From ac8905602d1f221a71ddcdc86796344101276321 Mon Sep 17 00:00:00 2001 From: LaG1924 <12997935+LaG1924@users.noreply.github.com> Date: Wed, 14 Jun 2017 19:22:52 +0500 Subject: 2017-06-14 --- src/core/Core.cpp | 1146 +++++++++++++++++++++++++++++------------------------ 1 file changed, 632 insertions(+), 514 deletions(-) (limited to 'src/core/Core.cpp') diff --git a/src/core/Core.cpp b/src/core/Core.cpp index 3257cb6..9ad36ba 100644 --- a/src/core/Core.cpp +++ b/src/core/Core.cpp @@ -1,574 +1,692 @@ #include "Core.hpp" GLenum glCheckError_(const char *file, int line) { - GLenum errorCode; - while ((errorCode = glGetError()) != GL_NO_ERROR) { - std::string error; - switch (errorCode) { - case GL_INVALID_ENUM: - error = "INVALID_ENUM"; - break; - case GL_INVALID_VALUE: - error = "INVALID_VALUE"; - break; - case GL_INVALID_OPERATION: - error = "INVALID_OPERATION"; - break; - case GL_STACK_OVERFLOW: - error = "STACK_OVERFLOW"; - break; - case GL_STACK_UNDERFLOW: - error = "STACK_UNDERFLOW"; - break; - case GL_OUT_OF_MEMORY: - error = "OUT_OF_MEMORY"; - break; - case GL_INVALID_FRAMEBUFFER_OPERATION: - error = "INVALID_FRAMEBUFFER_OPERATION"; - break; - } - LOG(ERROR) << "OpenGL error: " << error << " at " << file << ":" << line; - } - return errorCode; + GLenum errorCode; + while ((errorCode = glGetError()) != GL_NO_ERROR) { + std::string error; + switch (errorCode) { + case GL_INVALID_ENUM: + error = "INVALID_ENUM"; + break; + case GL_INVALID_VALUE: + error = "INVALID_VALUE"; + break; + case GL_INVALID_OPERATION: + error = "INVALID_OPERATION"; + break; + case GL_STACK_OVERFLOW: + error = "STACK_OVERFLOW"; + break; + case GL_STACK_UNDERFLOW: + error = "STACK_UNDERFLOW"; + break; + case GL_OUT_OF_MEMORY: + error = "OUT_OF_MEMORY"; + break; + case GL_INVALID_FRAMEBUFFER_OPERATION: + error = "INVALID_FRAMEBUFFER_OPERATION"; + break; + } + LOG(ERROR) << "OpenGL error: " << error << " at " << file << ":" << line; + } + return errorCode; } #define glCheckError() glCheckError_(__FILE__, __LINE__) 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, + //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 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, + //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..."; - InitSfml(900, 450, "AltCraft"); - glCheckError(); - InitGlew(); - glCheckError(); - 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); - assetManager = new AssetManager; - PrepareToWorldRendering(); - LOG(INFO) << "Core is initialized"; - glCheckError(); + LOG(INFO) << "Core initializing..."; + InitSfml(900, 450, "AltCraft"); + glCheckError(); + InitGlew(); + glCheckError(); + 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); + assetManager = new AssetManager; + PrepareToWorldRendering(); + LOG(INFO) << "Core is initialized"; + glCheckError(); } Core::~Core() { - LOG(INFO) << "Core stopping..."; - gameStateLoopThread.join(); - delete shader; - delete gameState; - delete client; - delete assetManager; - delete window; - LOG(INFO) << "Core is stopped"; + LOG(INFO) << "Core stopping..."; + gameStateLoopThread.join(); + delete shader; + delete gameState; + delete client; + delete assetManager; + delete window; + LOG(INFO) << "Core is stopped"; } void Core::Exec() { - LOG(INFO) << "Main loop is executing!"; - 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(); - glCheckError(); - - RenderFrame(); - - } + LOG(INFO) << "Main loop is executing!"; + 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) << " "; + toWindow << " (" << deltaTime * 1000 << "ms) "; + window->setTitle(toWindow.str()); + + HandleEvents(); + if (isMouseCaptured) + HandleMouseCapture(); + glCheckError(); + + RenderFrame(); + + } } 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(); - //RenderGui(HUD); - break; - case PauseMenu: - RenderWorld(); - //RenderGui(PauseGui); - break; - } - - window->display(); + 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(); + //RenderGui(HUD); + break; + case PauseMenu: + RenderWorld(); + //RenderGui(PauseGui); + break; + } + + window->display(); } 