426 lines
16 KiB
C#
426 lines
16 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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using TrueCraft.Client.Interface;
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using System.IO;
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using System.Net;
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using TrueCraft.API;
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using TrueCraft.Client.Rendering;
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using System.Linq;
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using System.ComponentModel;
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using TrueCraft.Core.Networking.Packets;
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using TrueCraft.API.World;
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using System.Collections.Concurrent;
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using TrueCraft.Client.Input;
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using TrueCraft.Core;
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namespace TrueCraft.Client
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{
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public class TrueCraftGame : Game
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{
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private MultiplayerClient Client { get; set; }
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private GraphicsDeviceManager Graphics { get; set; }
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private List<IGameInterface> Interfaces { get; set; }
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private FontRenderer DejaVu { get; set; }
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private SpriteBatch SpriteBatch { get; set; }
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private IPEndPoint EndPoint { get; set; }
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private ChunkRenderer ChunkConverter { get; set; }
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private DateTime NextPhysicsUpdate { get; set; }
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private List<Mesh> ChunkMeshes { get; set; }
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public ConcurrentBag<Action> PendingMainThreadActions { get; set; }
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private ConcurrentBag<Mesh> IncomingChunks { get; set; }
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public ChatInterface ChatInterface { get; set; }
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private RenderTarget2D RenderTarget;
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private BoundingFrustum CameraView;
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private Camera Camera;
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private bool MouseCaptured;
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private KeyboardComponent KeyboardComponent { get; set; }
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private MouseComponent MouseComponent { get; set; }
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private GameTime GameTime { get; set; }
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private Microsoft.Xna.Framework.Vector3 Delta { get; set; }
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private TextureMapper TextureMapper { get; set; }
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private BasicEffect OpaqueEffect;
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private AlphaTestEffect TransparentEffect;
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public TrueCraftGame(MultiplayerClient client, IPEndPoint endPoint)
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{
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Window.Title = "TrueCraft";
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Content.RootDirectory = "Content";
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Graphics = new GraphicsDeviceManager(this);
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Graphics.SynchronizeWithVerticalRetrace = false;
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Graphics.IsFullScreen = UserSettings.Local.IsFullscreen;
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Graphics.PreferredBackBufferWidth = UserSettings.Local.WindowResolution.Width;
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Graphics.PreferredBackBufferHeight = UserSettings.Local.WindowResolution.Height;
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Client = client;
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EndPoint = endPoint;
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NextPhysicsUpdate = DateTime.MinValue;
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ChunkMeshes = new List<Mesh>();
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IncomingChunks = new ConcurrentBag<Mesh>();
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PendingMainThreadActions = new ConcurrentBag<Action>();
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MouseCaptured = true;
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var keyboardComponent = new KeyboardComponent(this);
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KeyboardComponent = keyboardComponent;
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Components.Add(keyboardComponent);
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var mouseComponent = new MouseComponent(this);
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MouseComponent = mouseComponent;
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Components.Add(mouseComponent);
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}
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protected override void Initialize()
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{
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Interfaces = new List<IGameInterface>();
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SpriteBatch = new SpriteBatch(GraphicsDevice);
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base.Initialize(); // (calls LoadContent)
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ChunkConverter = new ChunkRenderer(this, Client.World.World.BlockRepository);
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Client.ChunkLoaded += (sender, e) => ChunkConverter.Enqueue(e.Chunk);
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//Client.ChunkModified += (sender, e) => ChunkConverter.Enqueue(e.Chunk, true);
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ChunkConverter.MeshCompleted += ChunkConverter_MeshGenerated;
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ChunkConverter.Start();
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Client.PropertyChanged += HandleClientPropertyChanged;
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Client.Connect(EndPoint);
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var centerX = GraphicsDevice.Viewport.Width / 2;
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var centerY = GraphicsDevice.Viewport.Height / 2;
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Mouse.SetPosition(centerX, centerY);
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Camera = new Camera(GraphicsDevice.Viewport.AspectRatio, 70.0f, 0.25f, 1000.0f);
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UpdateCamera();
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Window.ClientSizeChanged += (sender, e) => CreateRenderTarget();
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MouseComponent.Move += OnMouseComponentMove;
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KeyboardComponent.KeyDown += OnKeyboardKeyDown;
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KeyboardComponent.KeyUp += OnKeyboardKeyUp;
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CreateRenderTarget();
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}
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private void CreateRenderTarget()
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{
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RenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height,
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false, GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
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}
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void ChunkConverter_MeshGenerated(object sender, RendererEventArgs<ReadOnlyChunk> e)
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{
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IncomingChunks.Add(e.Result);
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}
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void HandleClientPropertyChanged(object sender, PropertyChangedEventArgs e)
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{
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switch (e.PropertyName)
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{
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case "Position":
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UpdateCamera();
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var sorter = new ChunkRenderer.ChunkSorter(new Coordinates3D(
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(int)Client.Position.X, 0, (int)Client.Position.Z));
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PendingMainThreadActions.Add(() => ChunkMeshes.Sort(sorter));
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break;
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}
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}
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protected override void LoadContent()
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{
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// Ensure we have default textures loaded.
