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authorLaG1924 <12997935+LaG1924@users.noreply.github.com>2017-09-30 18:00:09 +0200
committerLaG1924 <12997935+LaG1924@users.noreply.github.com>2018-01-13 03:39:32 +0100
commitc149d9ac2492cecbd1ba336f231157f69413942b (patch)
tree9aa071b54b9e34639e8e39e15e48cc6773956aa7
parent2017-09-24 (diff)
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-rw-r--r--cwd/shaders/face.vs7
-rw-r--r--src/Entity.cpp22
-rw-r--r--src/Entity.hpp18
-rw-r--r--src/GameState.cpp227
-rw-r--r--src/GameState.hpp13
-rw-r--r--src/Render.cpp17
-rw-r--r--src/RendererWorld.cpp155
-rw-r--r--src/Utility.hpp2
-rw-r--r--src/World.cpp84
-rw-r--r--src/World.hpp4
-rw-r--r--src/main.cpp3
11 files changed, 320 insertions, 232 deletions
diff --git a/cwd/shaders/face.vs b/cwd/shaders/face.vs
index 9bf2639..2d3b4b5 100644
--- a/cwd/shaders/face.vs
+++ b/cwd/shaders/face.vs
@@ -13,13 +13,14 @@ out VS_OUT {
vec2 Light;
} vs_out;
-uniform mat4 view;
-uniform mat4 projection;
+//uniform mat4 view;
+//uniform mat4 projection;
+uniform mat4 projView;
void main()
{
vec4 sourcePosition = vec4(position,1.0f);
- gl_Position = projection * view * model * sourcePosition;
+ gl_Position = projView * model * sourcePosition;
vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y);
vs_out.Texture = Texture;
diff --git a/src/Entity.cpp b/src/Entity.cpp
index cdfd85d..d91e78d 100644
--- a/src/Entity.cpp
+++ b/src/Entity.cpp
@@ -13,10 +13,26 @@ VectorF Entity::DecodeDeltaPos(short deltaX, short deltaY, short deltaZ)
return VectorF(deltaX / posMod, deltaY / posMod, deltaZ / posMod);
}
+double Entity::DecodeYaw(double yaw) {
+ return yaw + 90.0;
+}
+
+double Entity::DecodePitch(double pitch) {
+ return -pitch;
+}
+
+double Entity::EncodeYaw(double yaw) {
+ return yaw - 90.0;
+}
+
+double Entity::EncodePitch(double pitch) {
+ return -pitch;
+}
+
Entity CreateObject(ObjectType type)
{
Entity entity;
- entity.isMob = false;
+ entity.type = EntityType::Object;
switch (type) {
case ObjectType::Boat:
break;
@@ -82,5 +98,7 @@ Entity CreateObject(ObjectType type)
Entity CreateMob(MobType type)
{
- return Entity();
+ Entity entity;
+ entity.type = EntityType::Mob;
+ return entity;
}
diff --git a/src/Entity.hpp b/src/Entity.hpp
index c818abe..cc9f6fa 100644
--- a/src/Entity.hpp
+++ b/src/Entity.hpp
@@ -3,6 +3,11 @@
#include "Utility.hpp"
#include "Vector.hpp"
+enum class EntityType {
+ Object,
+ Mob,
+};
+
enum class ObjectType{
Boat=1,
ItemStack,
@@ -130,9 +135,20 @@ struct Entity {
double height = 1.0;
glm::vec3 renderColor;
int entityType=0;
- bool isMob=false;
+ EntityType type;
+ bool isSolid = true;
+ double gravity = 32.0; // in m/s^2
+ double drag = 0.4;
+ double terminalVelocity = 78.4;
+ bool onGround = true;
+ VectorF EyeOffset = VectorF(0,1.62,0);
+
static VectorF DecodeVelocity(short x, short y, short z);
static VectorF DecodeDeltaPos(short deltaX, short deltaY, short deltaZ);
+ static double DecodeYaw(double yaw);
+ static double DecodePitch(double pitch);
+ static double EncodeYaw(double yaw);
+ static double EncodePitch(double pitch);
};
Entity CreateObject(ObjectType type);
diff --git a/src/GameState.cpp b/src/GameState.cpp
index 98b49f7..08b29b4 100644
--- a/src/GameState.cpp
+++ b/src/GameState.cpp
@@ -3,9 +3,9 @@
#include <iomanip>
GameState::GameState(std::shared_ptr<NetworkClient> networkClient) : nc(networkClient) {
- Front = glm::vec3(0.0f, 0.0f, -1.0f);
- this->SetPosition(glm::vec3(0.0f, 0.0f, 3.0f));