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); - glCheckError(); - //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)); - - SetMouseCapture(false); + 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); + glCheckError(); + //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)); + + SetMouseCapture(false); } void Core::InitGlew() { - LOG(INFO) << "Initializing GLEW"; - glewExperimental = GL_TRUE; - GLenum glewStatus = glewInit(); - glCheckError(); - 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); - glCheckError(); + LOG(INFO) << "Initializing GLEW"; + glewExperimental = GL_TRUE; + GLenum glewStatus = glewInit(); + glCheckError(); + 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); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glCheckError(); } unsigned int Core::width() { - return window->getSize().x; + return window->getSize().x; } unsigned int Core::height() { - return window->getSize().y; + return window->getSize().y; } void Core::HandleEvents() { - sf::Event event; - while (window->pollEvent(event)) { - switch (event.type) { - case sf::Event::Closed: - LOG(INFO) << "Received close event by window closing"; - isRunning = false; - break; - case sf::Event::Resized: - glViewport(0, 0, width(), height()); - break; - case sf::Event::KeyPressed: - if (!window->hasFocus()) - break; - switch (event.key.code) { - case sf::Keyboard::Escape: - LOG(INFO) << "Received close event by esc"; - isRunning = false; - break; - case sf::Keyboard::T: - SetMouseCapture(!isMouseCaptured); - break; - case sf::Keyboard::Z: - camera.MovementSpeed /= 2; - break; - case sf::Keyboard::X: - camera.MovementSpeed *= 2; - break; - default: - 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); - 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); - } + sf::Event event; + while (window->pollEvent(event)) { + switch (event.type) { + case sf::Event::Closed: + LOG(INFO) << "Received close event by window closing"; + isRunning = false; + break; + case sf::Event::Resized: + glViewport(0, 0, width(), height()); + break; + case sf::Event::KeyPressed: + if (!window->hasFocus()) + break; + switch (event.key.code) { + case sf::Keyboard::Escape: + LOG(INFO) << "Received close event by esc"; + isRunning = false; + break; + 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); + }); + LOG(WARNING) << "Render list is optimized"; + break; + case sf::Keyboard::K: + ChunkDistance++; + LOG(INFO)<<"Increased render distance: "<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); + 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); + 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) { - Target.WHY++; + Target.WHY++; } void Core::RenderWorld() { - shader->Use(); - glCheckError(); - - 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 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(); - glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection)); - glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); - glUniform1f(timeLoc, absTime); - - glCheckError(); - - 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++) { - Block block = section.GetBlock(Vector(x, y, z)); - if (block.id == 0) - continue; - - 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)); - - glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); - glUniform1i(blockLoc, block.id); - glUniform1i(stateLoc, block.state); - - glDrawArrays(GL_TRIANGLES, 0, 36); - } - } - } - } - glBindVertexArray(0); - glCheckError(); + shader->Use(); + glCheckError(); + + 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 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(); + glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection)); + glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); + glUniform1f(timeLoc, absTime); + glUniform2f(glGetUniformLocation(shader->Program, "windowSize"), width(), height()); + + glCheckError(); + + glBindVertexArray(VAO); + for (auto §ionPos : toRender) { + Section §ion = gameState->world.m_sections.find(sectionPos)->second; + + std::vector sectionCorners = { + Vector(0, 0, 0), + Vector(0, 0, 16), + Vector(0, 16, 0), + Vector(0, 16, 16), + Vector(16, 0, 0), + Vector(16, 