ listener.RegisterHandler("KeyPressed", [](const Event& eventData) {
+ if (!gs)
+ return;
+ switch (eventData.get<SDL_Scancode>()) {
+ case SDL_SCANCODE_W:
+ isMoving[GameState::FORWARD] = true;
+ break;
+ case SDL_SCANCODE_A:
+ isMoving[GameState::LEFT] = true;
+ break;
+ case SDL_SCANCODE_S:
+ isMoving[GameState::BACKWARD] = true;
+ break;
+ case SDL_SCANCODE_D:
+ isMoving[GameState::RIGHT] = true;
+ break;
+ case SDL_SCANCODE_SPACE:
+ isMoving[GameState::JUMP] = true;
+ break;
+ default:
+ break;
+ }
+ });
+
+ listener.RegisterHandler("KeyReleased", [](const Event& eventData) {
+ if (!gs)
+ return;
+ switch (eventData.get<SDL_Scancode>()) {
+ case SDL_SCANCODE_W:
+ isMoving[GameState::FORWARD] = false;
+ break;
+ case SDL_SCANCODE_A:
+ isMoving[GameState::LEFT] = false;
+ break;
+ case SDL_SCANCODE_S:
+ isMoving[GameState::BACKWARD] = false;
+ break;
+ case SDL_SCANCODE_D:
+ isMoving[GameState::RIGHT] = false;
+ break;
+ case SDL_SCANCODE_SPACE:
+ isMoving[GameState::JUMP] = false;
+ break;
+ default:
+ break;
+ }
+ });
+
+ listener.RegisterHandler("MouseMove", [](const Event& eventData) {
+ if (!gs)
+ return;
+ auto data = eventData.get<std::tuple<double,double>>();
+ gs->HandleRotation(std::get<0>(data),std::get<1>(data));
+ });
+
+ listener.RegisterHandler("ReceivedPacket", [](const Event& eventData) {
+ std::shared_ptr<Packet> packet = eventData.get<std::shared_ptr<Packet>>();
+ gs->UpdatePacket(packet);
+ });
+
+ listener.RegisterHandler("LmbPressed",[](const Event& eventData) {
+ gs->StartDigging();
+ });
+
+ listener.RegisterHandler("LmbReleased",[](const Event& eventData) {
+ gs->CancelDigging();
+ });
+
+ listener.RegisterHandler("RmbPressed", [](const Event& eventData) {
+ gs->PlaceBlock();
+ });
+
+ listener.RegisterHandler("SelectedBlockChanged", [](const Event& eventData) {
+ //TODO:
+ //gs->CancelDigging();
+ });
}
-void PhysExec() {
- EventListener listener;
-
- listener.RegisterHandler("KeyPressed", [](const Event& eventData) {
- if (!gs)
- return;
- switch (eventData.get<SDL_Scancode>()) {
- case SDL_SCANCODE_W:
- isMoving[GameState::FORWARD] = true;
- break;
- case SDL_SCANCODE_A:
- isMoving[GameState::LEFT] = true;
- break;
- case SDL_SCANCODE_S:
- isMoving[GameState::BACKWARD] = true;
- break;
- case SDL_SCANCODE_D:
- isMoving[GameState::RIGHT] = true;
- break;
- case SDL_SCANCODE_SPACE:
- isMoving[GameState::JUMP] = true;
- break;
- default:
- break;
- }
- });
-
- listener.RegisterHandler("KeyReleased", [](const Event& eventData) {
- if (!gs)
- return;
- switch (eventData.get<SDL_Scancode>()) {
- case SDL_SCANCODE_W:
- isMoving[GameState::FORWARD] = false;
- break;
- case SDL_SCANCODE_A:
- isMoving[GameState::LEFT] = false;
- break;
- case SDL_SCANCODE_S:
- isMoving[GameState::BACKWARD] = false;
- break;
- case SDL_SCANCODE_D:
- isMoving[GameState::RIGHT] = false;
- break;
- case SDL_SCANCODE_SPACE:
- isMoving[GameState::JUMP] = false;
- break;
- default:
- break;
- }
- });
-
- listener.RegisterHandler("MouseMove", [](const Event& eventData) {
- if (!gs)
- return;
- auto data = eventData.get<std::tuple<double,double>>();
- gs->HandleRotation(std::get<0>(data),std::get<1>(data));
- });
-
