#include "Render.hpp" #include "Utility.hpp" #include "Shader.hpp" #include "AssetManager.hpp" #include "Event.hpp" #include "DebugInfo.hpp" #include #include "imgui_impl_sdl_gl3.h" Render::Render(unsigned int windowWidth, unsigned int windowHeight, std::string windowTitle) : timer(std::chrono::milliseconds(0)) { InitSfml(windowWidth, windowHeight, windowTitle); glCheckError(); InitGlew(); glCheckError(); PrepareToRendering(); glCheckError(); LOG(INFO) << "Supported threads: " << std::thread::hardware_concurrency(); } Render::~Render() { ImGui_ImplSdlGL3_Shutdown(); SDL_GL_DeleteContext(glContext); SDL_DestroyWindow(window); SDL_Quit(); } void Render::InitSfml(unsigned int WinWidth, unsigned int WinHeight, std::string WinTitle) { LOG(INFO) << "Creating window: " << WinWidth << "x" << WinHeight << " \"" << WinTitle << "\""; if (SDL_Init(SDL_INIT_VIDEO) < 0) throw std::runtime_error("SDL initalization failed: " + std::string(SDL_GetError())); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); window = SDL_CreateWindow(WinTitle.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WinWidth, WinHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); if (!window) throw std::runtime_error("Window creation failed: " + std::string(SDL_GetError())); glContext = SDL_GL_CreateContext(window); if (!glContext) throw std::runtime_error("OpenGl context creation failed: " + std::string(SDL_GetError())); SetMouseCapture(false); renderState.WindowWidth = WinWidth; renderState.WindowHeight = WinHeight; } void Render::InitGlew() { LOG(INFO) << "Initializing GLEW"; glewExperimental = GL_TRUE; GLenum glewStatus = glewInit(); glCheckError(); if (glewStatus != GLEW_OK) { LOG(FATAL) << "Failed to initialize GLEW: " << glewGetErrorString(glewStatus); } int width, height; SDL_GL_GetDrawableSize(window, &width, &height); glViewport(0, 0, width, height); glClearColor(0.8,0.8,0.8, 1.0f); 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(); if (glActiveTexture == nullptr) { throw std::runtime_error("GLEW initialization failed with unknown reason"); } } void Render::PrepareToRendering() { //TextureAtlas texture glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, AssetManager::Instance().GetTextureAtlas()); AssetManager::Instance().GetTextureAtlasIndexes(); ImGui_ImplSdlGL3_Init(window); } void Render::UpdateKeyboard() { if (ImGui::GetIO().WantCaptureKeyboard) return; SDL_Scancode toUpdate[] = { SDL_SCANCODE_A,SDL_SCANCODE_W,SDL_SCANCODE_S,SDL_SCANCODE_D,SDL_SCANCODE_SPACE }; const Uint8 *kbState = SDL_GetKeyboardState(0); for (auto key : toUpdate) { bool isPressed = kbState[key]; if (!isKeyPressed[key] && isPressed) { EventAgregator::PushEvent(EventType::KeyPressed, KeyPressedData{ key }); } if (isKeyPressed[key] && isPressed) { //KeyHeld } if (isKeyPressed[key] && !isPressed) { EventAgregator::PushEvent(EventType::KeyReleased, KeyReleasedData{ key }); } isKeyPressed[key] = isPressed; } } void Render::RenderFrame() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (isWireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); if (renderWorld) world->Render(renderState); if (isWireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); if (world) { world->Update(timer.RemainTimeMs()); } RenderGui(); SDL_GL_SwapWindow(window); } void Render::HandleEvents() { SDL_PumpEvents(); SDL_Event event; while (SDL_PollEvent(&event)) { ImGui_ImplSdlGL3_ProcessEvent(&event); switch (event.type) { case SDL_QUIT: LOG(INFO) << "Received close event by window closing"; isRunning = false; break; case SDL_WINDOWEVENT: { switch (event.window.event) { case SDL_WINDOWEVENT_RESIZED: { int width, height; SDL_GL_GetDrawableSize(window, &width, &height); glViewport(0, 0, width, height); renderState.WindowWidth = width; renderState.WindowHeight = height; break; } case SDL_WINDOWEVENT_FOCUS_GAINED: HasFocus = true; break; case SDL_WINDOWEVENT_FOCUS_LOST: HasFocus = false; SetMouseCapture(false); if (state == GlobalState::Playing) state = GlobalState::Paused; isDisplayInventory = false; break; } break; } case SDL_KEYDOWN: switch (event.key.keysym.scancode) { case SDL_SCANCODE_ESCAPE: if (state == GlobalState::Playing) { state = GlobalState::Paused; SetMouseCapture(false); isDisplayInventory = false; } else if (state == GlobalState::Paused) { state = GlobalState::Playing; SetMouseCapture(true); } else if (state == GlobalState::MainMenu) { LOG(INFO) << "Received close event by esc"; isRunning = false; } break; case SDL_SCANCODE_E: if (state != GlobalState::Playing) return; isDisplayInventory = !isDisplayInventory; SetMouseCapture(!isDisplayInventory); break; } break; case SDL_MOUSEMOTION: if (isMouseCaptured) { double deltaX = event.motion.xrel; double deltaY = event.motion.yrel; deltaX *= sensetivity; deltaY *= sensetivity * -1; EventAgregator::DirectEventCall(EventType::MouseMoved, MouseMovedData{ deltaX,deltaY }); } default: break; } } } void Render::HandleMouseCapture() { } void Render::SetMouseCapture(bool IsCaptured) { if (IsCaptured == isMouseCaptured) return; isMouseCaptured = IsCaptured; if (isMouseCaptured) { SDL_GetGlobalMouseState(&prevMouseX, &prevMouseY); } SDL_CaptureMouse(IsCaptured ? SDL_TRUE : SDL_FALSE); SDL_SetRelativeMouseMode(IsCaptured ? SDL_TRUE : SDL_FALSE); if (!isMouseCaptured) { SDL_WarpMouseGlobal(prevMouseX, prevMouseY); } } void Render::ExecuteRenderLoop() { EventListener listener; listener.RegisterHandler(EventType::ConnectionSuccessfull, [this](EventData eventData) { auto data = std::get(eventData); stateString = "Logging in..."; }); listener.RegisterHandler(EventType::PlayerConnected, [this](EventData eventData) { auto data = std::get(eventData); stateString = "Loading terrain..."; world = std::make_unique(data.ptr); }); listener.RegisterHandler(EventType::RemoveLoadingScreen, [this](EventData eventData) { stateString = "Playing"; renderWorld = true; state = GlobalState::Playing; SetMouseCapture(true); glClearColor(0, 0, 0, 1.0f); }); listener.RegisterHandler(EventType::ConnectionFailed, [this](EventData eventData) { stateString = "Connection failed: " + std::get(eventData).reason; renderWorld = false; world.reset(); state = GlobalState::MainMenu; glClearColor(0.8, 0.8, 0.8, 1.0f); }); listener.RegisterHandler(EventType::Disconnected, [this](EventData eventData) { stateString = "Disconnected: " + std::get(eventData).reason; renderWorld = false; world.reset(); state = GlobalState::MainMenu; SetMouseCapture(false); glClearColor(0.8, 0.8, 0.8, 1.0f); }); listener.RegisterHandler(EventType::Connecting, [this](EventData eventData) { stateString = "Connecting to the server..."; state = GlobalState::Loading; }); state = GlobalState::MainMenu; while (isRunning) { HandleEvents(); if (HasFocus && state == GlobalState::Playing) UpdateKeyboard(); if (isMouseCaptured) HandleMouseCapture(); glCheckError(); RenderFrame(); while (listener.IsEventsQueueIsNotEmpty()) { listener.HandleEvent(); } timer.Update(); } EventAgregator::PushEvent(EventType::Exit, ExitData{}); } void Render::RenderGui() { ImGui_ImplSdlGL3_NewFrame(window); if (isMouseCaptured) { auto& io = ImGui::GetIO(); io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); } const ImGuiWindowFlags windowFlags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings; //ImGui::ShowTestWindow(); ImGui::SetNextWindowPos(ImVec2(10, 10)); ImGui::Begin("DebugInfo", 0, ImVec2(0, 0), 0.4f, windowFlags); ImGui::Text("Debug Info:"); 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); if (world) { ImGui::Text("Player pos: %.1f %.1f %.1f", world->GameStatePtr()->g_PlayerX, world->GameStatePtr()->g_PlayerY, world->GameStatePtr()->g_PlayerZ); ImGui::Text("Player health: %.1f/%.1f", world->GameStatePtr()->g_PlayerHealth, 20.0f); } ImGui::End(); switch (state) { case GlobalState::MainMenu: { ImGui::SetNextWindowPosCenter(); ImGui::Begin("Menu",0, windowFlags); static char buff[512] = "127.0.0.1"; static int port = 25565; if (ImGui::Button("Connect")) { EventAgregator::PushEvent(EventType::ConnectToServer, ConnectToServerData{ buff, (unsigned short)port }); } ImGui::InputText("Address", buff, 512); ImGui::InputInt("Port", &port); ImGui::Separator(); if (ImGui::Button("Exit")) isRunning = false; ImGui::End(); break; } case GlobalState::Loading: break; case GlobalState::Playing: if (isDisplayInventory) { 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) + "##") + std::to_string(i)).c_str()); }; ImGui::SetNextWindowPosCenter(); ImGui::Begin("Inventory", 0, windowFlags); Window& inventory = world->GameStatePtr()->playerInventory; //Hand and drop slots if (renderSlot(inventory.handSlot, -1)) { } ImGui::SameLine(); if (ImGui::Button("Drop")) { inventory.MakeClick(-1, true, true); } ImGui::SameLine(); ImGui::Text("Hand slot and drop mode"); ImGui::Separator(); //Crafting if (renderSlot(inventory.slots[1], 1)) { inventory.MakeClick(1, true); } ImGui::SameLine(); if (renderSlot(inventory.slots[2], 2)) { inventory.MakeClick(2, true); } //Crafting result ImGui::SameLine(); ImGui::Text("Result"); ImGui::SameLine(); if (renderSlot(inventory.slots[0], 0)) { inventory.MakeClick(0, true); } //Crafting second line if (renderSlot(inventory.slots[3], 3)) { inventory.MakeClick(3, true); } ImGui::SameLine(); if (renderSlot(inventory.slots[4], 4)) { inventory.MakeClick(4, true); } ImGui::Separator(); //Armor and offhand for (int i = 5; i < 8+1; i++) { if (renderSlot(inventory.slots[i], i)) { inventory.MakeClick(i, true); } ImGui::SameLine(); } if (renderSlot(inventory.slots[45], 45)) { inventory.MakeClick(45, true); } ImGui::SameLine(); ImGui::Text("Armor and offhand"); ImGui::Separator(); for (int i = 36; i < 44+1; i++) { if (renderSlot(inventory.slots[i], i)) { inventory.MakeClick(i, true); } ImGui::SameLine(); } ImGui::Text("Hotbar"); ImGui::Separator(); ImGui::Text("Main inventory"); for (int i = 9; i < 17 + 1; i++) { if (renderSlot(inventory.slots[i], i)) { inventory.MakeClick(i, true); } ImGui::SameLine(); } ImGui::Text(""); for (int i = 18; i < 26 + 1; i++) { if (renderSlot(inventory.slots[i], i)) { inventory.MakeClick(i, true); } ImGui::SameLine(); } ImGui::Text(""); for (int i = 27; i < 35 + 1; i++) { if (renderSlot(inventory.slots[i], i)) { inventory.MakeClick(i, true); } ImGui::SameLine(); } ImGui::End(); } break; case GlobalState::Paused: { ImGui::SetNextWindowPosCenter(); ImGui::Begin("Pause Menu", 0, windowFlags); if (ImGui::Button("Continue")) { state = GlobalState::Playing; SetMouseCapture(true); } ImGui::Separator(); static float distance = world->MaxRenderingDistance; ImGui::SliderFloat("Render distance", &distance, 1.0f, 16.0f); static float sense = sensetivity; ImGui::SliderFloat("Sensetivity", &sense, 0.01f, 1.0f); static bool wireframe = isWireframe; ImGui::Checkbox("Wireframe", &wireframe); if (ImGui::Button("Apply settings")) { if (distance != world->MaxRenderingDistance) { world->MaxRenderingDistance = distance; EventAgregator::PushEvent(EventType::UpdateSectionsRender, UpdateSectionsRenderData{}); } if (sense != sensetivity) sensetivity = sense; isWireframe = wireframe; } ImGui::Separator(); if (ImGui::Button("Disconnect")) { EventAgregator::PushEvent(EventType::Disconnect, DisconnectData{ "Disconnected by user" }); } ImGui::End(); break; } case GlobalState::InitialLoading: break; } ImGui::Render(); }