summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
-rw-r--r--src/Event.hpp19
-rw-r--r--src/GlobalState.cpp33
-rw-r--r--src/GlobalState.hpp14
-rw-r--r--src/Render.cpp110
-rw-r--r--src/Render.hpp11
-rw-r--r--src/RendererWorld.cpp100
6 files changed, 158 insertions, 129 deletions
diff --git a/src/Event.hpp b/src/Event.hpp
index d2ddb15..021af0d 100644
--- a/src/Event.hpp
+++ b/src/Event.hpp
@@ -45,6 +45,7 @@ enum class EventType {
ChunkDeleted,
ChatMessageReceived,
SendChatMessage,
+ StateUpdated,
};
struct EchoData {
@@ -176,14 +177,18 @@ struct SendChatMessageData {
std::string message;
};
+struct StateUpdatedData {
+
+};
+
using EventData = std::variant<EchoData, ChunkChangedData, ConnectToServerData, ConnectionSuccessfullData,
- DisconnectData, SendPacketData, ReceivePacketData, RequestNetworkClientData, RegisterNetworkClientData,
- PlayerConnectedData, RemoveLoadingScreenData, ConnectionFailedData, ExitData, DisconnectedData,
- ConnectingData, NetworkClientExceptionData, MouseMovedData, KeyPressedData, KeyReleasedData,
- InitalizeSectionRenderData, CreateSectionRenderData, CreatedSectionRenderData, PlayerPosChangedData,
- UpdateSectionsRenderData, DeleteSectionRenderData, EntityChangedData,NewRenderDataAvailableData,
- BlockChangeData, RendererWorkerTaskData, ChunkDeletedData, ChatMessageReceivedData,
- SendChatMessageData>;
+ DisconnectData, SendPacketData, ReceivePacketData, RequestNetworkClientData, RegisterNetworkClientData,
+ PlayerConnectedData, RemoveLoadingScreenData, ConnectionFailedData, ExitData, DisconnectedData,
+ ConnectingData, NetworkClientExceptionData, MouseMovedData, KeyPressedData, KeyReleasedData,
+ InitalizeSectionRenderData, CreateSectionRenderData, CreatedSectionRenderData, PlayerPosChangedData,
+ UpdateSectionsRenderData, DeleteSectionRenderData, EntityChangedData, NewRenderDataAvailableData,
+ BlockChangeData, RendererWorkerTaskData, ChunkDeletedData, ChatMessageReceivedData,
+ SendChatMessageData, StateUpdatedData>;
struct Event {
EventType type;
diff --git a/src/GlobalState.cpp b/src/GlobalState.cpp
index 78fba0e..23c7e51 100644
--- a/src/GlobalState.cpp
+++ b/src/GlobalState.cpp
@@ -16,6 +16,7 @@ bool isPhysRunning;
EventListener listener;
bool isMoving[5] = { 0,0,0,0,0 };
std::thread threadPhys;
+State state;
void PhysExec();
@@ -149,16 +150,18 @@ void PhysExec() {
while (isPhysRunning) {
DebugInfo::gameThreadTime = timer.GetRealDeltaS() * 1000'00.0f;
- 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());
+ 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());
@@ -215,4 +218,14 @@ GameState *GlobalState::GetGameState() {
Render *GlobalState::GetRender() {
return render.get();
+}
+
+State GlobalState::GetState() {
+ return state;
+}
+
+void GlobalState::SetState(const State &newState) {
+ if (newState != state)
+ EventAgregator::PushEvent(EventType::StateUpdated, StateUpdatedData{});
+ state = newState;
} \ No newline at end of file
diff --git a/src/GlobalState.hpp b/src/GlobalState.hpp
index 29ab7a0..c0f1769 100644
--- a/src/GlobalState.hpp
+++ b/src/GlobalState.hpp
@@ -7,8 +7,20 @@ class NetworkClient;
class GameState;
class Render;
-struct GlobalState {
+enum class State {
+ InitialLoading,
+ MainMenu,
+ Loading,
+ Playing,
+ Paused,
+ Inventory,
+ Chat,
+};
+
+struct GlobalState {
static GameState *GetGameState();
static Render *GetRender();
static void Exec();
+ static State GetState();
