343 lines
11 KiB
C++
343 lines
11 KiB
C++
/*
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* =====================================================================================
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*
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* OpenMiner
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*
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* Copyright (C) 2018-2020 Unarelith, Quentin Bazin <openminer@unarelith.net>
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* Copyright (C) 2019-2020 the OpenMiner contributors (see CONTRIBUTORS.md)
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*
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* This file is part of OpenMiner.
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*
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* OpenMiner is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* OpenMiner is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with OpenMiner; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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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 <glm/gtx/norm.hpp>
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#include <gk/gl/GLCheck.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 "ClientPlayer.hpp"
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#include "ClientWorld.hpp"
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#include "Events.hpp"
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#include "Registry.hpp"
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#include "Sky.hpp"
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#include "TextureAtlas.hpp"
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#include "World.hpp"
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ClientWorld::ClientWorld() : m_textureAtlas(gk::ResourceHandler::getInstance().get<TextureAtlas>("atlas-blocks"))
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{
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}
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void ClientWorld::update(bool allowWorldReload) {
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// Update loaded chunks
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for (auto it = m_chunks.begin() ; it != m_chunks.end() ;) {
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// If chunk is too far, remove it
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if (it->second->isTooFar() && (it->second->isInitialized() || it->second->areAllNeighboursTooFar())) {
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removeChunk(it);
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}
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// Otherwise, update the chunk
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else {
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if (World::isReloadRequested && allowWorldReload)
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it->second->setChanged(true);
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if (it->second->areAllNeighboursInitialized())
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it->second->update();
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++it;
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}
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}
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if (allowWorldReload)
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World::isReloadRequested = false;
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sendChunkRequests();
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m_scene.update();
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}
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void ClientWorld::sendChunkRequests() {
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s32 ux = m_closestInitializedChunk.x;
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s32 uy = m_closestInitializedChunk.y;
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s32 uz = m_closestInitializedChunk.z;
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float ud = m_closestInitializedChunk.w;
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// If we have a chunk marked for initialization
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if (ud < 1000000.0) {
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ClientChunk *chunk = (ClientChunk *)getChunk(ux, uy, uz);
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if(chunk && !chunk->hasBeenRequested()) {
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// Send a chunk request to the server
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m_client->sendChunkRequest(ux, uy, uz);
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chunk->setHasBeenRequested(true);
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// std::cout << "Chunk at (" << ux << ", " << uy << ", " << uz << ") requested" << std::endl;
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}
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}
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}
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void ClientWorld::checkPlayerChunk(double playerX, double playerY, double playerZ) {
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int pcx = std::floor(playerX / CHUNK_WIDTH);
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int pcy = std::floor(playerY / CHUNK_DEPTH);
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int pcz = std::floor(playerZ / CHUNK_HEIGHT);
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ClientChunk *chunk = (ClientChunk *)getChunk(pcx, pcy, pcz);
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if (!chunk) {
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m_chunks.emplace(gk::Vector3i{pcx, pcy, pcz}, new ClientChunk(pcx, pcy, pcz, *m_dimension, *this, m_textureAtlas));
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}
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}
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void ClientWorld::clear() {
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m_chunks.clear();
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m_scene.registry().clear();
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}
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void ClientWorld::changeDimension(u16 dimensionID) {
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const Dimension &dimension = Registry::getInstance().getDimension(dimensionID);
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m_dimension = &dimension;
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const Sky &sky = Registry::getInstance().getSkyFromStringID(dimension.sky());
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m_sky = &sky;
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// glCheck(glClearColor(sky.color().r, sky.color().g, sky.color().b, sky.color().a));
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}
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void ClientWorld::receiveChunkData(Network::Packet &packet) {
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if (!m_dimension) return;
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s32 cx, cy, cz;
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packet >> cx >> cy >> cz;
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// Get the chunk from the map or create it if it doesn't exist
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ClientChunk *chunk = (ClientChunk *)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_dimension, *this, m_textureAtlas));
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chunk = it.first->second.get();
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}
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createChunkNeighbours(chunk);
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// Receive chunk data
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for (u16 z = 0 ; z < CHUNK_HEIGHT ; ++z) {
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for (u16 y = 0 ; y < CHUNK_DEPTH ; ++y) {
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for (u16 x = 0 ; x < CHUNK_WIDTH ; ++x) {
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u32 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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if (!chunk->isInitialized()) {
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chunk->getSurroundingChunk(0)->setChanged(true);
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chunk->getSurroundingChunk(1)->setChanged(true);
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chunk->getSurroundingChunk(2)->setChanged(true);
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chunk->getSurroundingChunk(3)->setChanged(true);
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chunk->getSurroundingChunk(4)->setChanged(true);
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chunk->getSurroundingChunk(5)->setChanged(true);
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}
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chunk->setInitialized(true);
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if (m_eventHandler)
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m_eventHandler->emplaceEvent<ChunkCreatedEvent>(gk::Vector3i{cx, cy, cz}, true);
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// if (cx == 2 && cy == 0 && cz == 1)
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// std::cout << "Chunk at (" << cx << ", " << cy << ", " << cz << ") received" << std::endl;
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}
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void ClientWorld::removeChunk(ChunkMap::iterator &it) {
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ClientChunk *surroundingChunks[6] = {
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(ClientChunk *)it->second->getSurroundingChunk(0),
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(ClientChunk *)it->second->getSurroundingChunk(1),
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(ClientChunk *)it->second->getSurroundingChunk(2),
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(ClientChunk *)it->second->getSurroundingChunk(3),