0, 16), + Vector(16, 16, 0), + Vector(16, 16, 16), + }; + bool isBreak = true; + for (auto &it:sectionCorners) { + glm::mat4 vp = projection * view; + glm::vec3 point(sectionPos.GetX() * 16 + it.GetX(), sectionPos.GetY() * 16 + it.GetY(), + sectionPos.GetZ() * 16 + it.GetZ()); + glm::vec4 p = vp * glm::vec4(point, 1); + glm::vec3 res = glm::vec3(p) / p.w; + if (res.x < 1 && res.x > -1 && res.y < 1 && res.y > -1 && res.z > 0) { + isBreak = false; + break; + } + } + if (isBreak && glm::length( + camera.Position - glm::vec3(sectionPos.GetX() * 16, sectionPos.GetY() * 16, sectionPos.GetZ() * 16)) > + 30) { + //zLOG(ERROR)<<"CULL"; + continue; + } + + std::vector &arrOfModels = toRenderModels[sectionPos]; + std::vector &arrOfBlocks = toRenderBlocks[sectionPos]; + + glBindBuffer(GL_ARRAY_BUFFER, VBO3); + glBufferData(GL_ARRAY_BUFFER, arrOfModels.size() * sizeof(glm::mat4), arrOfModels.data(), GL_DYNAMIC_DRAW); + + glBindBuffer(GL_ARRAY_BUFFER, VBO4); + glBufferData(GL_ARRAY_BUFFER, arrOfBlocks.size() * sizeof(glm::vec2), arrOfBlocks.data(), GL_DYNAMIC_DRAW); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glDrawArraysInstanced(GL_TRIANGLES, 0, 36, arrOfModels.size()); + } + glBindVertexArray(0); + glCheckError(); } 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); + 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() { - //Cube-rendering data - 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); - - glCheckError(); - - shader = new Shader("./shaders/block.vs", "./shaders/block.fs"); - shader->Use(); - - LOG(INFO) << "Initializing texture atlas..."; - //TextureAtlas texture - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, assetManager->GetTextureAtlas()); - glUniform1i(glGetUniformLocation(shader->Program, "textureAtlas"), 0); - - //TextureAtlas coordinates - std::vector textureCoordinates; - std::vector indexes; - GLint totalTextures; - for (int id = 1; id < 4096; id++) { - bool isReachedEnd = true; - for (int state = 0; state < 16; state++) { - BlockTextureId blockTextureId(id, state, 6); - if (!assetManager->GetTextureByBlock(blockTextureId) && - !assetManager->GetTextureByBlock(BlockTextureId(id, state, 0))) { - continue; - } - isReachedEnd = false; - int side = assetManager->GetTextureByBlock(blockTextureId) ? 6 : 0; - do { - int index = (side << 16) | (id << 4) | state; - 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)<(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); - } - if (isReachedEnd) - break; - - } - totalTextures = indexes.size(); - LOG(INFO) << "Created " << totalTextures << " texture indexes"; - CHECK_EQ(indexes.size(), textureCoordinates.size()) << "Arrays of textureCoordinates and of indexes is not equals"; - CHECK_LE(totalTextures, 1023) << "There is more texture indexes, than GLSL buffer allows"; - - GLuint bp1 = 0; - GLuint ubo = glGetUniformBlockIndex(shader->Program, "TextureIndexes"); - glUniformBlockBinding(shader->Program, ubo, bp1); - glGenBuffers(1, &UBO); - glBindBuffer(GL_UNIFORM_BUFFER, UBO); - glBindBufferBase(GL_UNIFORM_BUFFER, bp1, UBO); - glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::vec4) + sizeof(glm::vec4) * 1023, NULL, GL_STATIC_DRAW); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GLint), &totalTextures); //copy totalTextures - for (int i = 0; i < indexes.size(); i++) { - size_t baseOffset = sizeof(glm::vec4); - size_t itemOffset = sizeof(glm::vec4); - size_t offset = baseOffset + i * itemOffset; - /*int index = indexes[i]; - int side = (index & 0x70000) >> 16; - int id = (index & 0xFF0) >> 4; - int state = index & 0xF; - LOG(WARNING) << "Copying " << indexes[i] << " at " << offset<<" side is "<Program, "TextureData"); - glUniformBlockBinding(shader->Program, ubo2_index, bp2); - glGenBuffers(1, &UBO2); - glBindBuffer(GL_UNIFORM_BUFFER, UBO2); - glBindBufferBase(GL_UNIFORM_BUFFER, bp2, UBO2); - glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::vec4) * 1024, NULL, GL_STATIC_DRAW); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::vec4) * textureCoordinates.size(), textureCoordinates.data()); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - glCheckError(); + //Cube-rendering