+ static void SetState(const State &newState);
}; \ No newline at end of file
diff --git a/src/Render.cpp b/src/Render.cpp
index 316efec..befc982 100644
--- a/src/Render.cpp
+++ b/src/Render.cpp
@@ -152,10 +152,9 @@ void Render::HandleEvents() {
HasFocus = true;
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
- HasFocus = false;
- SetMouseCapture(false);
- if (state == GameState::Inventory || state == GameState::Playing || state == GameState::Chat)
- state = GameState::Paused;
+ HasFocus = false;
+ if (GlobalState::GetState() == State::Inventory || GlobalState::GetState() == State::Playing || GlobalState::GetState() == State::Chat)
+ GlobalState::SetState(State::Paused);
break;
}
break;
@@ -163,48 +162,44 @@ void Render::HandleEvents() {
case SDL_KEYDOWN:
switch (event.key.keysym.scancode) {
case SDL_SCANCODE_ESCAPE:
- switch (state) {
- case GameState::Playing:
- state = GameState::Paused;
- SetMouseCapture(false);
+ switch (GlobalState::GetState()) {
+ case State::Playing:
+ GlobalState::SetState(State::Paused);
break;
- case GameState::Inventory:
- state = GameState::Playing;
- SetMouseCapture(true);
+ case State::Inventory:
+ GlobalState::SetState(State::Paused);
break;
- case GameState::Paused:
- state = GameState::Playing;
- SetMouseCapture(true);
+ case State::Paused:
+ GlobalState::SetState(State::Playing);
break;
- case GameState::MainMenu:
+ case State::MainMenu:
LOG(INFO) << "Received close event by esc";
isRunning = false;
break;
- }
+ }
break;
case SDL_SCANCODE_E:
- switch (state) {
- case GameState::Playing:
- state = GameState::Inventory;
- SetMouseCapture(false);
+ switch (GlobalState::GetState()) {
+ case State::Playing:
+ GlobalState::SetState(State::Inventory);
break;
- case GameState::Inventory:
- state = GameState::Playing;
- SetMouseCapture(true);
+ case State::Inventory:
+ GlobalState::SetState(State::Playing);
break;
}
break;
case SDL_SCANCODE_T:
- switch (state) {
- case GameState::Playing:
- state = GameState::Chat;
- SetMouseCapture(false);
- break;
- case GameState::Chat:
- state = GameState::Playing;
- SetMouseCapture(true);
- break;
- }
+ if (!ImGui::GetIO().WantCaptureKeyboard)
+ switch (GlobalState::GetState()) {
+ case State::Playing:
+ GlobalState::SetState(State::Chat);
+ SetMouseCapture(false);
+ break;
+ case State::Chat:
+ GlobalState::SetState(State::Playing);
+ SetMouseCapture(true);
+ break;
+ }
break;
}
break;
@@ -259,8 +254,7 @@ void Render::ExecuteRenderLoop() {
listener.RegisterHandler(EventType::RemoveLoadingScreen, [this](EventData eventData) {
stateString = "Playing";
renderWorld = true;
- state = GameState::Playing;
- SetMouseCapture(true);
+ GlobalState::SetState(State::Playing);
glClearColor(0, 0, 0, 1.0f);
});
@@ -268,7 +262,7 @@ void Render::ExecuteRenderLoop() {
stateString = "Connection failed: " + std::get<ConnectionFailedData>(eventData).reason;
renderWorld = false;
world.reset();
- state = GameState::MainMenu;
+ GlobalState::SetState(State::MainMenu);
glClearColor(0.8, 0.8, 0.8, 1.0f);
});
@@ -276,14 +270,13 @@ void Render::ExecuteRenderLoop() {
stateString = "Disconnected: " + std::get<DisconnectedData>(eventData).reason;
renderWorld = false;
world.reset();
- state = GameState::MainMenu;
- SetMouseCapture(false);
+ GlobalState::SetState(State::MainMenu);
glClearColor(0.8, 0.8, 0.8, 1.0f);
});
listener.RegisterHandler(EventType::Connecting, [this](EventData eventData) {
