PolyGun/src/game/screens/game_session_screen.cpp

324 lines
9.4 KiB
C++

/*
PolyGun
Copyright (c) 2023 mrkubax10 <mrkubax10@onet.pl>
2023 kacperks
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include "game/screens/game_session_screen.hpp"
#include "common/network/network_manager.hpp"
#include "common/logger.hpp"
#include "game/engine/engine.hpp"
#include "game/renderer/shader.hpp"
#include "game/renderer/mesh.hpp"
#include "game/renderer/texture.hpp"
using namespace polygun::screens;
int x_d, y_d, z_d, id_d;
static const std::vector<float> vertices = {
-0.1f , -0.1f, -0.1f,
0.1f , -0.1f, -0.1f,
0.1f , 0.1f, -0.1f,
0.1f , 0.1f, -0.1f,
-0.1f , 0.1f, -0.1f,
-0.1f , -0.1f, -0.1f,
-0.1f , -0.1f, 0.1f,
0.1f , -0.1f, 0.1f,
0.1f , 0.1f, 0.1f,
0.1f , 0.1f, 0.1f,
-0.1f , 0.1f, 0.1f,
-0.1f , -0.1f, 0.1f,
-0.1f , 0.1f, 0.1f,
-0.1f , 0.1f, -0.1f,
-0.1f , -0.1f, -0.1f,
-0.1f , -0.1f, -0.1f,
-0.1f , -0.1f, 0.1f,
-0.1f , 0.1f, 0.1f,
0.1f , 0.1f, 0.1f,
0.1f , 0.1f, -0.1f,
0.1f , -0.1f, -0.1f,
0.1f , -0.1f, -0.1f,
0.1f , -0.1f, 0.1f,
0.1f , 0.1f, 0.1f,
-0.1f , -0.1f, -0.1f,
0.1f , -0.1f, -0.1f,
0.1f , -0.1f, 0.1f,
0.1f , -0.1f, 0.1f,
-0.1f , -0.1f, 0.1f,
-0.1f , -0.1f, -0.1f,
-0.1f , 0.1f, -0.1f,
0.1f , 0.1f, -0.1f,
0.1f , 0.1f, 0.1f,
0.1f , 0.1f, 0.1f,
-0.1f , 0.1f, 0.1f,
-0.1f , 0.1f, -0.1f,
};
static std::vector<unsigned> indices;
static const std::vector<float> uvs={
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f,
1.0f, 0.0f,
0.0f, 0.0f,
0.0f, 1.0f,
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f,
1.0f, 0.0f,
0.0f, 0.0f,
0.0f, 1.0f
};
GameSessionScreen::GameSessionScreen() :
m_chunk_shader(nullptr),
m_node_mesh(nullptr),
m_chnk(),
m_camera(),
m_is_esc_pressed(false),
m_was_camera_locked(false),
m_connection_thread(),
m_running(true),
m_texture_atlas()
{}
void GameSessionScreen::begin() {
m_chunk_shader = m_engine->get_master_renderer().create_shader();
m_chunk_shader->load_from_file("chunk");
m_node_mesh = m_engine->get_master_renderer().create_mesh();
for(size_t i = 0; i<vertices.size(); i+=3)
indices.push_back((int)i/3);
m_node_mesh->load_from_memory(vertices, indices, uvs);
for(int i = 0; i<sizeof(world::nodes); i++) {
m_texture_atlas[i] = m_engine->get_master_renderer().create_texture();
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true);
unsigned char *data = stbi_load(world::nodes[i-1].texture.c_str(), &width, &height, &nrChannels, 0);
if (data) {
m_texture_atlas[i]->load_from_pixel_data(data, width, height, nrChannels);
}
else {
data = stbi_load("res/textures/empty.png", &width, &height, &nrChannels, 0);
m_texture_atlas[i]->load_from_pixel_data(data, width, height, nrChannels);
}
stbi_image_free(data);
}
m_engine->get_mesh_renderer()->set_3d_rendering_mode(true);
glfwSetCursorPosCallback(m_engine->get_window(), m_camera.mouse_callback);
glfwSetInputMode(m_engine->get_window(), GLFW_CURSOR, GLFW_CURSOR_DISABLED);
m_engine->get_mesh_renderer()->set_camera(&m_camera);
// Note: uncomment to test connection with server
// m_connection_thread.reset(new std::thread(&GameSessionScreen::connection_thread_func, this));
}
void GameSessionScreen::render() {
m_engine->get_master_renderer().clear_screen(0, 0, 0);
// rendering
renderer::MeshRenderer* mesh_renderer = m_engine->get_mesh_renderer();
mesh_renderer->set_shader(m_chunk_shader);
for (unsigned int x = 0; x < 32; x++) {
for (unsigned int y = 0; y < 32; y++) {
for (unsigned int z = 0; z < 32; z++) {
if (m_chnk.get_node(glm::vec3(x,y,z))!= 0) {
mesh_renderer->translate(glm::vec3(x/5.0f, y/5.0f, z/5.0f));
mesh_renderer->render_textured(m_node_mesh, m_texture_atlas[m_chnk.get_node(glm::vec3(x,y,z))]);
}
}
}
}
// imgui
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGui::SetNextWindowSize(ImVec2(340, 200));
ImGui::Begin("Debug");
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
// Camera pos
ImGui::Text("Player Pos: %.3f, %.3f, %.3f", m_camera.m_position.x, m_camera.m_position.y, m_camera.m_position.z);
