OpenMiner/client/source/world/ClientWorld.cpp

143 lines
4.3 KiB
C++

/*
* =====================================================================================
*
* Filename: ClientWorld.cpp
*
* Description:
*
* Created: 12/01/2019 14:01:17
*
* Author: Quentin Bazin, <quent42340@gmail.com>
*
* =====================================================================================
*/
#include <glm/gtc/matrix_transform.hpp>
#include <gk/gl/Shader.hpp>
#include <gk/resource/ResourceHandler.hpp>
#include "ClientCommandHandler.hpp"
#include "ClientWorld.hpp"
#include "World.hpp"
ClientWorld::ClientWorld() : m_texture(gk::ResourceHandler::getInstance().get<gk::Texture>("texture-blocks")) {
}
void ClientWorld::update() {
for (auto &it : m_chunks) {
if (World::isReloadRequested)
it.second->setChanged(true);
it.second->update();
}
World::isReloadRequested = false;
}
void ClientWorld::receiveChunkData(sf::Packet &packet) {
s32 cx, cy, cz;
packet >> cx >> cy >> cz;
Chunk *chunk = getChunk(cx, cy, cz);
if (!chunk) {
auto it = m_chunks.emplace(gk::Vector3i{cx, cy, cz}, new ClientChunk(cx, cy, cz, m_texture));
chunk = it.first->second.get();
}
for (u16 z = 0 ; z < CHUNK_DEPTH ; ++z) {
for (u16 y = 0 ; y < CHUNK_HEIGHT ; ++y) {
for (u16 x = 0 ; x < CHUNK_WIDTH ; ++x) {
u16 block;
u8 light;
packet >> block >> light;
chunk->setBlockRaw(x, y, z, block & 0xffff);
// chunk->setData(x, y, z, block >> 16);
chunk->lightmap().setLightData(x, y, z, light);
}
}
}
chunk->setInitialized(true);
// if(chunk->getSurroundingChunk(Chunk::Left)) chunk->getSurroundingChunk(Chunk::Left)->setChanged(true);
// if(chunk->getSurroundingChunk(Chunk::Right)) chunk->getSurroundingChunk(Chunk::Right)->setChanged(true);
// if(chunk->getSurroundingChunk(Chunk::Bottom)) chunk->getSurroundingChunk(Chunk::Bottom)->setChanged(true);
// if(chunk->getSurroundingChunk(Chunk::Top)) chunk->getSurroundingChunk(Chunk::Top)->setChanged(true);
// if(chunk->getSurroundingChunk(Chunk::Front)) chunk->getSurroundingChunk(Chunk::Front)->setChanged(true);
// if(chunk->getSurroundingChunk(Chunk::Back)) chunk->getSurroundingChunk(Chunk::Back)->setChanged(true);
// std::cout << "Chunk at (" << cx << ", " << cy << ", " << cz << ") received" << std::endl;
}
Chunk *ClientWorld::getChunk(int cx, int cy, int cz) const {
auto it = m_chunks.find({cx, cy, cz});
if (it == m_chunks.end())
return nullptr;
return it->second.get();
}
void ClientWorld::draw(gk::RenderTarget &target, gk::RenderStates states) const {
if (!target.getView()) {
DEBUG("ERROR: Trying to draw world without a camera");
return;
}
gk::Shader::bind(states.shader);
states.shader->setUniform("u_renderDistance", Config::renderDistance * CHUNK_WIDTH);
gk::Shader::bind(nullptr);
std::vector<std::pair<ClientChunk*, gk::Transform>> chunks;
for(auto &it : m_chunks) {
states.transform = glm::translate(glm::mat4(1.0f),
glm::vec3(it.second->x() * CHUNK_WIDTH,
it.second->y() * CHUNK_HEIGHT,
it.second->z() * CHUNK_DEPTH));
// Is the chunk close enough?
glm::vec4 center = target.getView()->getViewTransform().getMatrix()
* states.transform.getMatrix()
* glm::vec4(CHUNK_WIDTH / 2, CHUNK_HEIGHT / 2, CHUNK_DEPTH / 2, 1);
// Nope, too far, don't render it
if(glm::length(center) > (Config::renderDistance + 1) * CHUNK_WIDTH) {
continue;
}
// Is this chunk on the screen?
center = target.getView()->getTransform().getMatrix() * center;
// float d = glm::length(center);
center.x /= center.w;
center.y /= center.w;
// If it is behind the camera, don't bother drawing it
if(center.z < -CHUNK_HEIGHT / 2) {
continue;
}
// If it is outside the screen, don't bother drawing it
if(fabsf(center.x) > 1 + fabsf(CHUNK_HEIGHT * 2 / center.w)
|| fabsf(center.y) > 1 + fabsf(CHUNK_HEIGHT * 2 / center.w)) {
continue;
}
// If this chunk is not initialized, skip it
if(!it.second->isInitialized()) {
continue;
}
chunks.emplace_back(it.second.get(), states.transform);
}
for (u8 i = 0 ; i < ChunkBuilder::layers ; ++i) {
for (auto &it : chunks) {
states.transform = it.second;
it.first->drawLayer(target, states, i);
}
}
}