stateString = "Connecting to the server...";
- state = GameState::Loading;
+ GlobalState::SetState(State::Loading);
});
listener.RegisterHandler(EventType::ChatMessageReceived, [this](EventData eventData) {
@@ -292,11 +285,27 @@ void Render::ExecuteRenderLoop() {
chatMessages.push_back(msg);
});
- state = GameState::MainMenu;
+ listener.RegisterHandler(EventType::StateUpdated, [this](EventData eventData) {
+ switch (GlobalState::GetState()) {
+ case State::Playing:
+ SetMouseCapture(true);
+ break;
+ case State::InitialLoading:
+ case State::MainMenu:
+ case State::Loading:
+ case State::Paused:
+ case State::Inventory:
+ case State::Chat:
+ SetMouseCapture(false);
+ break;
+ }
+ });
+
+ GlobalState::SetState(State::MainMenu);
while (isRunning) {
HandleEvents();
- if (HasFocus && state == GameState::Playing) UpdateKeyboard();
+ if (HasFocus && GlobalState::GetState() == State::Playing) UpdateKeyboard();
if (isMouseCaptured) HandleMouseCapture();
glCheckError();
@@ -318,7 +327,7 @@ void Render::RenderGui() {
}
const ImGuiWindowFlags windowFlags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings;
- ImGui::ShowTestWindow();
+ //ImGui::ShowTestWindow();
ImGui::SetNextWindowPos(ImVec2(10, 10));
ImGui::Begin("DebugInfo", 0, ImVec2(0, 0), 0.4f, windowFlags);
@@ -339,8 +348,8 @@ void Render::RenderGui() {
ImGui::End();
- switch (state) {
- case GameState::MainMenu: {
+ switch (GlobalState::GetState()) {
+ case State::MainMenu: {
ImGui::SetNextWindowPosCenter();
ImGui::Begin("Menu", 0, windowFlags);
static char buff[512] = "127.0.0.1";
@@ -358,9 +367,9 @@ void Render::RenderGui() {
ImGui::End();
break;
}
- case GameState::Loading:
+ case State::Loading:
break;
- case GameState::Chat: {
+ case State::Chat: {
ImGui::SetNextWindowPosCenter();
ImGui::Begin("Chat", 0, windowFlags);
for (const auto& msg : chatMessages) {
@@ -376,7 +385,7 @@ void Render::RenderGui() {
ImGui::End();
break;
}
- case GameState::Inventory: {
+ case State::Inventory: {
auto renderSlot = [](const SlotData &slot, int i) -> bool {
return ImGui::Button(((slot.BlockId == -1 ? " ##" :
AssetManager::Instance().GetAssetNameByBlockId(BlockId{ (unsigned short)slot.BlockId,0 }) + " x" + std::to_string(slot.ItemCount) + "##")
@@ -466,12 +475,11 @@ void Render::RenderGui() {
break;
}
- case GameState::Paused: {
+ case State::Paused: {
ImGui::SetNextWindowPosCenter();
ImGui::Begin("Pause Menu", 0, windowFlags);
if (ImGui::Button("Continue")) {
- state = GameState::Playing;
- SetMouseCapture(true);
+ GlobalState::SetState(State::Playing);
}
ImGui::Separator();
static float distance = world->MaxRenderingDistance;
@@ -507,7 +515,7 @@ void Render::RenderGui() {
ImGui::End();
break;
}
- case GameState::InitialLoading:
+ case State::InitialLoading:
break;
}
diff --git a/src/Render.hpp b/src/Render.hpp
index f35d90c..8c4b4e8 100644
--- a/src/Render.hpp
+++ b/src/Render.hpp
@@ -23,16 +23,7 @@ class Render {
float sensetivity = 0.1f;
bool isWireframe = false;
std::vector<std::string> chatMessages;
-
- enum GameState {
- InitialLoading,
- MainMenu,
- Loading,
- Playing,
- Paused,
- Inventory,
- Chat,
- } state = InitialLoading;
+
std::string stateString;
void SetMouseCapture(bool IsCaptured);
diff --git a/src/RendererWorld.cpp b/src/RendererWorld.cpp
index 0438613..ea27b47 100644
--- a/src/RendererWorld.cpp
+++ b/src/RendererWorld.cpp
@@ -219,56 +219,6 @@ void RendererWorld::Render(RenderState & renderState) {