data + glGenBuffers(1, &VBO); + glGenBuffers(1, &VBO2); + glGenBuffers(1, &VBO3); + glGenBuffers(1, &VBO4); + glGenVertexArrays(1, &VAO); + + glBindVertexArray(VAO); + { + //Cube vertices + 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); + + //Cube UVs + 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); + + //Blocks ids + glBindBuffer(GL_ARRAY_BUFFER, VBO4); + glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec2) * 16 * 16 * 16, NULL, GL_DYNAMIC_DRAW); + glVertexAttribPointer(7, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0); + glEnableVertexAttribArray(7); + glVertexAttribDivisor(7, 1); + glCheckError(); + + //Blocks models + glBindBuffer(GL_ARRAY_BUFFER, VBO3); + glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * 16 * 16 * 16, NULL, GL_DYNAMIC_DRAW); + glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, 4 * 4 * sizeof(GLfloat), 0); + glEnableVertexAttribArray(8); + glVertexAttribPointer(8 + 1, 4, GL_FLOAT, GL_FALSE, 4 * 4 * sizeof(GLfloat), + (void *) (1 * 4 * sizeof(GLfloat))); + glEnableVertexAttribArray(8 + 1); + glVertexAttribPointer(8 + 2, 4, GL_FLOAT, GL_FALSE, 4 * 4 * sizeof(GLfloat), + (void *) (2 * 4 * sizeof(GLfloat))); + glEnableVertexAttribArray(8 + 2); + glVertexAttribPointer(8 + 3, 4, GL_FLOAT, GL_FALSE, 4 * 4 * sizeof(GLfloat), + (void *) (3 * 4 * sizeof(GLfloat))); + glEnableVertexAttribArray(8 + 3); + glVertexAttribDivisor(8, 1); + glVertexAttribDivisor(8 + 1, 1); + glVertexAttribDivisor(8 + 2, 1); + glVertexAttribDivisor(8 + 3, 1); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + } + glBindVertexArray(0); + + glCheckError(); + + shader = new Shader("./shaders/block.vs", "./shaders/block.fs"); + shader->Use(); + + shader2 = new Shader("./shaders/simple.vs", "./shaders/simple.fs"); + + LOG(INFO) << "Initializing texture atlas..."; + //TextureAtlas texture + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, assetManager->GetTextureAtlas()); + glUniform1i(glGetUniformLocation(shader->Program, "textureAtlas"), 0); + + //TextureAtlas coordinates + std::vector textureCoordinates; + std::vector indexes; + GLint totalTextures; + for (int id = 1; id < 128; id++) { + for (int state = 0; state < 16; state++) { + BlockTextureId blockTextureId(id, state, 6); + if (!assetManager->GetTextureByBlock(blockTextureId) && + !assetManager->GetTextureByBlock(BlockTextureId(id, state, 0))) { + continue; + } + int side = assetManager->GetTextureByBlock(blockTextureId) ? 6 : 0; + do { + int index = (side << 16) | (id << 4) | state; + 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)<(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); + } + } + totalTextures = indexes.size(); + LOG(INFO) << "Created " << totalTextures << " texture indexes"; + CHECK_EQ(indexes.size(), textureCoordinates.size()) + << "Arrays of textureCoordinates and of indexes is not equals"; + CHECK_LE(totalTextures, 1023) << "There is more texture indexes, than GLSL buffer allows"; + + GLuint bp1 = 0; + GLuint ubo = glGetUniformBlockIndex(shader->Program, "TextureIndexes"); + glUniformBlockBinding(shader->Program, ubo, bp1); + glGenBuffers(1, &UBO); + glBindBuffer(GL_UNIFORM_BUFFER, UBO); + glBindBufferBase(GL_UNIFORM_BUFFER, bp1, UBO); + glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::vec4) + sizeof(glm::vec4) * 1023, NULL, GL_STATIC_DRAW); + glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GLint), &totalTextures); //copy totalTextures + for (int i = 0; i < indexes.size(); i++) { + size_t baseOffset = sizeof(glm::vec4); + size_t itemOffset = sizeof(glm::vec4); + size_t offset = baseOffset + i * itemOffset; + /*int index = indexes[i]; + int side = (index & 0x70000) >> 16; + int id = (index & 0xFF0) >> 4; + int state = index & 0xF; + LOG(WARNING) << "Copying " << indexes[i] << " at " << offset<<" side is "<Program, "TextureData"); + glUniformBlockBinding(shader->Program, ubo2_index, bp2); + glGenBuffers(1, &UBO2); + glBindBuffer(GL_UNIFORM_BUFFER, UBO2); + glBindBufferBase(GL_UNIFORM_BUFFER, bp2, UBO2); + glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::vec4) * 