- listener.RegisterHandler("ReceivedPacket", [](const Event& eventData) {
- std::shared_ptr<Packet> packet = eventData.get<std::shared_ptr<Packet>>();
- gs->UpdatePacket(packet);
- });
-
- listener.RegisterHandler("LmbPressed",[](const Event& eventData) {
- gs->StartDigging();
- });
-
- listener.RegisterHandler("LmbReleased",[](const Event& eventData) {
- gs->CancelDigging();
- });
-
- listener.RegisterHandler("RmbPressed", [](const Event& eventData) {
- gs->PlaceBlock();
- });
-
- listener.RegisterHandler("SelectedBlockChanged", [](const Event& eventData) {
- //TODO:
- //gs->CancelDigging();
- });
-
- LoopExecutionTimeController timer(std::chrono::milliseconds(8));
-
- while (isPhysRunning) {
- DebugInfo::gameThreadTime = timer.GetRealDeltaS() * 1000'00.0f;
-
- if (state == State::Playing) {
- if (isMoving[GameState::FORWARD])
- gs->HandleMovement(GameState::FORWARD, timer.GetRealDeltaS());
- if (isMoving[GameState::BACKWARD])
- gs->HandleMovement(GameState::BACKWARD, timer.GetRealDeltaS());
- if (isMoving[GameState::LEFT])
- gs->HandleMovement(GameState::LEFT, timer.GetRealDeltaS());
- if (isMoving[GameState::RIGHT])
- gs->HandleMovement(GameState::RIGHT, timer.GetRealDeltaS());
- if (isMoving[GameState::JUMP])
- gs->HandleMovement(GameState::JUMP, timer.GetRealDeltaS());
- }
-
- gs->Update(timer.GetRealDeltaS());
+void RunGame() {
+ InitEvents();
- listener.HandleAllEvents();
+ render = std::make_unique<Render>(900, 480, "AltCraft");
+
+ SetState(State::MainMenu);
+ LoopExecutionTimeController time(std::chrono::milliseconds(16));
- gsCopyMutex.lock();
- gsReadOnly = std::make_shared<GameState>(*gs.get());
- gsCopyMutex.unlock();
+ while (isRunning) {
+ listener.HandleAllEvents();
+ if (gs)
+ gs->Update(time.GetDeltaS());
+ render->Update();
+ time.Update();
+ }
- timer.Update();
- }
+ render.reset();
}
-void GlobalState::Exec() {
- render = std::make_unique<Render>(900, 480, "AltCraft");
- isRunning = true;
- InitEvents();
- GlobalState::SetState(State::MainMenu);
- while (isRunning) {
- render->Update();
- listener.HandleAllEvents();
- }
- PUSH_EVENT("Exit", 0);
- isRunning = false;
- render.reset();
+State GetState() {
+ return state;
}
-std::shared_ptr<GameState> GlobalState::GetGameState() {
- std::lock_guard<std::mutex> guard(gsCopyMutex);
- return gsReadOnly;
+void SetState(State newState) {
+ if (newState != state)
+ PUSH_EVENT("StateUpdated", 0);
+ state = newState;
}
-Render *GlobalState::GetRender() {
- return render.get();
+GameState *GetGameState() {
+ return gs.get();
}
-State GlobalState::GetState() {
- return state;
+Render *GetRender() {
+ return render.get();
}
-void GlobalState::SetState(const State &newState) {
- if (newState != state)
- PUSH_EVENT("StateUpdated", 0);
- state = newState;
+NetworkClient *GetNetworkClient() {
+ return nc.get();
}
diff --git a/src/Game.hpp b/src/Game.hpp
index bc7224f..633585f 100644
--- a/src/Game.hpp
+++ b/src/Game.hpp
@@ -1,25 +1,27 @@
#pragma once
-#include <memory>
-
-class NetworkClient;
class GameState;
class Render;
+class NetworkClient;
enum class State {
- InitialLoading,
- MainMenu,
- Loading,
- Playing,
- Paused,
- Inventory,
- Chat,
+ InitialLoading,
+ MainMenu,
+ Loading,
+ Playing,
+ Paused,
+ Inventory,
+ Chat,
