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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-07-29 16:55:16 +0200 |
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committer | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-07-29 16:55:16 +0200 |
commit | f942405184c2d6067fb5303b58a225edf7e452b1 (patch) | |
tree | 83e70c7e3019e5b195c9caf41194b2113fa76d7f /src/core/Core.cpp | |
parent | 2017-07-26 (diff) | |
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Diffstat (limited to 'src/core/Core.cpp')
-rw-r--r-- | src/core/Core.cpp | 166 |
1 files changed, 11 insertions, 155 deletions
diff --git a/src/core/Core.cpp b/src/core/Core.cpp index e98d204..dcfa890 100644 --- a/src/core/Core.cpp +++ b/src/core/Core.cpp @@ -1,6 +1,5 @@ #include "Core.hpp" -//Core::Core():toRenderMutex("toRender"),availableChunksMutex("availableChunks") { Core::Core() { LOG(INFO) << "Core initializing..."; InitSfml(900, 450, "AltCraft"); @@ -9,8 +8,8 @@ Core::Core() { glCheckError(); client = new NetworkClient("127.0.0.1", 25565, "HelloOne", isRunning); gameState = new GameState(client, isRunning); - gameStateLoopThread = std::thread(&Core::UpdateGameState, this); - sectionUpdateLoopThread = std::thread(&Core::UpdateSections, this); + std::thread loop = std::thread(&Core::UpdateGameState, this); + std::swap(loop, gameStateLoopThread); assetManager = new AssetManager; PrepareToRendering(); LOG(INFO) << "Core is initialized"; @@ -20,7 +19,6 @@ Core::Core() { Core::~Core() { LOG(INFO) << "Core stopping..."; gameStateLoopThread.join(); - sectionUpdateLoopThread.join(); delete shader; delete gameState; delete client; @@ -56,7 +54,6 @@ void Core::Exec() { toWindow << "FPS: " << (1.0f / deltaTime) << " "; toWindow << " (" << deltaTime * 1000 << "ms); "; toWindow << "Tickrate: " << tickRate << " (" << (1.0 / tickRate * 1000) << "ms); "; - toWindow << "Sections: " << sectionRate << " (" << (1.0 / sectionRate * 1000) << "ms); "; window->setTitle(toWindow.str()); HandleEvents(); @@ -64,17 +61,6 @@ void Core::Exec() { glCheckError(); RenderFrame(); - if (isRendersShouldBeCreated) { - availableChunksMutex.lock(); - for (auto &it:renders) { - auto pair = std::make_pair(it, RenderSection(&gameState->world, it)); - availableChunks.insert(pair); - } - renders.clear(); - availableChunksMutex.unlock(); - isRendersShouldBeCreated = false; - waitRendersCreated.notify_all(); - } } } @@ -112,7 +98,7 @@ void Core::InitSfml(unsigned int WinWidth, unsigned int WinHeight, std::string W contextSetting.depthBits = 24; window = new sf::Window(sf::VideoMode(WinWidth, WinHeight), WinTitle, sf::Style::Default, contextSetting); glCheckError(); - //window->setVerticalSyncEnabled(true); + window->setVerticalSyncEnabled(true); //window->setPosition(sf::Vector2i(sf::VideoMode::getDesktopMode().width / 2, sf::VideoMode::getDesktopMode().height / 2)); window->setPosition(sf::Vector2i(sf::VideoMode::getDesktopMode().width / 2 - window->getSize().x / 2, sf::VideoMode::getDesktopMode().height / 2 - window->getSize().y / 2)); @@ -180,6 +166,11 @@ void Core::HandleEvents() { default: break; } + /*case sf::Event::MouseWheelScrolled: + if (!window->hasFocus()) + break; + camera.ProcessMouseScroll(event.mouseWheelScroll.delta); + break;*/ default: break; } @@ -220,16 +211,8 @@ void Core::RenderWorld() { glCheckError(); - toRenderMutex.lock(); for (auto &render : toRender) { - availableChunksMutex.lock(); - auto iterator = availableChunks.find(render); - if (iterator == availableChunks.end()) { - availableChunksMutex.unlock(); - continue; - } - /*Section §ion = *iterator->second.GetSection(); - //availableChunksMutex.unlock(); + Section §ion = *availableChunks.find(render)->second.GetSection(); std::vector<Vector> sectionCorners = { Vector(0, 0, 0), @@ -242,8 +225,8 @@ void Core::RenderWorld() { Vector(16, 16, 16), }; bool isBreak = true; - glm::mat4 vp = projection * view; for (auto &it:sectionCorners) { + glm::mat4 vp = projection * view; glm::vec3 point(section.GetPosition().GetX() * 16 + it.GetX(), section.GetPosition().GetY() * 16 + it.GetY(), section.GetPosition().GetZ() * 16 + it.GetZ()); @@ -258,14 +241,10 @@ void Core::RenderWorld() { glm::vec3(section.GetPosition().GetX() * 16, section.GetPosition().GetY() * 16, section.GetPosition().GetZ() * 16)) > 30.0f) { - availableChunksMutex.unlock(); continue; } - //availableChunksMutex.lock();*/ - iterator->second.Render(renderState); - availableChunksMutex.unlock(); + availableChunks.find(render)->second.Render(renderState); } - toRenderMutex.unlock(); glCheckError(); } @@ -287,7 +266,6 @@ void Core::PrepareToRendering() { } void Core::UpdateChunksToRender() { - return; Vector playerChunk = Vector(floor(gameState->g_PlayerX / 16.0f), 0, floor(gameState->g_PlayerZ / 16.0f)); static Vector previousPlayerChunk = playerChunk; static bool firstTime = true; @@ -332,126 +310,4 @@ void Core::UpdateGameState() { tickRate = 1 / delta.getElapsedTime().asSeconds(); } LOG(INFO) << "GameState thread is stopped"; -} - -void Core::UpdateSections() { - glm::vec3 playerPosition = gameState->Position(); - float playerPitch = gameState->Pitch(); - float playerYaw = gameState->Yaw(); - sf::Clock delta; - std::vector<Vector> chunksToRender; - auto currentSectionIterator = chunksToRender.begin(); - while (isRunning) { - delta.restart(); - if (glm::length(glm::distance(gameState->Position(), playerPosition)) > 5.0f) { - chunksToRender.clear(); - playerPosition = gameState->Position(); - Vector playerChunk = Vector(floor(playerPosition.x / 16.0f), 0, floor(playerPosition.z / 16.0f)); - for (auto &it:gameState->world.GetSectionsList()) { - Vector chunkPosition = it; - chunkPosition.SetY(0); - Vector delta = chunkPosition - playerChunk; - if (delta.GetMagnitude() > ChunkDistance) continue; - chunksToRender.push_back(it); - } - std::sort(chunksToRender.begin(), chunksToRender.end(), [playerChunk](auto first, auto second) { - glm::vec3 fDistance = first - playerChunk; - glm::vec3 sDistance = second - playerChunk; - return glm::length(fDistance) < glm::length(sDistance); - }); - for (auto &it:chunksToRender) { - availableChunksMutex.lock(); - if (availableChunks.find(it) == availableChunks.end()) { - availableChunksMutex.unlock(); - renders.push_back(it); - } else - availableChunksMutex.unlock(); - } - if (!renders.empty()) { - std::mutex mutex; - std::unique_lock<std::mutex> lock(mutex); - isRendersShouldBeCreated = true; - while (isRendersShouldBeCreated) - waitRendersCreated.wait(lock); - } - currentSectionIterator = chunksToRender.begin(); - toRenderMutex.lock(); - toRender = chunksToRender; - toRenderMutex.unlock(); - } - if (currentSectionIterator != chunksToRender.end()) { - availableChunksMutex.lock(); - auto iterator = availableChunks.find(*currentSectionIterator); - if (iterator != availableChunks.end() && iterator->second.IsNeedUpdate()) { - RenderSection rs = std::move(iterator->second); - availableChunks.erase(iterator); - auto pair = std::make_pair(*currentSectionIterator, rs); - availableChunksMutex.unlock(); - - pair.second.UpdateState(assetManager->GetTextureAtlasIndexes()); - - availableChunksMutex.lock(); - availableChunks.insert(pair); - } - availableChunksMutex.unlock(); - currentSectionIterator = std::next(currentSectionIterator); - } - if (gameState->Pitch() != playerPitch || gameState->Yaw() != playerYaw) { - playerPitch = gameState->Pitch(); - playerYaw = gameState->Yaw(); - const std::vector<Vector> sectionCorners = { - Vector(0, 0, 0), - Vector(0, 0, 16), - Vector(0, 16, 0), - Vector(0, 16, 16), - Vector(16, 0, 0), - Vector(16, 0, 16), - Vector(16, 16, 0), - Vector(16, 16, 16), - }; - const glm::mat4 projection = glm::perspective(45.0f, (float)width() / (float)height(), 0.1f, 10000000.0f); - const glm::mat4 view = gameState->GetViewMatrix(); - const glm::mat4 vp = projection * view; - for (auto& section: toRender) { - bool isCulled = true; - for (auto &it : sectionCorners) { - glm::vec3 point(section.GetX() * 16 + it.GetX(), - section.GetY() * 16 + it.GetY(), - section.GetZ() * 16 + it.GetZ()); - glm::vec4 p = vp * glm::vec4(point, 1); - glm::vec3 res = glm::vec3(p) / p.w; - if (res.x < 1 && res.x > -1 && res.y < 1 && res.y > -1 && res.z > 0) { - isCulled = false; - break; - } - } - bool isVisible = !isCulled || glm::length(gameState->Position() - - glm::vec3(section.GetX() * 16, section.GetY() * 16, section.GetZ() * 16)) < 30.0f; - availableChunksMutex.lock(); - auto iter = availableChunks.find(section); - if (iter != availableChunks.end()) - iter->second.SetEnabled(isVisible); - availableChunksMutex.unlock(); - - } - } - using namespace std::chrono_literals; - std::this_thread::sleep_for(5ms); - sectionRate = delta.getElapsedTime().asSeconds(); - delta.restart(); - } -} - -MyMutex::MyMutex(std::string name) { - str = name; -} - -void MyMutex::lock() { - LOG(WARNING) << "Thread " << std::this_thread::get_id() << " locked mutex " << str; - mtx.lock(); -} - -void MyMutex::unlock() { - LOG(WARNING) << "Thread " << std::this_thread::get_id() << " unlocked mutex " << str; - mtx.unlock(); }
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