- this->WorldUp = glm::vec3(0.0f, 1.0f, 0.0f);
+ //Front = glm::vec3(0.0f, 0.0f, -1.0f);
+ //this->SetPosition(glm::vec3(0.0f, 0.0f, 3.0f));
+ //this->WorldUp = glm::vec3(0.0f, 1.0f, 0.0f);
}
void GameState::Update(float deltaTime) {
@@ -14,46 +14,19 @@ void GameState::Update(float deltaTime) {
static auto timeOfPreviousSendedPacket(clock.now());
auto delta = clock.now() - timeOfPreviousSendedPacket;
using namespace std::chrono_literals;
- if (delta >= 50ms) {
- auto packetToSend = std::make_shared<PacketPlayerPositionAndLookSB>(g_PlayerX, g_PlayerY, g_PlayerZ,
- g_PlayerYaw,
- g_PlayerPitch, g_OnGround);
- nc->SendPacket(packetToSend);
- timeOfPreviousSendedPacket = clock.now();
- }
-
- const float gravity = -9.8f;
- g_PlayerVelocityY += gravity * deltaTime;
-
- bool isCollides = world.isPlayerCollides(g_PlayerX, g_PlayerY + g_PlayerVelocityY * deltaTime,
- g_PlayerZ);
- if (!isCollides) {
- g_PlayerY += g_PlayerVelocityY * deltaTime;
- g_OnGround = false;
- } else {
- g_PlayerVelocityY = 0;
- if (g_OnGround == false) {
- auto updatePacket = std::make_shared<PacketPlayerPosition>(g_PlayerX, g_PlayerY, g_PlayerZ, true);
- nc->SendPacket(updatePacket);
- }
- g_OnGround = true;
- }
-
- isCollides = world.isPlayerCollides(g_PlayerX + g_PlayerVelocityX * deltaTime, g_PlayerY,
- g_PlayerZ + g_PlayerVelocityZ * deltaTime);
- if (!isCollides) {
- g_PlayerX += g_PlayerVelocityX * deltaTime;
- g_PlayerZ += g_PlayerVelocityZ * deltaTime;
+ if (delta >= 50ms) {
+ auto packetToSend = std::make_shared<PacketPlayerPositionAndLookSB>(player->pos.x, player->pos.y, player->pos.z, player->yaw, player->pitch, player->onGround);
+ nc->SendPacket(packetToSend);
+ timeOfPreviousSendedPacket = clock.now();
}
- const float AirResistance = 10.0f;
- glm::vec3 vel(g_PlayerVelocityX, 0, g_PlayerVelocityZ);
- glm::vec3 resistForce = -vel * AirResistance * deltaTime;
- vel += resistForce;
- g_PlayerVelocityX = vel.x;
- g_PlayerVelocityZ = vel.z;
-
+ bool prevOnGround = player->onGround;
world.UpdatePhysics(deltaTime);
+ if (player->onGround != prevOnGround) {
+ auto updatePacket = std::make_shared<PacketPlayerPosition>(player->pos.x, player->pos.y, player->pos.z, player->onGround);
+ nc->SendPacket(updatePacket);
+ }
+
}
}
@@ -213,6 +186,13 @@ void GameState::UpdatePacket()
break;
case JoinGame: {
auto packet = std::static_pointer_cast<PacketJoinGame>(ptr);
+ Entity entity;
+ entity.entityId = packet->EntityId;
+ entity.width = 0.6;
+ entity.height = 1.8;
+ world.AddEntity(entity);
+ player = world.GetEntityPtr(entity.entityId);
+
g_PlayerEid = packet->EntityId;
g_Gamemode = (packet->Gamemode & 0b11111011);
g_Dimension = packet->Dimension;
@@ -266,43 +246,42 @@ void GameState::UpdatePacket()
case PlayerPositionAndLookCB: {
auto packet = std::static_pointer_cast<PacketPlayerPositionAndLookCB>(ptr);
if ((packet->Flags & 0x10) != 0) {
- g_PlayerPitch += packet->Pitch;
+ player->pitch += packet->Pitch;
}
else {
- g_PlayerPitch = packet->Pitch;
+ player->pitch = packet->Pitch;
};
if ((packet->Flags & 0x08) != 0) {
- g_PlayerYaw += packet->Yaw;
+ player->yaw += packet->Yaw;
}
else {
- g_PlayerYaw = packet->Yaw;
+ player->yaw = packet->Yaw;
}
if ((packet->Flags & 0x01) != 0) {
- g_PlayerX += packet->X;
+ player->pos.x += packet->X;
}
else {
- g_PlayerX = packet->X;
+ player->pos.x = packet->X;
}
if ((packet->Flags & 0x02) != 0) {
- g_PlayerY += packet->Y;
+ player->pos.y += packet->Y;
}
else {