};
-struct GlobalState {
- static std::shared_ptr<GameState> GetGameState();
- static Render *GetRender();
- static void Exec();
- static State GetState();
- static void SetState(const State &newState);
-}; \ No newline at end of file
+void RunGame();
+
+State GetState();
+
+void SetState(State newState);
+
+GameState* GetGameState();
+
+Render* GetRender();
+
+NetworkClient* GetNetworkClient(); \ No newline at end of file
diff --git a/src/Render.cpp b/src/Render.cpp
index a20ce21..2e69369 100644
--- a/src/Render.cpp
+++ b/src/Render.cpp
@@ -8,13 +8,13 @@
#include "AssetManager.hpp"
#include "Event.hpp"
#include "DebugInfo.hpp"
-#include "Game.hpp"
#include "World.hpp"
#include "GameState.hpp"
#include "RendererWorld.hpp"
#include "Settings.hpp"
#include "Framebuffer.hpp"
#include "Plugin.hpp"
+#include "Game.hpp"
Render::Render(unsigned int windowWidth, unsigned int windowHeight,
std::string windowTitle)
@@ -228,11 +228,11 @@ void Render::HandleEvents() {
case SDL_WINDOWEVENT_FOCUS_LOST: {
HasFocus = false;
- auto state = GlobalState::GetState();
+ State state = GetState();
if (state == State::Inventory ||
state == State::Playing ||
state == State::Chat) {
- GlobalState::SetState(State::Paused);
+ SetState(State::Paused);
}
break;
}
@@ -244,13 +244,13 @@ void Render::HandleEvents() {
case SDL_KEYDOWN: {
switch (event.key.keysym.scancode) {
case SDL_SCANCODE_ESCAPE: {
- auto state = GlobalState::GetState();
+ auto state = GetState();
if (state == State::Playing) {
- GlobalState::SetState(State::Paused);
+ SetState(State::Paused);
} else if (state == State::Paused ||
state == State::Inventory ||
state == State::Chat) {
- GlobalState::SetState(State::Playing);
+ SetState(State::Playing);
} else if (state == State::MainMenu) {
LOG(INFO) << "Received close event by esc";
PUSH_EVENT("Exit", 0);
@@ -260,11 +260,11 @@ void Render::HandleEvents() {
}
case SDL_SCANCODE_E: {
- auto state = GlobalState::GetState();
+ auto state = GetState();
if (state == State::Playing) {
- GlobalState::SetState(State::Inventory);
+ SetState(State::Inventory);
} else if (state == State::Inventory) {
- GlobalState::SetState(State::Playing);
+ SetState(State::Playing);
}
break;
@@ -273,11 +273,11 @@ void Render::HandleEvents() {
case SDL_SCANCODE_SLASH:
case SDL_SCANCODE_T: {
if (!ImGui::GetIO().WantCaptureKeyboard) {
- auto state = GlobalState::GetState();
+ auto state = GetState();
if (state == State::Playing) {
- GlobalState::SetState(State::Chat);
+ SetState(State::Chat);
} else if (state == State::Chat) {
- GlobalState::SetState(State::Playing);
+ SetState(State::Playing);
}
}
@@ -351,11 +351,8 @@ void Render::SetMouseCapture(bool IsCaptured) {
}
void Render::Update() {
- if (world)
- world->UpdateGameState(GlobalState::GetGameState());
-
HandleEvents();
- if (HasFocus && GlobalState::GetState() == State::Playing) UpdateKeyboard();
+ if (HasFocus && GetState() == State::Playing) UpdateKeyboard();
if (isMouseCaptured) HandleMouseCapture();
glCheckError();
@@ -388,9 +385,9 @@ void Render::RenderGui() {
ImGui::Text("FPS: %.1f (%.3fms)", ImGui::GetIO().Framerate, 1000.0f / ImGui::GetIO().Framerate);
float gameTime = DebugInfo::gameThreadTime / 100.0f;
if (world) {