1024, NULL, GL_STATIC_DRAW); + glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::vec4) * textureCoordinates.size(), textureCoordinates.data()); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + glCheckError(); + + //Draw Lines preparing + glGenBuffers(1, &VBO5); + glGenVertexArrays(1, &VAO2); + glBindVertexArray(VAO2); + { + glBindBuffer(GL_ARRAY_BUFFER, VBO5); + glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(GLfloat), NULL, GL_DYNAMIC_DRAW); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), 0); + glEnableVertexAttribArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + } + glBindVertexArray(0); } void Core::UpdateChunksToRender() { - camera.Position = glm::vec3(gameState->g_PlayerX, gameState->g_PlayerY, gameState->g_PlayerZ); - toRender.clear(); - const float ChunkDistance = 2; - 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(); + 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) { + Vector chunkPosition = it.first; + chunkPosition.SetY(0); + Vector delta = chunkPosition - playerChunk; + if (delta.GetMagnitude() > ChunkDistance) + continue; + toRender.push_back(it.first); + } + LOG(INFO) << "Chunks to render: " << toRender.size(); + for (auto &it:toRender) { + Section §ion = gameState->world.m_sections.find(it)->second; + std::vector models; + std::vector blocks; + for (int y = 0; y < 16; y++) { + for (int z = 0; z < 16; z++) { + for (int x = 0; x < 16; x++) { + Block block = section.GetBlock(Vector(x, y, z)); + if (block.id == 0) + continue; + unsigned char isVisible = 0; + if (x == 0 || x == 15 || y == 0 || y == 15 || z == 0 || z == 15) { + isVisible = 0; + } else { + isVisible |= (section.GetBlock(Vector(x + 1, y, z)).id != 0) << 0; + isVisible |= (section.GetBlock(Vector(x - 1, y, z)).id != 0) << 1; + isVisible |= (section.GetBlock(Vector(x, y + 1, z)).id != 0) << 2; + isVisible |= (section.GetBlock(Vector(x, y - 1, z)).id != 0) << 3; + isVisible |= (section.GetBlock(Vector(x, y, z + 1)).id != 0) << 4; + isVisible |= (section.GetBlock(Vector(x, y, z - 1)).id != 0) << 5; + } + if (isVisible == 0x3F) + continue; + glm::vec2 data(block.id, block.state); + blocks.push_back(data); + glm::mat4 model; + model = glm::translate(model, glm::vec3(it.GetX() * 16, it.GetY() * 16, it.GetZ() * 16)); + model = glm::translate(model, glm::vec3(x, y, z)); + double size = 0.999; + model = glm::scale(model, glm::vec3(size, size, size)); + models.push_back(model); + } + } + } + toRenderBlocks[it] = blocks; + 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); + }); + LOG(INFO) << "Chunks is prepared to rendering..."; } void Core::UpdateGameState() { - el::Helpers::setThreadName("Game"); - LOG(INFO) << "GameState thread is started"; - while (isRunning) { - gameState->Update(); - if (toRender.size() > 0) - break; - } - LOG(INFO) << "GameState thread is stopped"; + el::Helpers::setThreadName("Game"); + LOG(INFO) << "GameState thread is started"; + while (isRunning) { + gameState->Update(); + if (toRender.size() > 0) + break; + } + 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(); + glUniformMatrix4fv(glGetUniformLocation(shader2->Program, "projection"), 1, GL_FALSE, + glm::value_ptr(projection)); + glUniformMatrix4fv(glGetUniformLocation(shader2->Program, "view"), 1, GL_FALSE, glm::value_ptr(view)); + + /*GLfloat data[6]; + data[0] = from[0]; + data[1] = from[1]; + data[2] = to[2]; + data[3] = to[0]; + data[4] = to[1]; + data[5] = from[2];*/ + GLfloat data[] = {0.5f, 0.5f, 0.0f, + 0.5f, -0.5f, 0.0f, + -0.5f, 0.5f, 0.0f, + + 0.5f, -0.5f, 0.0f, + -0.5f, -0.5f, 0.0f, + -0.5f, 0.5f, 0.0f,}; + + glUniform3f(glGetUniformLocation(shader2->Program, "color"), color[0], color[1], color[2]); + + glDisable(GL_DEPTH_TEST); + glBindVertexArray(VAO2); + glBindBuffer(GL_ARRAY_BUFFER, VBO5); + glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 18, data, GL_DYNAMIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glDrawArrays(GL_TRIANGLES, 0, 3); + glBindVertexArray(0); + glEnable(GL_DEPTH_TEST); +} + +void Core::UpdateOptimizedRender() { + + LOG(INFO) << "Render list is optimized"; } -- cgit v1.2.3