- g_PlayerY = packet->Y;
+ player->pos.y = packet->Y;
}
if ((packet->Flags & 0x04) != 0) {
- g_PlayerZ += packet->Z;
+ player->pos.z += packet->Z;
}
else {
- g_PlayerZ = packet->Z;
+ player->pos.z = packet->Z;
}
- EventAgregator::PushEvent(EventType::PlayerPosChanged, PlayerPosChangedData{ VectorF(g_PlayerX,g_PlayerY,g_PlayerZ) });
- LOG(INFO) << "PlayerPos is " << g_PlayerX << ", " << g_PlayerY << ", " << g_PlayerZ << "\t\tAngle: "
- << g_PlayerYaw << "," << g_PlayerPitch;
+ EventAgregator::PushEvent(EventType::PlayerPosChanged, PlayerPosChangedData{ player->pos });
+ LOG(INFO) << "PlayerPos is " << player->pos << "\t\tAngle: " << player->yaw << "," << player->pitch;;
if (!g_IsGameStarted) {
LOG(INFO) << "Game is started";
@@ -425,92 +404,74 @@ void GameState::UpdatePacket()
void GameState::HandleMovement(GameState::Direction direction, float deltaTime) {
if (!g_IsGameStarted)
return;
- const float PlayerSpeed = 40.0;
- float velocity = PlayerSpeed * deltaTime;
- glm::vec3 vel(g_PlayerVelocityX, g_PlayerVelocityY, g_PlayerVelocityZ);
- glm::vec3 front(cos(glm::radians(this->Yaw())) * cos(glm::radians(this->Pitch())), 0,
- sin(glm::radians(this->Yaw())) * cos(glm::radians(this->Pitch())));
- front = glm::normalize(front);
- glm::vec3 right = glm::normalize(glm::cross(front, this->WorldUp));
- switch (direction) {
- case FORWARD:
- vel += front * velocity;
- break;
- case BACKWARD:
- vel -= front * velocity;
- break;
- case RIGHT:
- vel += right * velocity;
- break;
- case LEFT:
- vel -= right * velocity;
- break;
- case JUMP:
- if (g_OnGround) {
- vel.y += 5;
- g_OnGround = false;
- }
- break;
- }
- g_PlayerVelocityX = vel.x;
- g_PlayerVelocityY = vel.y;
- g_PlayerVelocityZ = vel.z;
+ const double playerSpeed = 43;
+
+ float velocity = playerSpeed * deltaTime;
+
+ double playerYaw = Entity::DecodeYaw(player->yaw);
+ double playerPitch = Entity::DecodePitch(player->pitch);
+
+ glm::vec3 front, right, worldUp, up;
+ worldUp = glm::vec3(0.0f, 1.0f, 0.0f);
+ front.x = cos(glm::radians(playerYaw)) * cos(glm::radians(playerPitch));
+ front.y = 0;
+ front.z = sin(glm::radians(playerYaw)) * cos(glm::radians(playerPitch));
+ front = glm::normalize(front);
+ right = glm::normalize(glm::cross(front, worldUp));
+ up = glm::normalize(glm::cross(right, front));
+
+ glm::vec3 vel = player->vel.glm();
+ switch (direction) {
+ case FORWARD:
+ vel += front * velocity;
+ break;
+ case BACKWARD:
+ vel -= front * velocity;
+ break;
+ case RIGHT:
+ vel += right * velocity;
+ break;
+ case LEFT:
+ vel -= right * velocity;
+ break;
+ case JUMP:
+ if (player->onGround) {
+ vel.y += 10;
+ player->onGround = false;
+ }
+ break;
+ }
+ player->vel = VectorF(vel.x, vel.y, vel.z);
}
void GameState::HandleRotation(double yaw, double pitch) {
if (!g_IsGameStarted)
return;
- this->SetYaw(Yaw() + yaw);
- this->SetPitch(Pitch() + pitch);
- if (this->Pitch() > 89.0f)
- this->SetPitch(89.0f);
- if (this->Pitch() < -89.0f)
- this->SetPitch(-89.0f);
- this->updateCameraVectors();
-
- auto updatePacket = std::make_shared<PacketPlayerLook>(g_PlayerYaw, g_PlayerPitch, g_OnGround);
- nc->SendPacket(updatePacket);
+ double playerYaw = Entity::DecodeYaw(player->yaw);
+ double playerPitch = Entity::DecodePitch(player->pitch);
+ playerYaw += yaw;
+ playerPitch += pitch;
+ if (playerPitch > 89.0)
+ playerPitch = 89.0;
+ if (playerPitch < -89.0)
+ playerPitch = -89.0;
+ player->yaw = Entity::EncodeYaw(playerYaw);