- Entity *playerPtr = world->GameStatePtr()->GetPlayer();
- SelectionStatus selectionStatus = world->GameStatePtr()->GetSelectionStatus();
- const World *worldPtr = &world->GameStatePtr()->GetWorld();
+ Entity *playerPtr = GetGameState()->GetPlayer();
+ SelectionStatus selectionStatus = GetGameState()->GetSelectionStatus();
+ const World *worldPtr = &GetGameState()->GetWorld();
ImGui::Text("TPS: %.1f (%.2fms)", 1000.0f / gameTime, gameTime);
ImGui::Text("Sections loaded: %d", (int) DebugInfo::totalSections);
@@ -431,7 +428,7 @@ void Render::RenderGui() {
ImGui::Text(
"Player health: %.1f/%.1f",
- world->GameStatePtr()->GetPlayerStatus().health, 20.0f);
+ GetGameState()->GetPlayerStatus().health, 20.0f);
ImGui::Text(
"Selected block: %d %d %d : %.1f",
@@ -456,7 +453,7 @@ void Render::RenderGui() {
ImGui::End();
- switch (GlobalState::GetState()) {
+ switch (GetState()) {
case State::MainMenu: {
ImGui::SetNextWindowPosCenter();
ImGui::Begin("Menu", 0, windowFlags);
@@ -513,7 +510,7 @@ void Render::RenderGui() {
};
ImGui::SetNextWindowPosCenter();
ImGui::Begin("Inventory", 0, windowFlags);
- const Window& inventory = world->GameStatePtr()->GetInventory();
+ const Window& inventory = GetGameState()->GetInventory();
//Hand and drop slots
if (renderSlot(inventory.handSlot, -1)) {
@@ -600,7 +597,7 @@ void Render::RenderGui() {
ImGui::SetNextWindowPosCenter();
ImGui::Begin("Pause Menu", 0, windowFlags);
if (ImGui::Button("Continue")) {
- GlobalState::SetState(State::Playing);
+ SetState(State::Playing);
}
ImGui::Separator();
@@ -629,7 +626,7 @@ void Render::RenderGui() {
if (fieldSensetivity != sensetivity)
sensetivity = fieldSensetivity;
- world->GameStatePtr()->GetPlayer()->isFlying = fieldFlight;
+ GetGameState()->GetPlayer()->isFlying = fieldFlight;
isWireframe = fieldWireframe;
timer.SetDelayLength(std::chrono::duration<double, std::milli>(1.0 / fieldTargetFps * 1000.0));
@@ -675,7 +672,7 @@ void Render::InitEvents() {
listener.RegisterHandler("PlayerConnected", [this](const Event&) {
stateString = "Loading terrain...";
- world = std::make_unique<RendererWorld>(GlobalState::GetGameState());
+ world = std::make_unique<RendererWorld>();
world->MaxRenderingDistance = fieldDistance;
PUSH_EVENT("UpdateSectionsRender", 0);
});
@@ -683,9 +680,9 @@ void Render::InitEvents() {
listener.RegisterHandler("RemoveLoadingScreen", [this](const Event&) {
stateString = "Playing";
renderWorld = true;
- GlobalState::SetState(State::Playing);
+ SetState(State::Playing);
glClearColor(0, 0, 0, 1.0f);
- world->GameStatePtr()->GetPlayer()->isFlying = this->fieldFlight;
+ GetGameState()->GetPlayer()->isFlying = this->fieldFlight;
PUSH_EVENT("SetMinLightLevel", fieldBrightness);
});
@@ -693,7 +690,7 @@ void Render::InitEvents() {
stateString = "Connection failed: " + eventData.get <std::string>();
renderWorld = false;
world.reset();
- GlobalState::SetState(State::MainMenu);
+ SetState(State::MainMenu);
glClearColor(0.8, 0.8, 0.8, 1.0f);
});
@@ -701,13 +698,13 @@ void Render::InitEvents() {
stateString = "Disconnected: " + eventData.get<std::string>();
renderWorld = false;
world.reset();
- GlobalState::SetState(State::MainMenu);
+ SetState(State::MainMenu);
glClearColor(0.8, 0.8, 0.8, 1.0f);