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(ClientChunk *)it->second->getSurroundingChunk(4),
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(ClientChunk *)it->second->getSurroundingChunk(5)
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};
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if (m_eventHandler)
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m_eventHandler->emplaceEvent<ChunkRemovedEvent>(gk::Vector3i{it->second->x(), it->second->y(), it->second->z()});
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it = m_chunks.erase(it);
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for (u8 i = 0 ; i < 6 ; ++i) {
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if (surroundingChunks[i]) {
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surroundingChunks[i]->setSurroundingChunk((i % 2 == 0) ? i + 1 : i - 1, nullptr);
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if (!surroundingChunks[i]->isTooFar())
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createChunkNeighbours(surroundingChunks[i]);
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}
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}
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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::createChunkNeighbours(ClientChunk *chunk) {
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gk::Vector3i surroundingChunks[6] = {
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{chunk->x() - 1, chunk->y(), chunk->z()},
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{chunk->x() + 1, chunk->y(), chunk->z()},
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{chunk->x(), chunk->y() - 1, chunk->z()},
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{chunk->x(), chunk->y() + 1, chunk->z()},
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{chunk->x(), chunk->y(), chunk->z() - 1},
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{chunk->x(), chunk->y(), chunk->z() + 1},
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};
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// Create entries in the map for surrounding chunks
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// That will allow draw() to mark them for initialization
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for (u8 i = 0 ; i < 6 ; ++i) {
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const s32 scx = surroundingChunks[i].x;
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const s32 scy = surroundingChunks[i].y;
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const s32 scz = surroundingChunks[i].z;
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ClientChunk *neighbour = (ClientChunk *)getChunk(scx, scy, scz);
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if (!neighbour) {
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auto it = m_chunks.emplace(gk::Vector3i{scx, scy, scz}, new ClientChunk(scx, scy, scz, *m_dimension, *this, m_textureAtlas));
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neighbour = it.first->second.get();
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if (m_eventHandler)
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m_eventHandler->emplaceEvent<ChunkCreatedEvent>(gk::Vector3i{scx, scy, scz}, false);
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}
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chunk->setSurroundingChunk(i, neighbour);
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neighbour->setSurroundingChunk((i % 2 == 0) ? i + 1 : i - 1, chunk);
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}
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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() || !m_camera) {
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gkError() << "Trying to draw world without a camera";
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return;
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}
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states.vertexAttributes = VertexAttribute::All;
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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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if (m_sky)
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states.shader->setUniform("u_fogColor", m_sky->fogColor());
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gk::Shader::bind(nullptr);
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m_closestInitializedChunk = gk::Vector4f{0, 0, 0, 1000000};
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// Changing the values sent to the GPU to double precision is suicidal,
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// performance wise, if possible at all. Therefore we want to keep the
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// GL rendering numbers in single precision format. But that introduces
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// an issue at larger coordinates, because the precision of floats
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// quickly degrades as the numbers grow, with a random wobbling being
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// very noticeable at e.g. coordinates >= 65536 or so, and the waving
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// leaves effect being very jerky in comparison with the effect near the
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// origin.
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//
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// To gain rendering precision, we subtract the camera position from the
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// coordinates of the models to be rendered, to make them all small in
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// relation to the camera, prior to converting them to floats. Then the
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// camera itself is moved to (0, 0, 0) for rendering purposes. Now the
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// vertex coordinates passed to the renderer are all small, and single
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// precision floats suffice for the drawing.
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gk::Vector3d cameraPos(m_camera->getDPosition());
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m_camera->setDPosition(0, 0, 0); // Temporarily move the camera to the origin
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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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it.second->setHasBeenDrawn(false);
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gk::Transform tf = glm::translate(glm::mat4(1.0f),
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glm::vec3(it.second->x() * CHUNK_WIDTH - cameraPos.x,
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it.second->y() * CHUNK_DEPTH - cameraPos.y,
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it.second->z() * CHUNK_HEIGHT - cameraPos.z));
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// Is the chunk close enough?
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glm::vec4 center = target.getView()->getViewTransform().getMatrix()
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* tf.getMatrix()
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* glm::vec4(CHUNK_WIDTH / 2, CHUNK_DEPTH / 2, CHUNK_HEIGHT / 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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it.second->setTooFar(true);
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continue;
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}
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it.second->setTooFar(false);
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// Is this chunk's centre on the screen?
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float d = glm::length2(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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// Our screen coordinates are +X right, +Y up, and for a right-handed
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// coordinate system, depth must be negative Z, so anything with a
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// positive Z is behind the camera.
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if (center.z > CHUNK_MAXSIZE) {
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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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// FIXME: Disable this test; one that considers all eight corners of the chunk is needed instead.
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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() && !it.second->hasBeenRequested()) {
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// But if it is the closest to the camera, mark it for initialization
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if(d < m_closestInitializedChunk.w) {
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m_closestInitializedChunk.w = d;
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m_closestInitializedChunk.x = it.second->x();
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m_closestInitializedChunk.y = it.second->y();
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m_closestInitializedChunk.z = it.second->z();
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}
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continue;
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}
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chunks.emplace_back(it.second.get(), tf);
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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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it.first->setHasBeenDrawn(true);
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}
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}
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m_camera->setDPosition(cameraPos); // Restore the camera to its original position
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states.transform = gk::Transform::Identity;
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target.draw(m_scene, states);
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}
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