+ player->pitch = Entity::EncodePitch(playerPitch);
}
glm::mat4 GameState::GetViewMatrix() {
- updateCameraVectors();
- auto pos = this->Position();
- pos.y += 1.62;
- return glm::lookAt(pos, pos + this->Front, this->Up);
-}
-
-void GameState::updateCameraVectors() {
- glm::vec3 front;
- front.x = cos(glm::radians(this->Yaw())) * cos(glm::radians(this->Pitch()));
- front.y = sin(glm::radians(this->Pitch()));
- front.z = sin(glm::radians(this->Yaw())) * cos(glm::radians(this->Pitch()));
- this->Front = glm::normalize(front);
- this->Right = glm::normalize(glm::cross(this->Front, this->WorldUp));
- this->Up = glm::normalize(glm::cross(this->Right, this->Front));
-}
-
-float GameState::Yaw() {
- return g_PlayerYaw + 90;
-}
-
-float GameState::Pitch() {
- return -g_PlayerPitch;
-}
-
-void GameState::SetYaw(float yaw) {
- g_PlayerYaw = yaw - 90;
-}
-
-void GameState::SetPitch(float pitch) {
- g_PlayerPitch = -pitch;
-}
-
-glm::vec3 GameState::Position() {
- return glm::vec3(g_PlayerX, g_PlayerY, g_PlayerZ);
-}
+ double playerYaw = Entity::DecodeYaw(player->yaw);
+ double playerPitch = Entity::DecodePitch(player->pitch);
+ glm::vec3 front, right, worldUp, up;
+ worldUp = glm::vec3(0.0f, 1.0f, 0.0f);
+ front.x = cos(glm::radians(playerYaw)) * cos(glm::radians(playerPitch));
+ front.y = sin(glm::radians(playerPitch));
+ front.z = sin(glm::radians(playerYaw)) * cos(glm::radians(playerPitch));
+ front = glm::normalize(front);
+ right = glm::normalize(glm::cross(front, worldUp));
+ up = glm::normalize(glm::cross(right, front));
-void GameState::SetPosition(glm::vec3 Position) {
- g_PlayerX = Position.x;
- g_PlayerY = Position.y;
- g_PlayerZ = Position.z;
-}
+ glm::vec3 eyePos = player->pos.glm();
+ eyePos += player->EyeOffset.glm();
+ return glm::lookAt(eyePos, eyePos + front, up);
+} \ No newline at end of file
diff --git a/src/GameState.hpp b/src/GameState.hpp
index 659f829..31ec928 100644
--- a/src/GameState.hpp
+++ b/src/GameState.hpp
@@ -25,7 +25,8 @@ public:
void HandleMovement(GameState::Direction direction, float deltaTime);
void HandleRotation(double yaw, double pitch);
glm::mat4 GetViewMatrix();
- void updateCameraVectors();
+ Entity* player;
+ /*void updateCameraVectors();
float Yaw();
float Pitch();
@@ -37,7 +38,7 @@ public:
glm::vec3 Front;
glm::vec3 Up;
glm::vec3 Right;
- glm::vec3 WorldUp;
+ glm::vec3 WorldUp;*/
World world;
@@ -58,17 +59,17 @@ public:
bool g_PlayerCreativeMode = false;
float g_PlayerFlyingSpeed = 0;
float g_PlayerFovModifier = 0;
- float g_PlayerPitch = 0;
+ /*float g_PlayerPitch = 0;
float g_PlayerYaw = 0;
double g_PlayerX = 0;
double g_PlayerY = 0;
- double g_PlayerZ = 0;
+ double g_PlayerZ = 0;*/
float g_PlayerHealth = 0;
- bool g_OnGround = true;
+ /*bool g_OnGround = true;
double g_PlayerVelocityX = 0;
double g_PlayerVelocityY = 0;
- double g_PlayerVelocityZ = 0;
+ double g_PlayerVelocityZ = 0;*/
long long WorldAge = 0;
long long TimeOfDay = 0;
diff --git a/src/Render.cpp b/src/Render.cpp
index ffa219a..c607a2d 100644
--- a/src/Render.cpp
+++ b/src/Render.cpp
@@ -9,7 +9,7 @@
#include <imgui.h>
#include "imgui_impl_sdl_gl3.h"
-Render::Render(unsigned int windowWidth, unsigned int windowHeight, std::string windowTitle) : timer(std::chrono::milliseconds(0)) {
+Render::Render(unsigned int windowWidth, unsigned int windowHeight, std::string windowTitle) : timer(std::chrono::milliseconds(16)) {
InitSfml(windowWidth, windowHeight, windowTitle);
glCheckError();
InitGlew();