// Camera rot
ImGui::Text("Player Rot: %.3f, %.3f", m_camera.m_yaw, m_camera.m_pitch);
ImGui::InputInt("ID", &id_d);
ImGui::InputInt("X", &x_d);
ImGui::InputInt("Y", &y_d);
ImGui::InputInt("Z", &z_d);
// camera fov
ImGui::InputFloat("FOV", &m_camera.m_fov);
if (ImGui::Button("Place Block")) {
m_chnk.add_node(id_d, glm::vec3(x_d, y_d, z_d));
}
ImGui::End();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
ImGui::EndFrame();
}
void GameSessionScreen::update(double delta) {
// input
// -----
if (glfwGetKey(m_engine->get_window(), GLFW_KEY_ESCAPE) == GLFW_PRESS) {
if (!m_is_esc_pressed) {
if (glfwGetInputMode(m_engine->get_window(), GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
glfwSetInputMode(m_engine->get_window(), GLFW_CURSOR, GLFW_CURSOR_NORMAL);
else
glfwSetInputMode(m_engine->get_window(), GLFW_CURSOR, GLFW_CURSOR_DISABLED);
m_was_camera_locked = true;
}
m_is_esc_pressed = true;
}
else
m_is_esc_pressed = false;
if (glfwGetKey(m_engine->get_window(), GLFW_KEY_W) == GLFW_PRESS) {
m_camera.process_movement(polygun::engine::FORWARD, delta);
m_engine->get_mesh_renderer()->set_camera(&m_camera);
}
if (glfwGetKey(m_engine->get_window(), GLFW_KEY_S) == GLFW_PRESS) {
m_camera.process_movement(polygun::engine::BACKWARD, delta);
m_engine->get_mesh_renderer()->set_camera(&m_camera);
}
if (glfwGetKey(m_engine->get_window(), GLFW_KEY_A) == GLFW_PRESS) {
m_camera.process_movement(polygun::engine::LEFT, delta);
m_engine->get_mesh_renderer()->set_camera(&m_camera);
}
if (glfwGetKey(m_engine->get_window(), GLFW_KEY_D) == GLFW_PRESS) {
m_camera.process_movement(polygun::engine::RIGHT, delta);
m_engine->get_mesh_renderer()->set_camera(&m_camera);
}
if (glfwGetKey(m_engine->get_window(), GLFW_KEY_SPACE) == GLFW_PRESS) {
m_camera.process_movement(polygun::engine::UP, delta);
m_engine->get_mesh_renderer()->set_camera(&m_camera);
}
if (glfwGetKey(m_engine->get_window(), GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) {
m_camera.process_movement(polygun::engine::DOWN, delta);
m_engine->get_mesh_renderer()->set_camera(&m_camera);
}
if(glfwGetInputMode(m_engine->get_window(), GLFW_CURSOR) == GLFW_CURSOR_DISABLED) {
if(m_was_camera_locked) {
m_camera.update(true);
m_was_camera_locked = false;
}
else
m_camera.update(false);
m_engine->get_mesh_renderer()->set_camera(&m_camera);
}
}
void GameSessionScreen::finish() {
delete m_chunk_shader;
delete m_node_mesh;
m_running = false;
if(m_connection_thread.get() && m_connection_thread->joinable()) {
LOG_VERBOSE("Waiting for connection thread to finish");
m_connection_thread->join();
}
}
void GameSessionScreen::connection_thread_func() {
polygun::network::NetworkManager network_manager("127.0.0.1", 1117);
polygun::network::NetworkPacket handshake = network_manager.create_packet(polygun::network::NetworkPacketFlag::FLAG_RELIABLE, polygun::network::NetworkPacketID::PACKET_HANDSHAKE);
polygun::network::NetworkPacket packet;
handshake.write("mrkubax10");
network_manager.send_packet(handshake);
network_manager.update();
while(m_running) {
if(network_manager.get_socket().recv(packet)) {
if((packet.get_flags() & polygun::network::NetworkPacketFlag::FLAG_RELIABLE) || packet.get_id()==polygun::network::NetworkPacketID::PACKET_ACK)
network_manager.push_packet(packet);
network_manager.update();
if(network_manager.recv_packet(packet)) {
// handle
}
}
packet = network_manager.create_packet(polygun::network::NetworkPacketFlag::FLAG_NONE, polygun::network::NetworkPacketID::PACKET_ACTIVITY);
network_manager.send_packet(packet);
}
packet = network_manager.create_packet(polygun::network::NetworkPacketFlag::FLAG_RELIABLE, polygun::network::NetworkPacketID::PACKET_EXIT);
network_manager.send_packet(packet);
while(network_manager.has_outgoing_packets()) {
if(network_manager.get_socket().recv(packet) && packet.get_id()==polygun::network::NetworkPacketID::PACKET_ACK)
network_manager.push_packet(packet);
network_manager.update();
}
}