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TextureMapper.LoadDefaults(GraphicsDevice);
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// Load any custom textures if needed.
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TextureMapper = new TextureMapper(GraphicsDevice);
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if (UserSettings.Local.SelectedTexturePack != TexturePack.Default.Name)
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TextureMapper.AddTexturePack(TexturePack.FromArchive(Path.Combine(TexturePack.TexturePackPath, UserSettings.Local.SelectedTexturePack)));
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DejaVu = new FontRenderer(
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new Font(Content, "Fonts/DejaVu", FontStyle.Regular),
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new Font(Content, "Fonts/DejaVu", FontStyle.Bold),
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null, // No support for underlined or strikethrough yet. The FontRenderer will revert to using the regular font style.
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null, // (I don't think BMFont has those options?)
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new Font(Content, "Fonts/DejaVu", FontStyle.Italic));
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Interfaces.Add(ChatInterface = new ChatInterface(Client, DejaVu));
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OpaqueEffect = new BasicEffect(GraphicsDevice);
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OpaqueEffect.EnableDefaultLighting();
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OpaqueEffect.DirectionalLight0.SpecularColor = Color.Black.ToVector3();
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OpaqueEffect.DirectionalLight1.SpecularColor = Color.Black.ToVector3();
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OpaqueEffect.DirectionalLight2.SpecularColor = Color.Black.ToVector3();
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OpaqueEffect.TextureEnabled = true;
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OpaqueEffect.Texture = TextureMapper.GetTexture("terrain.png");
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OpaqueEffect.FogEnabled = true;
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OpaqueEffect.FogStart = 512f;
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OpaqueEffect.FogEnd = 1000f;
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OpaqueEffect.FogColor = Color.CornflowerBlue.ToVector3();
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OpaqueEffect.VertexColorEnabled = true;
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TransparentEffect = new AlphaTestEffect(GraphicsDevice);
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TransparentEffect.AlphaFunction = CompareFunction.Greater;
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TransparentEffect.ReferenceAlpha = 127;
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TransparentEffect.Texture = TextureMapper.GetTexture("terrain.png");
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TransparentEffect.VertexColorEnabled = true;
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base.LoadContent();
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}
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protected override void OnExiting(object sender, EventArgs args)
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{
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ChunkConverter.Stop();
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base.OnExiting(sender, args);
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}
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private void OnKeyboardKeyDown(object sender, KeyboardKeyEventArgs e)
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{
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// TODO: Rebindable keys
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// TODO: Horizontal terrain collisions
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switch (e.Key)
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{
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// Quit the game.
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case Keys.Escape:
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Exit();
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break;
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// Take a screenshot.
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case Keys.F2:
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TakeScreenshot();
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break;
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// Move to the left.
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case Keys.A:
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case Keys.Left:
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Delta += Microsoft.Xna.Framework.Vector3.Left;
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break;
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// Move to the right.