@@ -297,12 +297,13 @@ void Render::RenderGui() {
ImGui::Separator();
ImGui::Text("State: %s", stateString.c_str());
ImGui::Text("FPS: %.1f (%.3fms)", ImGui::GetIO().Framerate, 1000.0f / ImGui::GetIO().Framerate);
- float gameTime = DebugInfo::gameThreadTime / 100.0f;
- ImGui::Text("TPS: %.1f (%.2fms)", 1000.0f/gameTime, gameTime);
- ImGui::Text("Sections loaded: %d", (int)DebugInfo::totalSections);
- ImGui::Text("SectionsRenderer: %d (%d)", (int)DebugInfo::renderSections, (int)DebugInfo::readyRenderer);
+ float gameTime = DebugInfo::gameThreadTime / 100.0f;
if (world) {
- ImGui::Text("Player pos: %.1f %.1f %.1f", world->GameStatePtr()->g_PlayerX, world->GameStatePtr()->g_PlayerY, world->GameStatePtr()->g_PlayerZ);
+ ImGui::Text("TPS: %.1f (%.2fms)", 1000.0f / gameTime, gameTime);
+ ImGui::Text("Sections loaded: %d", (int)DebugInfo::totalSections);
+ ImGui::Text("SectionsRenderer: %d (%d)", (int)DebugInfo::renderSections, (int)DebugInfo::readyRenderer);
+ ImGui::Text("Player pos: %.1f %.1f %.1f OnGround=%d", world->GameStatePtr()->player->pos.x, world->GameStatePtr()->player->pos.y, world->GameStatePtr()->player->pos.z,world->GameStatePtr()->player->onGround);
+ ImGui::Text("Player vel: %.1f %.1f %.1f", world->GameStatePtr()->player->vel.x, world->GameStatePtr()->player->vel.y, world->GameStatePtr()->player->vel.z);
ImGui::Text("Player health: %.1f/%.1f", world->GameStatePtr()->g_PlayerHealth, 20.0f);
}
ImGui::End();
@@ -431,6 +432,9 @@ void Render::RenderGui() {
static float sense = sensetivity;
ImGui::SliderFloat("Sensetivity", &sense, 0.01f, 1.0f);
+ static float frameTime = 16.0f;
+ ImGui::SliderFloat("Frame time", &frameTime, 0.0f, 32.0f);
+
static bool wireframe = isWireframe;
ImGui::Checkbox("Wireframe", &wireframe);
@@ -445,6 +449,7 @@ void Render::RenderGui() {
sensetivity = sense;
isWireframe = wireframe;
+ timer.SetDelayLength(std::chrono::duration<double,std::milli>(frameTime));
}
ImGui::Separator();
diff --git a/src/RendererWorld.cpp b/src/RendererWorld.cpp
index 62fb243..0661b9a 100644
--- a/src/RendererWorld.cpp
+++ b/src/RendererWorld.cpp
@@ -50,7 +50,7 @@ void RendererWorld::WorkerFunction(size_t workerId) {
void RendererWorld::UpdateAllSections(VectorF playerPos)
{
- Vector playerChunk(std::floor(gs->g_PlayerX / 16), 0, std::floor(gs->g_PlayerZ / 16));
+ Vector playerChunk(std::floor(gs->player->pos.x / 16), 0, std::floor(gs->player->pos.z / 16));
std::vector<Vector> suitableChunks;
auto chunks = gs->world.GetSectionsList();
@@ -74,7 +74,7 @@ void RendererWorld::UpdateAllSections(VectorF playerPos)
EventAgregator::PushEvent(EventType::DeleteSectionRender, DeleteSectionRenderData{ it });
}
- playerChunk.y = std::floor(gs->g_PlayerY / 16.0);
+ playerChunk.y = std::floor(gs->player->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();
@@ -146,7 +146,7 @@ RendererWorld::RendererWorld(std::shared_ptr<GameState> ptr):gs(ptr) {
listener.RegisterHandler(EventType::ChunkChanged, [this](EventData eventData) {
auto vec = std::get<ChunkChangedData>(eventData).chunkPosition;
- Vector playerChunk(std::floor(gs->g_PlayerX / 16), 0, std::floor(gs->g_PlayerZ / 16));
+ Vector playerChunk(std::floor(gs->player->pos.x / 16), 0, std::floor(gs->player->pos.z / 16));
double distanceToChunk = (Vector(vec.x, 0, vec.z) - playerChunk).GetLength();
if (MaxRenderingDistance != 1000 && distanceToChunk > MaxRenderingDistance) {
@@ -169,7 +169,7 @@ RendererWorld::RendererWorld(std::shared_ptr<GameState> ptr):gs(ptr) {