});
listener.RegisterHandler("Connecting", [this](const Event&) {
stateString = "Connecting to the server...";
- GlobalState::SetState(State::Loading);
+ SetState(State::Loading);
});
listener.RegisterHandler("ChatMessageReceived", [this](const Event& eventData) {
@@ -717,7 +714,7 @@ void Render::InitEvents() {
});
listener.RegisterHandler("StateUpdated", [this](const Event& eventData) {
- switch (GlobalState::GetState()) {
+ switch (GetState()) {
case State::Playing:
SetMouseCapture(true);
PluginSystem::CallOnChangeState("Playing");
diff --git a/src/RendererEntity.cpp b/src/RendererEntity.cpp
index ed1e854..fc5e1a2 100644
--- a/src/RendererEntity.cpp
+++ b/src/RendererEntity.cpp
@@ -7,7 +7,6 @@
#include "GameState.hpp"
#include "Renderer.hpp"
#include "AssetManager.hpp"
-#include "Game.hpp"
const GLfloat vertices[] = {
-0.5f, 0.5f, 0.5f,
diff --git a/src/RendererWorld.cpp b/src/RendererWorld.cpp
index 7f7c850..bcb6f92 100644
--- a/src/RendererWorld.cpp
+++ b/src/RendererWorld.cpp
@@ -12,6 +12,7 @@
#include "GameState.hpp"
#include "Section.hpp"
#include "RendererSectionData.hpp"
+#include "Game.hpp"
void RendererWorld::WorkerFunction(size_t workerId) {
EventListener tasksListener;
@@ -52,13 +53,13 @@ void RendererWorld::ParseQueueUpdate() {
vec.y -= 4500;
}
- parsing[id].data.section = gs->GetWorld().GetSection(vec);
- parsing[id].data.north = gs->GetWorld().GetSection(vec + Vector(0, 0, 1));
- parsing[id].data.south = gs->GetWorld().GetSection(vec + Vector(0, 0, -1));
- parsing[id].data.west = gs->GetWorld().GetSection(vec + Vector(1, 0, 0));
- parsing[id].data.east = gs->GetWorld().GetSection(vec + Vector(-1, 0, 0));
- parsing[id].data.bottom = gs->GetWorld().GetSection(vec + Vector(0, -1, 0));
- parsing[id].data.top = gs->GetWorld().GetSection(vec + Vector(0, 1, 0));
+ parsing[id].data.section = GetGameState()->GetWorld().GetSection(vec);
+ parsing[id].data.north = GetGameState()->GetWorld().GetSection(vec + Vector(0, 0, 1));
+ parsing[id].data.south = GetGameState()->GetWorld().GetSection(vec + Vector(0, 0, -1));
+ parsing[id].data.west = GetGameState()->GetWorld().GetSection(vec + Vector(1, 0, 0));
+ parsing[id].data.east = GetGameState()->GetWorld().GetSection(vec + Vector(-1, 0, 0));
+ parsing[id].data.bottom = GetGameState()->GetWorld().GetSection(vec + Vector(0, -1, 0));
+ parsing[id].data.top = GetGameState()->GetWorld().GetSection(vec + Vector(0, 1, 0));
parsing[id].parsing = true;
@@ -86,7 +87,7 @@ void RendererWorld::ParseQeueueRemoveUnnecessary() {
if (std::find(elements.begin(), elements.end(), vec) != elements.end())
continue;
- const Section& section = gs->GetWorld().GetSection(vec);
+ const Section& section = GetGameState()->GetWorld().GetSection(vec);
bool skip = false;
@@ -112,10 +113,10 @@ void RendererWorld::ParseQeueueRemoveUnnecessary() {
}
void RendererWorld::UpdateAllSections(VectorF playerPos) {
- Vector playerChunk(std::floor(gs->GetPlayer()->pos.x / 16), 0, std::floor(gs->GetPlayer()->pos.z / 16));
+ Vector playerChunk(std::floor(GetGameState()->GetPlayer()->pos.x / 16), 0, std::floor(GetGameState()->GetPlayer()->pos.z / 16));
std::vector<Vector> suitableChunks;
- auto chunks = gs->GetWorld().GetSectionsList();