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case Keys.D:
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case Keys.Right:
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Delta += Microsoft.Xna.Framework.Vector3.Right;
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break;
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// Move forwards.
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case Keys.W:
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case Keys.Up:
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Delta += Microsoft.Xna.Framework.Vector3.Forward;
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break;
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// Move backwards.
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case Keys.S:
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case Keys.Down:
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Delta += Microsoft.Xna.Framework.Vector3.Backward;
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break;
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// Toggle mouse capture.
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case Keys.Tab:
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MouseCaptured = !MouseCaptured;
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break;
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}
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}
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private void OnKeyboardKeyUp(object sender, KeyboardKeyEventArgs e)
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{
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switch (e.Key)
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{
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// Stop moving to the left.
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case Keys.A:
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case Keys.Left:
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Delta -= Microsoft.Xna.Framework.Vector3.Left;
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break;
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// Stop moving to the right.
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case Keys.D:
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case Keys.Right:
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Delta -= Microsoft.Xna.Framework.Vector3.Right;
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break;
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// Stop moving forwards.
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case Keys.W:
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case Keys.Up:
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Delta -= Microsoft.Xna.Framework.Vector3.Forward;
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break;
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// Stop moving backwards.
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case Keys.S:
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case Keys.Down:
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Delta -= Microsoft.Xna.Framework.Vector3.Backward;
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break;
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}
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}
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private void OnMouseComponentMove(object sender, MouseMoveEventArgs e)
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{
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if (MouseCaptured)
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{
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var centerX = GraphicsDevice.Viewport.Width / 2;
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var centerY = GraphicsDevice.Viewport.Height / 2;
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Mouse.SetPosition(centerX, centerY);
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var look = new Vector2((centerX - e.X), (centerY - e.Y))
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* (float)(GameTime.ElapsedGameTime.TotalSeconds * 70);
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Client.Yaw += look.X;
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Client.Pitch += look.Y;
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Client.Yaw %= 360;
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Client.Pitch = Microsoft.Xna.Framework.MathHelper.Clamp(Client.Pitch, -89.9f, 89.9f);
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if (look != Vector2.Zero)
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UpdateCamera();
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}
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}
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private void TakeScreenshot()
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{
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var path = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
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".truecraft", "screenshots", DateTime.Now.ToString("yyyy-MM-dd_H.mm.ss") + ".png");
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if (!Directory.Exists(Path.GetDirectoryName(path)))
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Directory.CreateDirectory(Path.GetDirectoryName(path));
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using (var stream = File.OpenWrite(path))
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RenderTarget.SaveAsPng(stream, RenderTarget.Width, RenderTarget.Height);
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ChatInterface.AddMessage(string.Format("Screenshot saved as {0}", Path.GetFileName(path)));
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}
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protected override void Update(GameTime gameTime)
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{
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GameTime = gameTime;
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foreach (var i in Interfaces)
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{
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i.Update(gameTime);
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}
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Mesh mesh;
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if (IncomingChunks.TryTake(out mesh))
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{
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ChunkMeshes.Add(mesh);
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}
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Action action;
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if (PendingMainThreadActions.TryTake(out action))
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action();
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if (NextPhysicsUpdate < DateTime.Now && Client.LoggedIn)
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{
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IChunk chunk;
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var adjusted = Client.World.World.FindBlockPosition(new Coordinates3D((int)Client.Position.X, 0, (int)Client.Position.Z), out chunk);
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if (chunk != null)
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{
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if (chunk.GetHeight((byte)adjusted.X, (byte)adjusted.Z) != 0)
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Client.Physics.Update();
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}
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// NOTE: This is to make the vanilla server send us chunk packets
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// We should eventually make some means of detecing that we're on a vanilla server to enable this
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// It's a waste of bandwidth to do it on a TrueCraft server