});
listener.RegisterHandler(EventType::UpdateSectionsRender, [this](EventData eventData) {
- UpdateAllSections(VectorF(gs->g_PlayerX,gs->g_PlayerY,gs->g_PlayerZ));
+ UpdateAllSections(gs->player->pos);
});
listener.RegisterHandler(EventType::PlayerPosChanged, [this](EventData eventData) {
@@ -211,84 +211,21 @@ RendererWorld::~RendererWorld() {
}
void RendererWorld::Render(RenderState & renderState) {
- renderState.TimeOfDay = gs->TimeOfDay;
- renderState.SetActiveShader(blockShader->Program);
- glCheckError();
-
- GLint projectionLoc = glGetUniformLocation(blockShader->Program, "projection");
- GLint viewLoc = glGetUniformLocation(blockShader->Program, "view");
- GLint windowSizeLoc = glGetUniformLocation(blockShader->Program, "windowSize");
+ //Common
+ GLint projectionLoc, viewLoc, modelLoc, pvLoc, windowSizeLoc, colorLoc;
glm::mat4 projection = glm::perspective(45.0f, (float)renderState.WindowWidth / (float)renderState.WindowHeight, 0.1f, 10000000.0f);
glm::mat4 view = gs->GetViewMatrix();
- glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
- glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
- glUniform2f(windowSizeLoc, renderState.WindowWidth, renderState.WindowHeight);
- glCheckError();
-
- sectionsMutex.lock();
- for (auto& section : sections) {
- sectionsMutex.unlock();
- std::vector<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;
- glm::mat4 vp = projection * view;
- for (auto &it : sectionCorners) {
- glm::vec3 point(section.second.GetPosition().x * 16 + it.x,
- section.second.GetPosition().y * 16 + it.y,
- section.second.GetPosition().z * 16 + it.z);
- 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;
- }
- }
- double lengthToSection = (VectorF(gs->g_PlayerX, gs->g_PlayerY, gs->g_PlayerZ) - VectorF(section.first.x*16,section.first.y*16,section.first.z*16)).GetLength();
-
- if (isBreak && lengthToSection > 30.0f) {
- sectionsMutex.lock();
- continue;
- }
- section.second.Render(renderState);
- sectionsMutex.lock();
- }
- sectionsMutex.unlock();
- glCheckError();
-
- glLineWidth(3.0);
- renderState.SetActiveShader(entityShader->Program);
- glCheckError();
- projectionLoc = glGetUniformLocation(entityShader->Program, "projection");
- viewLoc = glGetUniformLocation(entityShader->Program, "view");
- glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
- glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
- glCheckError();
- GLint modelLoc = glGetUniformLocation(entityShader->Program, "model");
- GLint colorLoc = glGetUniformLocation(entityShader->Program, "color");
- for (auto& it : entities) {
- it.modelLoc = modelLoc;
- it.colorLoc = colorLoc;
- it.Render(renderState);
- }
- glLineWidth(1.0);
-
-
+ glm::mat4 projView = projection * view;
+ //Render sky
+ renderState.TimeOfDay = gs->TimeOfDay;
renderState.SetActiveShader(skyShader->Program);
projectionLoc = glGetUniformLocation(skyShader->Program, "projection");
viewLoc = glGetUniformLocation(skyShader->Program, "view");
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glm::mat4 model = glm::mat4();
- model = glm::translate(model, gs->Position());
+ model = glm::translate(model, gs->player->pos.glm());
const float scale = 1000000.0f;
model = glm::scale(model, glm::vec3(scale, scale, scale));
float shift = gs->TimeOfDay / 24000.0f;
@@ -308,7 +245,7 @@ void RendererWorld::Render(RenderState & renderState) {
const float sunriseLength = sunriseMax - sunriseMin;