+ auto chunks = GetGameState()->GetWorld().GetSectionsList();
for (auto& it : chunks) {
double distance = (Vector(it.x, 0, it.z) - playerChunk).GetLength();
if (distance > MaxRenderingDistance)
@@ -134,7 +135,7 @@ void RendererWorld::UpdateAllSections(VectorF playerPos) {
PUSH_EVENT("DeleteSectionRender", it);
}
- playerChunk.y = std::floor(gs->GetPlayer()->pos.y / 16.0);
+ playerChunk.y = std::floor(GetGameState()->GetPlayer()->pos.y / 16.0);
std::sort(suitableChunks.begin(), suitableChunks.end(), [playerChunk](Vector lhs, Vector rhs) {
double leftLengthToPlayer = (playerChunk - lhs).GetLength();
double rightLengthToPlayer = (playerChunk - rhs).GetLength();
@@ -146,8 +147,7 @@ void RendererWorld::UpdateAllSections(VectorF playerPos) {
}
}
-RendererWorld::RendererWorld(std::shared_ptr<GameState> ptr) {
- gs = ptr;
+RendererWorld::RendererWorld() {
MaxRenderingDistance = 2;
numOfWorkers = _max(1, (signed int) std::thread::hardware_concurrency() - 2);
@@ -186,7 +186,7 @@ RendererWorld::RendererWorld(std::shared_ptr<GameState> ptr) {
listener->RegisterHandler("EntityChanged", [this](const Event& eventData) {
auto data = eventData.get<unsigned int>();
- for (unsigned int entityId : gs->GetWorld().GetEntitiesList()) {
+ for (unsigned int entityId : GetGameState()->GetWorld().GetEntitiesList()) {
if (entityId == data) {
entities.push_back(RendererEntity(entityId));
}
@@ -198,7 +198,7 @@ RendererWorld::RendererWorld(std::shared_ptr<GameState> ptr) {
if (vec == Vector())
return;
- Vector playerChunk(std::floor(gs->GetPlayer()->pos.x / 16), 0, std::floor(gs->GetPlayer()->pos.z / 16));
+ Vector playerChunk(std::floor(GetGameState()->GetPlayer()->pos.x / 16), 0, std::floor(GetGameState()->GetPlayer()->pos.z / 16));
double distanceToChunk = (Vector(vec.x, 0, vec.z) - playerChunk).GetLength();
if (MaxRenderingDistance != 1000 && distanceToChunk > MaxRenderingDistance) {
@@ -215,7 +215,7 @@ RendererWorld::RendererWorld(std::shared_ptr<GameState> ptr) {
if (vec == Vector())
return;
- Vector playerChunk(std::floor(gs->GetPlayer()->pos.x / 16), 0, std::floor(gs->GetPlayer()->pos.z / 16));
+ Vector playerChunk(std::floor(GetGameState()->GetPlayer()->pos.x / 16), 0, std::floor(GetGameState()->GetPlayer()->pos.z / 16));
double distanceToChunk = (Vector(vec.x, 0, vec.z) - playerChunk).GetLength();
if (MaxRenderingDistance != 1000 && distanceToChunk > MaxRenderingDistance) {
@@ -230,7 +230,7 @@ RendererWorld::RendererWorld(std::shared_ptr<GameState> ptr) {
});
listener->RegisterHandler("UpdateSectionsRender", [this](const Event&) {
- UpdateAllSections(gs->GetPlayer()->pos);
+ UpdateAllSections(GetGameState()->GetPlayer()->pos);
});
listener->RegisterHandler("PlayerPosChanged", [this](const Event& eventData) {
@@ -276,7 +276,7 @@ void RendererWorld::Render(RenderState & renderState) {
glm::radians(70.0f), (float) renderState.WindowWidth / (float) renderState.WindowHeight,
0.1f, 10000000.0f
);
- glm::mat4 view = gs->GetViewMatrix();
+ glm::mat4 view = GetGameState()->GetViewMatrix();
glm::mat4 projView = projection * view;
//Render Entities
@@ -289,11 +289,11 @@ void RendererWorld::Render(RenderState & renderState) {
renderState.SetActiveVao(RendererEntity::GetVao());
