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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-05-21 16:07:50 +0200 |
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committer | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-05-21 16:07:50 +0200 |
commit | 305efbfdc5fb5c05c9b72aa0bee6a3ae1983de36 (patch) | |
tree | 53fb36abafba8712c66a23829a95e84b85c98c50 /src/core | |
parent | 2017-05-18 (diff) | |
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Diffstat (limited to 'src/core')
-rw-r--r-- | src/core/Core.cpp | 359 | ||||
-rw-r--r-- | src/core/Core.hpp | 59 |
2 files changed, 410 insertions, 8 deletions
diff --git a/src/core/Core.cpp b/src/core/Core.cpp index a286359..54a16a4 100644 --- a/src/core/Core.cpp +++ b/src/core/Core.cpp @@ -1,13 +1,362 @@ #include "Core.hpp" +const GLfloat vertices[] = { + //Z+ edge + -0.5f, 0.5f, 0.5f, + -0.5f, -0.5f, 0.5f, + 0.5f, -0.5f, 0.5f, + -0.5f, 0.5f, 0.5f, + 0.5f, -0.5f, 0.5f, + 0.5f, 0.5f, 0.5f, + + //Z- edge + -0.5f, -0.5f, -0.5f, + -0.5f, 0.5f, -0.5f, + 0.5f, -0.5f, -0.5f, + 0.5f, -0.5f, -0.5f, + -0.5f, 0.5f, -0.5f, + 0.5f, 0.5f, -0.5f, + + //X+ edge + -0.5f, -0.5f, -0.5f, + -0.5f, -0.5f, 0.5f, + -0.5f, 0.5f, -0.5f, + -0.5f, 0.5f, -0.5f, + -0.5f, -0.5f, 0.5f, + -0.5f, 0.5f, 0.5f, + + //X- edge + 0.5f, -0.5f, 0.5f, + 0.5f, 0.5f, -0.5f, + 0.5f, 0.5f, 0.5f, + 0.5f, -0.5f, 0.5f, + 0.5f, -0.5f, -0.5f, + 0.5f, 0.5f, -0.5f, + + //Y+ edge + 0.5f, 0.5f, -0.5f, + -0.5f, 0.5f, 0.5f, + 0.5f, 0.5f, 0.5f, + 0.5f, 0.5f, -0.5f, + -0.5f, 0.5f, -0.5f, + -0.5f, 0.5f, 0.5f, + + //Y- edge + -0.5f, -0.5f, 0.5f, + 0.5f, -0.5f, -0.5f, + 0.5f, -0.5f, 0.5f, + -0.5f, -0.5f, -0.5f, + 0.5f, -0.5f, -0.5f, + -0.5f, -0.5f, 0.5f, +}; +const GLfloat uv_coords[] = { + //Z+ + 0.0f, 1.0f, + 0.0f, 0.0f, + 1.0f, 0.0f, + 0.0f, 1.0f, + 1.0f, 0.0f, + 1.0f, 1.0f, + + //Z- + 1.0f, 0.0f, + 1.0f, 1.0f, + 0.0f, 0.0f, + 0.0f, 0.0f, + 1.0f, 1.0f, + 0.0f, 1.0f, + + //X+ + 0.0f, 0.0f, + 1.0f, 0.0f, + 0.0f, 1.0f, + 0.0f, 1.0f, + 1.0f, 0.0f, + 1.0f, 1.0f, + + //X- + 0.0f, 0.0f, + 1.0f, 1.0f, + 0.0f, 1.0f, + 0.0f, 0.0f, + 1.0f, 0.0f, + 1.0f, 1.0f, + + //Y+ + 0.0f, 0.0f, + 1.0f, 1.0f, + 0.0f, 1.0f, + 0.0f, 0.0f, + 1.0f, 0.0f, + 1.0f, 1.0f, + + //Y- + 1.0f, 0.0f, + 0.0f, 1.0f, + 0.0f, 0.0f, + 1.0f, 1.0f, + 0.0f, 1.0f, + 1.0f, 0.0f, +}; + Core::Core() { - LOG(INFO)<<"Core initializing..."; + LOG(INFO) << "Core initializing..."; + InitSfml(1280, 720, "AltCraft"); + InitGlew(); + PrepareToWorldRendering(); + client = new NetworkClient("127.0.0.1", 25565, "HelloOne"); + gameState = new GameState(client); + std::thread loop = std::thread(&Core::UpdateGameState,this); + std::swap(loop,gameStateLoopThread); + LOG(INFO) << "Core is initialized"; +} + +Core::~Core() { + LOG(INFO) << "Core stopping..."; + delete shader; + delete client; + delete gameState; + LOG(INFO) << "Core is stopped"; +} + +void Core::Exec() { + isRunning = true; + while (isRunning) { + static sf::Clock clock, clock1; + deltaTime = clock.getElapsedTime().asSeconds(); + absTime = clock1.getElapsedTime().asSeconds(); + clock.restart(); + + static bool alreadyDone = false; + if (gameState->g_IsGameStarted && !alreadyDone) { + alreadyDone = true; + UpdateChunksToRender(); + } + + std::ostringstream toWindow; + glm::highp_vec3 camPos(camera.Position); + toWindow << std::setprecision(2) << std::fixed; + toWindow << "Pos: " << camPos.x << ", " << camPos.y << ", " << camPos.z << "; "; + toWindow << "FPS: " << (1.0f / deltaTime) << " "; + window->setTitle(toWindow.str()); + + HandleEvents(); + if (isMouseCaptured) + HandleMouseCapture(); + + RenderFrame(); + } } -void Core::MainLoop() { +void Core::RenderFrame() { + glClearColor(0.2f, 0.3f, 0.3f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + switch (currentState) { + case MainMenu: + //RenderGui(MenuScreen); + break; + case Loading: + //RenderGui(LoadingScreen); + break; + case Playing: + RenderWorld(gameState->world); + //RenderGui(HUD); + break; + case PauseMenu: + RenderWorld(gameState->world); + //RenderGui(PauseGui); + break; + } + window->display(); } -Core::~Core() { - LOG(INFO)<<"Core stopping..."; -}