const float moonriseLength = moonriseMax - moonriseMin;
- float mixLevel=0;
+ float mixLevel = 0;
int dayTime = gs->TimeOfDay;
if (dayTime < 0)
dayTime *= -1;
@@ -325,10 +262,78 @@ void RendererWorld::Render(RenderState & renderState) {
mixLevel = 1.0 - (timePassed / moonriseLength);
}
- glUniform1f(glGetUniformLocation(skyShader->Program,"DayTime"), mixLevel);
+ glUniform1f(glGetUniformLocation(skyShader->Program, "DayTime"), mixLevel);
rendererSky.Render(renderState);
glCheckError();
+
+ //Render Entities
+ glLineWidth(3.0);
+ renderState.SetActiveShader(entityShader->Program);
+ glCheckError();
+ projectionLoc = glGetUniformLocation(entityShader->Program, "projection");
+ viewLoc = glGetUniformLocation(entityShader->Program, "view");
+ glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
+ glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
+ glCheckError();
+ modelLoc = glGetUniformLocation(entityShader->Program, "model");
+ colorLoc = glGetUniformLocation(entityShader->Program, "color");
+ for (auto& it : entities) {
+ it.modelLoc = modelLoc;
+ it.colorLoc = colorLoc;
+ it.Render(renderState);
+ }
+ glLineWidth(1.0);
+ glCheckError();
+
+ //Render sections
+ renderState.SetActiveShader(blockShader->Program);
+ projectionLoc = glGetUniformLocation(blockShader->Program, "projection");
+ viewLoc = glGetUniformLocation(blockShader->Program, "view");
+ windowSizeLoc = glGetUniformLocation(blockShader->Program, "windowSize");
+ pvLoc = glGetUniformLocation(blockShader->Program, "projView");
+
+ glUniformMatrix4fv(pvLoc, 1, GL_FALSE, glm::value_ptr(projView));
+ glUniform2f(windowSizeLoc, renderState.WindowWidth, renderState.WindowHeight);
+ glCheckError();
+
+ sectionsMutex.lock();
+ for (auto& section : sections) {
+ sectionsMutex.unlock();
+ std::vector<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;
+ glm::mat4 vp = projection * view;
+ for (auto &it : sectionCorners) {
+ glm::vec3 point(section.second.GetPosition().x * 16 + it.x,
+ section.second.GetPosition().y * 16 + it.y,
+ section.second.GetPosition().z * 16 + it.z);
+ 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;
+ }
+ }
+ double lengthToSection = (gs->player->pos - VectorF(section.first.x*16,section.first.y*16,section.first.z*16)).GetLength();
+
+ if (isBreak && lengthToSection > 30.0f) {
+ sectionsMutex.lock();
+ continue;
+ }
+ section.second.Render(renderState);
+ sectionsMutex.lock();
+ }
+ sectionsMutex.unlock();
+ glCheckError();
}
void RendererWorld::PrepareRender() {
diff --git a/src/Utility.hpp b/src/Utility.hpp
index 064f4dd..8333052 100644
--- a/src/Utility.hpp
+++ b/src/Utility.hpp
@@ -7,8 +7,6 @@
#include <easylogging++.h>
#include <GL/glew.h>
-//using Uuid = std::array<unsigned char, 16>;
-//using Uuid = unsigned char[16];
using Uuid = std::vector<uint8_t>;
template<class T>
diff --git a/src/World.cpp b/src/World.cpp
index 0176a91..7b150b7 100644
--- a/src/World.cpp
+++ b/src/World.cpp
@@ -134,10 +134,76 @@ glm::vec3 World::Raycast(glm::vec3 position, glm::vec3 direction, float maxLengt
void World::UpdatePhysics(float delta)
{
- delta /= 5;
+ struct CollisionResult {
+ bool isCollide;
+ //Vector block;
+ //VectorF pos;
+ //VectorF dir;
+ };
+
+ auto testCollision = [this](double width, double height, VectorF pos)->CollisionResult {
+
+ int blockXBegin = pos.x - width - 1.0;
+ int blockXEnd = pos.x + width + 0.5;
+ int blockYBegin = pos.y - 0.5;
+ int blockYEnd = pos.y + height + 0.5;
