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-rw-r--r--src/core/Core.cpp144
-rw-r--r--src/core/Core.hpp5
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 &sectionPos : toRender) {
- Section &section = gameState->world.m_sections.find(sectionPos)->second;
+ Section &section = 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 &section = gameState->world.m_sections.find(it)->second;
+ Section &section = 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;