for (auto& it : entities) {
- it.Render(renderState, &gs->GetWorld());
+ it.Render(renderState, &GetGameState()->GetWorld());
}
//Render selected block
- Vector selectedBlock = gs->GetSelectionStatus().selectedBlock;
+ Vector selectedBlock = GetGameState()->GetSelectionStatus().selectedBlock;
if (selectedBlock != Vector()) {
glLineWidth(2.0f);
{
@@ -311,7 +311,7 @@ void RendererWorld::Render(RenderState & renderState) {
//Render raycast hit
const bool renderHit = false;
if (renderHit) {
- VectorF hit = gs->GetSelectionStatus().raycastHit;
+ VectorF hit = GetGameState()->GetSelectionStatus().raycastHit;
glLineWidth(2.0f);
{
glm::mat4 model;
@@ -331,16 +331,16 @@ void RendererWorld::Render(RenderState & renderState) {
glCheckError();
//Render sky
- renderState.TimeOfDay = gs->GetTimeStatus().timeOfDay;
+ renderState.TimeOfDay = GetGameState()->GetTimeStatus().timeOfDay;
Shader *skyShader = AssetManager::GetAsset<AssetShader>("/altcraft/shaders/sky")->shader.get();
skyShader->Activate();
skyShader->SetUniform("projection", projection);
skyShader->SetUniform("view", view);
glm::mat4 model = glm::mat4(1.0);
- model = glm::translate(model, gs->GetPlayer()->pos.glm());
+ model = glm::translate(model, GetGameState()->GetPlayer()->pos.glm());
const float scale = 1000000.0f;
model = glm::scale(model, glm::vec3(scale, scale, scale));
- float shift = gs->GetTimeStatus().interpolatedTimeOfDay / 24000.0f;
+ float shift = GetGameState()->GetTimeStatus().interpolatedTimeOfDay / 24000.0f;
if (shift < 0)
shift *= -1.0f;
model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1.0f, 0.0f));
@@ -357,7 +357,7 @@ void RendererWorld::Render(RenderState & renderState) {
const float moonriseLength = moonriseMax - moonriseMin;
float mixLevel = 0;
- float dayTime = gs->GetTimeStatus().interpolatedTimeOfDay;
+ float dayTime = GetGameState()->GetTimeStatus().interpolatedTimeOfDay;
if (dayTime < 0)
dayTime *= -1;
while (dayTime > 24000)
@@ -451,7 +451,3 @@ void RendererWorld::Update(double timeToUpdate) {
DebugInfo::readyRenderer = parseQueue.size();
DebugInfo::renderSections = sections.size();
}
-
-GameState* RendererWorld::GameStatePtr() {
- return gs.get();
-}
diff --git a/src/RendererWorld.hpp b/src/RendererWorld.hpp
index 913e510..d031179 100644
--- a/src/RendererWorld.hpp
+++ b/src/RendererWorld.hpp
@@ -27,7 +27,6 @@ class RendererWorld {
};
//General
- std::shared_ptr<GameState> gs;
std::unique_ptr<EventListener> listener;
size_t numOfWorkers;
size_t currentWorker = 0;
@@ -51,7 +50,7 @@ class RendererWorld {
Texture *skyTexture;
RendererSky rendererSky;
public:
- RendererWorld(std::shared_ptr<GameState> ptr);
+ RendererWorld();
~RendererWorld();
void Render(RenderState& renderState);
@@ -61,11 +60,5 @@ public:
void Update(double timeToUpdate);
- GameState *GameStatePtr();
-
int culledSections = 0;
-
- inline void UpdateGameState(std::shared_ptr<GameState> newPtr) {
- gs = newPtr;
- }
}; \ No newline at end of file
diff --git a/src/main.cpp b/src/main.cpp
index 100b7bc..2ed2b85 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -48,7 +48,7 @@ int main(int argc, char** argv) {
return -1;
}
- GlobalState::Exec();
+ RunGame();
return 0;
} \ No newline at end of file