+ int blockZBegin = pos.z - width - 0.5;
+ int blockZEnd = pos.z + width + 0.5;
+
+ AABB entityCollBox;
+ entityCollBox.x = pos.x - width / 2.0;
+ entityCollBox.y = pos.y;
+ entityCollBox.z = pos.z - width / 2.0;
+
+ entityCollBox.w = width;
+ entityCollBox.h = height;
+ entityCollBox.l = width;
+
+ for (int y = blockYBegin; y <= blockYEnd; y++) {
+ for (int z = blockZBegin; z <= blockZEnd; z++) {
+ for (int x = blockXBegin; x <= blockXEnd; x++) {
+ BlockId block = this->GetBlockId(Vector(x, y, z));
+ if (block.id == 0 || block.id == 31)
+ continue;
+ AABB blockColl{ x,y,z,1.0,1.0,1.0 };
+ if (TestCollision(entityCollBox, blockColl)) {
+ return { true };
+ }
+ }
+ }
+ }
+ return { false };
+ };
+
entitiesMutex.lock();
for (auto& it : entities) {
- it.pos = it.pos + it.vel * delta;
+ { //Vertical velocity
+ it.vel.y -= it.gravity * delta;
+ VectorF newPos = it.pos + VectorF(0, it.vel.y, 0) * delta;
+ auto coll = testCollision(it.width, it.height, newPos);
+ if (coll.isCollide) {
+ it.vel = VectorF(it.vel.x, 0, it.vel.z);
+ it.onGround = true;
+ }
+ else {
+ it.pos = newPos;
+ }
+ }
+ { //Horizontal velocity
+ VectorF newPos = it.pos + VectorF(it.vel.x, 0, it.vel.z) * delta;
+ auto coll = testCollision(it.width, it.height, newPos);
+ if (coll.isCollide) {
+ it.vel = VectorF(0, it.vel.y, 0);
+ }
+ else {
+ it.pos = newPos;
+ }
+
+ const float AirResistance = 10.0f;
+ VectorF resistForce = it.vel * AirResistance * delta * -1.0;
+ resistForce.y = 0.0;
+ it.vel = it.vel + resistForce;
+ }
}
entitiesMutex.unlock();
DebugInfo::totalSections = sections.size();
@@ -247,7 +313,7 @@ BlockId World::GetBlockId(Vector pos) {
Vector sectionPos(std::floor(pos.x / 16.0), std::floor(pos.y / 16.0), std::floor(pos.z / 16.0));
Section* section = GetSectionPtr(sectionPos);
- return section->GetBlockId(pos - (sectionPos * 16));
+ return !section ? BlockId{0, 0} : section->GetBlockId(pos - (sectionPos * 16));
}
void World::SetBlockId(Vector pos, BlockId block) {
@@ -272,4 +338,16 @@ Section *World::GetSectionPtr(Vector position) {
return nullptr;
return it->second.get();
+}
+
+Entity* World::GetEntityPtr(unsigned int EntityId) {
+ entitiesMutex.lock();
+ for (auto& it : entities) {
+ if (it.entityId == EntityId) {
+ entitiesMutex.unlock();
+ return &it;
+ }
+ }
+ entitiesMutex.unlock();
+ return nullptr;
} \ No newline at end of file
diff --git a/src/World.hpp b/src/World.hpp
index 6b8b5d1..31290c8 100644
--- a/src/World.hpp
+++ b/src/World.hpp
@@ -22,7 +22,7 @@ class World {
Section ParseSection(StreamInput *data, Vector position);
- std::vector<Entity> entities;
+ std::list<Entity> entities;
std::mutex entitiesMutex;
@@ -57,6 +57,8 @@ public:
Entity& GetEntity(unsigned int EntityId);
+ Entity* GetEntityPtr(unsigned int EntityId);
+
std::vector<unsigned int> GetEntitiesList();
void AddEntity(Entity entity);
diff --git a/src/main.cpp b/src/main.cpp
index 4130bf3..aa7383d 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -4,6 +4,8 @@
#include "ThreadRender.hpp"
#include "ThreadNetwork.hpp"
+#include <set>
+
const char *getTimeSinceProgramStart(void) {
static auto initialTime = std::chrono::steady_clock().now();
auto now = std::chrono::steady_clock().now();
@@ -18,6 +20,7 @@ INITIALIZE_EASYLOGGINGPP
#undef main
int main(int argc, char** argv) {
+ srand(time(0));
el::Configurations loggerConfiguration;
el::Helpers::installCustomFormatSpecifier(
el::CustomFormatSpecifier("%startTime", std::bind(getTimeSinceProgramStart)));