glm::mat4 view = gs->GetViewMatrix();
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->player->pos.glm());
- const float scale = 1000000.0f;
- model = glm::scale(model, glm::vec3(scale, scale, scale));
- float shift = gs->TimeOfDay / 24000.0f;
- if (shift < 0)
- shift *= -1.0f;
- model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1.0f, 0.0f));
- model = glm::rotate(model, glm::radians(360.0f * shift), glm::vec3(-1.0f, 0.0f, 0.0f));
- modelLoc = glGetUniformLocation(skyShader->Program, "model");
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
-
- glCheckError();
-
- const int sunriseMin = 22000;
- const int sunriseMax = 23500;
- const int moonriseMin = 12000;
- const int moonriseMax = 13500;
- const float sunriseLength = sunriseMax - sunriseMin;
- const float moonriseLength = moonriseMax - moonriseMin;
-
- float mixLevel = 0;
- int dayTime = gs->TimeOfDay;
- if (dayTime < 0)
- dayTime *= -1;
- while (dayTime > 24000)
- dayTime -= 24000;
- if (dayTime > 0 && dayTime < moonriseMin || dayTime > sunriseMax) //day
- mixLevel = 1.0;
- if (dayTime > moonriseMax && dayTime < sunriseMin) //night
- mixLevel = 0.0;
- if (dayTime >= sunriseMin && dayTime <= sunriseMax) //sunrise
- mixLevel = (dayTime - sunriseMin) / sunriseLength;
- if (dayTime >= moonriseMin && dayTime <= moonriseMax) { //moonrise
- float timePassed = (dayTime - moonriseMin);
- mixLevel = 1.0 - (timePassed / moonriseLength);
- }
-
- glUniform1f(glGetUniformLocation(skyShader->Program, "DayTime"), mixLevel);
-
- rendererSky.Render(renderState);
- glCheckError();
-
//Render Entities
glLineWidth(3.0);
renderState.SetActiveShader(entityShader->Program);
@@ -339,6 +289,56 @@ void RendererWorld::Render(RenderState & renderState) {
this->culledSections = culledSections;
sectionsMutex.unlock();
glCheckError();
+
+ //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->player->pos.glm());
+ const float scale = 1000000.0f;
+ model = glm::scale(model, glm::vec3(scale, scale, scale));
+ float shift = gs->TimeOfDay / 24000.0f;
+ if (shift < 0)
+ shift *= -1.0f;
+ model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1.0f, 0.0f));
+ model = glm::rotate(model, glm::radians(360.0f * shift), glm::vec3(-1.0f, 0.0f, 0.0f));
+ modelLoc = glGetUniformLocation(skyShader->Program, "model");
+ glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
+
+ glCheckError();
+
+ const int sunriseMin = 22000;
+ const int sunriseMax = 23500;
+ const int moonriseMin = 12000;
+ const int moonriseMax = 13500;
+ const float sunriseLength = sunriseMax - sunriseMin;
+ const float moonriseLength = moonriseMax - moonriseMin;
+
+ float mixLevel = 0;
+ int dayTime = gs->TimeOfDay;
+ if (dayTime < 0)
+ dayTime *= -1;
+ while (dayTime > 24000)
+ dayTime -= 24000;
+ if (dayTime > 0 && dayTime < moonriseMin || dayTime > sunriseMax) //day
+ mixLevel = 1.0;
+ if (dayTime > moonriseMax && dayTime < sunriseMin) //night
+ mixLevel = 0.0;
+ if (dayTime >= sunriseMin && dayTime <= sunriseMax) //sunrise
+ mixLevel = (dayTime - sunriseMin) / sunriseLength;
+ if (dayTime >= moonriseMin && dayTime <= moonriseMax) { //moonrise
+ float timePassed = (dayTime - moonriseMin);
+ mixLevel = 1.0 - (timePassed / moonriseLength);
+ }
+
+ glUniform1f(glGetUniformLocation(skyShader->Program, "DayTime"), mixLevel);
+
+ rendererSky.Render(renderState);
+ glCheckError();
}
void RendererWorld::PrepareRender() {