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