\ No newline at end of file +void Core::InitSfml(unsigned int WinWidth, unsigned int WinHeight, std::string WinTitle) { + LOG(INFO) << "Creating window: " << WinWidth << "x" << WinHeight << " \"" << WinTitle << "\""; + sf::ContextSettings contextSetting; + contextSetting.majorVersion = 3; + contextSetting.minorVersion = 3; + contextSetting.attributeFlags = contextSetting.Core; + contextSetting.depthBits = 24; + window = new sf::Window(sf::VideoMode(WinWidth, WinHeight), WinTitle, sf::Style::Default, contextSetting); + window->setVerticalSyncEnabled(true); + window->setPosition(sf::Vector2i(sf::VideoMode::getDesktopMode().width / 2 - window->getSize().x / 2, + sf::VideoMode::getDesktopMode().height / 2 - window->getSize().y / 2)); + + SetMouseCapture(false); +} + +void Core::InitGlew() { + LOG(INFO) << "Initializing GLEW"; + glewExperimental = GL_TRUE; + GLenum glewStatus = glewInit(); + if (glewStatus != GLEW_OK) { + LOG(FATAL) << "Failed to initialize GLEW: " << glewGetErrorString(glewStatus); + } + glViewport(0, 0, width(), height()); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + glCullFace(GL_BACK); + glFrontFace(GL_CCW); +} + +unsigned int Core::width() { + return window->getSize().x; +} + +unsigned int Core::height() { + return window->getSize().y; +} + +void Core::HandleEvents() { + sf::Event event; + while (window->pollEvent(event)) { + switch (event.type) { + case sf::Event::Closed: + isRunning = false; + break; + case sf::Event::Resized: + glViewport(0, 0, width(), height()); + break; + case sf::Event::KeyPressed: + switch (event.key.code) { + case sf::Keyboard::Escape: + isRunning = false; + break; + case sf::Keyboard::T: + SetMouseCapture(!isMouseCaptured); + break; + default: + break; + } + case sf::Event::MouseWheelScrolled: + //camera.ProcessMouseScroll(event.mouseWheelScroll.delta); + break; + default: + break; + } + } + + if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) + camera.ProcessKeyboard(Camera_Movement::FORWARD, deltaTime); + if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) + camera.ProcessKeyboard(Camera_Movement::BACKWARD, deltaTime); + if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) + camera.ProcessKeyboard(Camera_Movement::LEFT, deltaTime); + if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) + camera.ProcessKeyboard(Camera_Movement::RIGHT, deltaTime); +} + +void Core::HandleMouseCapture() { + sf::Vector2i mousePos = sf::Mouse::getPosition(*window); + 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); +} + +void Core::RenderGui(Gui &Target) { + +} + +void Core::RenderWorld(World &Target) { + shader->Use(); + + GLint modelLoc = glGetUniformLocation(shader->Program, "model"); + GLint projectionLoc = glGetUniformLocation(shader->Program, "projection"); + GLint viewLoc = glGetUniformLocation(shader->Program, "view"); + GLint blockLoc = glGetUniformLocation(shader->Program, "block"); + GLint timeLoc = glGetUniformLocation(shader->Program, "time"); + glm::mat4 projection = glm::perspective(camera.Zoom, (float) width() / (float) height(), 0.1f, 1000.0f); + glm::mat4 view = camera.GetViewMatrix(); + glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection)); + glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); + glUniform1f(timeLoc, absTime); + + glBindVertexArray(VAO); + + for (auto §ionPos:toRender) { + Section §ion = gameState->world.m_sections.find(sectionPos)->second; + for (int y = 0; y < 16; y++) { + for (int z = 0; z < 16; z++) { + for (int x = 0; x < 16; x++) { + glm::mat4 model; + model = glm::translate(model, + glm::vec3(sectionPos.GetX() * 16, sectionPos.GetY() * 16, + sectionPos.GetZ() * 16)); + model = glm::translate(model, glm::vec3(x, y, z)); + + Block block = section.GetBlock(Vector(x, y, z)); + glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); + glUniform1i(blockLoc, block.id); + + std::string textureName = AssetManager::GetAssetNameByBlockId(block.id); + if (textureName.find("air") != std::string::npos) + continue; + Texture &texture1 = *(AssetManager::GetAsset(textureName).data.texture); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, texture1.texture); + glUniform1i(glGetUniformLocation(shader->Program, "blockTexture"), 0); + + glDrawArrays(GL_TRIANGLES, 0, 36); + } + } + } + } + glBindVertexArray(0); +} + +void Core::SetMouseCapture(bool IsCaptured) { + window->setMouseCursorVisible(!isMouseCaptured); + sf::Mouse::setPosition(sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2), *window); + isMouseCaptured = IsCaptured; + window->setMouseCursorVisible(!IsCaptured); +} + +void Core::PrepareToWorldRendering() { + + glGenBuffers(1, &VBO); + glGenBuffers(1, &VBO2); + glGenVertexArrays(1, &VAO); + + glBindVertexArray(VAO); + { + glBindBuffer(GL_ARRAY_BUFFER, VBO2); + glBufferData(GL_ARRAY_BUFFER, sizeof(uv_coords), uv_coords, GL_STATIC_DRAW); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0); + glEnableVertexAttribArray(2); + + glBindBuffer(GL_ARRAY_BUFFER, VBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), 0); + glEnableVertexAttribArray(0); + } + glBindVertexArray(0); + + shader = new Shader("./shaders/simple.vs", "./shaders/simple.fs"); + shader->Use(); +} + +void Core::UpdateChunksToRender() { + camera.Position = glm::vec3(gameState->g_PlayerX, gameState->g_PlayerY, gameState->g_PlayerZ); + toRender.clear(); + const float ChunkDistance = 1; + Vector playerChunk = Vector(floor(gameState->g_PlayerX / 16.0f), floor(gameState->g_PlayerY / 16.0f), + floor(gameState->g_PlayerZ / 16.0f)); + for (auto &it:gameState->world.m_sections) { + Vector chunkPosition = it.first; + Vector delta = chunkPosition - playerChunk; + if (delta.GetDistance() > ChunkDistance) + continue; + toRender.push_back(chunkPosition); + } + LOG(INFO) << "Chunks to render: " << toRender.size(); +} + +void Core::UpdateGameState() { + while (gameState && client){ + gameState->Update(); + } +} diff --git a/src/core/Core.hpp b/src/core/Core.hpp index 5348e4e..a877613 100644 --- a/src/core/Core.hpp +++ b/src/core/Core.hpp @@ -1,16 +1,69 @@ #pragma once +#include <easylogging++.h> +#include <SFML/Window.hpp> +#include <GL/glew.h> +#include <iomanip> +#include <glm/gtc/type_ptr.hpp> #include "../gamestate/GameState.hpp" #include "../network/NetworkClient.hpp" -#include <easylogging++.h> - +#include "../gui/Gui.hpp" +#include "../graphics/Camera3D.hpp" +#include "../graphics/Shader.hpp" +#include "../graphics/AssetManager.hpp" class Core { GameState *gameState; NetworkClient *client; + sf::Window *window; + bool isMouseCaptured = false, isRunning = true; + enum { + MainMenu, + Loading, + Playing, + PauseMenu, + } currentState = Playing; + float mouseXDelta, mouseYDelta; + float deltaTime; + float absTime; + + void RenderWorld(World &Target); + + void RenderGui(Gui &Target); + + void HandleMouseCapture(); + + void HandleEvents(); + + void InitSfml(unsigned int WinWidth, unsigned int WinHeight, std::string WinTitle); + + void InitGlew(); + + void SetMouseCapture(bool IsCaptured); + + void PrepareToWorldRendering(); + + void RenderFrame(); + + unsigned int width(); + + unsigned int height(); + + void UpdateChunksToRender(); + + void UpdateGameState(); + + std::thread gameStateLoopThread; + + Camera3D camera; + Shader *shader; + GLuint VBO, VAO, VBO2; + std::vector<Vector> toRender; public: Core(); + ~Core(); - void MainLoop(); + + void Exec(); }; |