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Client.QueuePacket(new PlayerGroundedPacket { OnGround = true });
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Client.QueuePacket(new PlayerPositionAndLookPacket(Client.Position.X, Client.Position.Y,
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Client.Position.Y + MultiplayerClient.Height, Client.Position.Z, Client.Yaw, Client.Pitch, false));
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NextPhysicsUpdate = DateTime.Now.AddMilliseconds(1000 / 20);
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}
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if (Delta != Microsoft.Xna.Framework.Vector3.Zero)
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{
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var lookAt = Microsoft.Xna.Framework.Vector3.Transform(
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Delta, Matrix.CreateRotationY(Microsoft.Xna.Framework.MathHelper.ToRadians(Client.Yaw)));
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Client.Position += new TrueCraft.API.Vector3(lookAt.X, lookAt.Y, lookAt.Z)
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* (gameTime.ElapsedGameTime.TotalSeconds * 4.3717);
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}
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base.Update(gameTime);
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}
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private void UpdateCamera()
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{
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Camera.Position = new TrueCraft.API.Vector3(
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Client.Position.X,
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Client.Position.Y + (Client.Size.Height / 2),
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Client.Position.Z);
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Camera.Pitch = Client.Pitch;
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Camera.Yaw = Client.Yaw;
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CameraView = Camera.GetFrustum();
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Camera.ApplyTo(OpaqueEffect);
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Camera.ApplyTo(TransparentEffect);
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}
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private static readonly BlendState ColorWriteDisable = new BlendState()
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{
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ColorWriteChannels = ColorWriteChannels.None
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};
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.SetRenderTarget(RenderTarget);
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GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;
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Graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
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GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp;
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GraphicsDevice.SamplerStates[1] = SamplerState.PointClamp;
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int verticies = 0, chunks = 0;
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GraphicsDevice.DepthStencilState = DepthStencilState.Default;
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for (int i = 0; i < ChunkMeshes.Count; i++)
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{
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if (CameraView.Intersects(ChunkMeshes[i].BoundingBox))
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{
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verticies += ChunkMeshes[i].GetTotalVertices();
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chunks++;
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ChunkMeshes[i].Draw(OpaqueEffect, 0);
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}
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}
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GraphicsDevice.BlendState = ColorWriteDisable;
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for (int i = 0; i < ChunkMeshes.Count; i++)
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{
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if (CameraView.Intersects(ChunkMeshes[i].BoundingBox))
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{
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if (!ChunkMeshes[i].IsDisposed)
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verticies += ChunkMeshes[i].GetTotalVertices();
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ChunkMeshes[i].Draw(TransparentEffect, 1);
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}
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}
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GraphicsDevice.BlendState = BlendState.NonPremultiplied;
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for (int i = 0; i < ChunkMeshes.Count; i++)
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{
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if (CameraView.Intersects(ChunkMeshes[i].BoundingBox))
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{
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if (!ChunkMeshes[i].IsDisposed)
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verticies += ChunkMeshes[i].GetTotalVertices();
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ChunkMeshes[i].Draw(TransparentEffect, 1);
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}
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}
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SpriteBatch.Begin();
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for (int i = 0; i < Interfaces.Count; i++)
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{
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Interfaces[i].DrawSprites(gameTime, SpriteBatch);
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}
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int fps = (int)(1 / gameTime.ElapsedGameTime.TotalSeconds);
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DejaVu.DrawText(SpriteBatch, 0, GraphicsDevice.Viewport.Height - 30,
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string.Format("{0} FPS, {1} verticies, {2} chunks, {3}", fps + 1, verticies, chunks, Client.Position));
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SpriteBatch.End();
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GraphicsDevice.SetRenderTarget(null);
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GraphicsDevice.Clear(Color.CornflowerBlue);
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SpriteBatch.Begin();
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SpriteBatch.Draw(RenderTarget, new Vector2(0));
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SpriteBatch.End();
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base.Draw(gameTime);
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}
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protected override void Dispose(bool disposing)
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{
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if (disposing)
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{
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ChunkConverter.Dispose();
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KeyboardComponent.Dispose();
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MouseComponent.Dispose();
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}
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base.Dispose(disposing);
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}
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}
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}
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