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-rw-r--r--CMakeLists.txt8
-rw-r--r--cwd/shaders/block.fs42
-rw-r--r--cwd/shaders/block.gs32
-rw-r--r--cwd/shaders/block.vs22
-rw-r--r--src/core/Core.cpp67
-rw-r--r--src/core/Core.hpp6
-rw-r--r--src/gamestate/GameState.cpp472
-rw-r--r--src/graphics/Camera3D.cpp79
-rw-r--r--src/graphics/Camera3D.hpp66
-rw-r--r--src/graphics/Frustrum.cpp111
-rw-r--r--src/graphics/Frustrum.hpp24
-rw-r--r--src/graphics/Shader.cpp175
-rw-r--r--src/graphics/Shader.hpp2
-rw-r--r--src/network/Network.cpp6
-rw-r--r--src/network/Packet.hpp54
-rw-r--r--src/network/Stream.cpp41
16 files changed, 487 insertions, 720 deletions
diff --git a/CMakeLists.txt b/CMakeLists.txt
index c019765..fb30f12 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -9,16 +9,16 @@ set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
set(SRC_CORE src/core/Core.hpp src/core/Core.cpp src/core/AssetManager.hpp src/core/AssetManager.cpp)
set(SRC_GAMESTATE src/gamestate/GameState.hpp src/gamestate/GameState.cpp)
-set(SRC_GRAPHICS src/graphics/Texture.cpp src/graphics/Shader.cpp src/graphics/Camera3D.cpp)
+set(SRC_GRAPHICS src/graphics/Texture.cpp src/graphics/Shader.cpp)
set(SRC_GUI src/gui/Gui.cpp src/gui/Widget.cpp)
set(SRC_NBT src/nbt/Nbt.hpp)
set(SRC_NETWORK src/network/Network.cpp src/network/NetworkClient.cpp src/network/Socket.cpp src/network/Stream.cpp
src/network/Packet.hpp)
set(SRC_UTILITY src/utility/Vector.hpp src/utility/utility.cpp)
-set(SRC_WORLD src/world/Block.cpp src/world/Section.cpp src/world/World.cpp)
+set(SRC_WORLD src/world/Block.cpp src/world/Section.cpp src/world/World.cpp src/world/Collision.cpp src/world/Collision.hpp)
set(SOURCE_FILES src/main.cpp ${SRC_CORE} ${SRC_GAMESTATE} ${SRC_GRAPHICS} ${SRC_GUI} ${SRC_GRAPHICS} ${SRC_GUI}
- ${SRC_NBT} ${SRC_NETWORK} ${SRC_UTILITY} ${SRC_WORLD} src/graphics/Frustrum.cpp src/graphics/Frustrum.hpp src/world/Collision.cpp src/world/Collision.hpp)
+ ${SRC_NBT} ${SRC_NETWORK} ${SRC_UTILITY} ${SRC_WORLD})
add_executable(AltCraft ${SOURCE_FILES})
@@ -35,7 +35,7 @@ add_definitions(${LOGGER_DEFINITIONS})
#Set compiler's flags and setup platfrom-dependent libraries
if (CMAKE_COMPILER_IS_GNUCXX)
- set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pedantic -Werror")
+ set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -pedantic -Wextra -Werror")
#set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -O0")
#set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -O3")
#set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fsanitize=address")
diff --git a/cwd/shaders/block.fs b/cwd/shaders/block.fs
index d1716bc..15fd217 100644
--- a/cwd/shaders/block.fs
+++ b/cwd/shaders/block.fs
@@ -1,13 +1,13 @@
#version 330 core
-in vec2 UvPosition;
-in vec3 FragmentPosition;
-flat in int Block;
-flat in int State;
-in vec4 ndcPos;
-
-//uniform int Block;
-//uniform int State;
+in VS_OUT {
+ vec2 UvPosition;
+ vec3 FragmentPosition;
+ flat int Block;
+ flat int State;
+ vec4 ndcPos;
+} fs_in;
+
uniform sampler2D textureAtlas;
uniform float time;
uniform int isInside;
@@ -31,17 +31,17 @@ vec4 VTC(int value);
int GetBlockSide(){
int side=6;
- if (FragmentPosition.y==-0.5)
+ if (fs_in.FragmentPosition.y==-0.5)
side=0;
- else if (FragmentPosition.y==0.5)
+ else if (fs_in.FragmentPosition.y==0.5)
side=1;
- else if (FragmentPosition.x==-0.5)
+ else if (fs_in.FragmentPosition.x==-0.5)
side = 3;
- else if (FragmentPosition.x==0.5)
+ else if (fs_in.FragmentPosition.x==0.5)
side = 2;
- else if (FragmentPosition.z==-0.5)
+ else if (fs_in.FragmentPosition.z==-0.5)
side=4;
- else if (FragmentPosition.z==0.5)
+ else if (fs_in.FragmentPosition.z==0.5)
side=5;
return side;
}
@@ -67,15 +67,11 @@ vec3 hsv2rgb(vec3 c)
void main() {
-/*gl_FragColor = vec4(0,1,0,1);
-if (isInside==0)
- gl_FragColor = vec4(1,0,0,1);
- return;*/
vec4 BlockTextureCoords = GetTextureByBlockId();
- vec2 AtlasCoords = TransformTextureCoord(BlockTextureCoords, UvPosition);
+ vec2 AtlasCoords = TransformTextureCoord(BlockTextureCoords, fs_in.UvPosition);
gl_FragColor = texture(textureAtlas, AtlasCoords);
if (gl_FragColor.a<0.1) discard;
- if (Block==2 && side==1 || Block==18 || Block==31 && state==1 || Block==31 && state==2) { //Grass and leaves colorizing
+ if (fs_in.Block==2 && side==1 || fs_in.Block==18 || fs_in.Block==31 && state==1 || fs_in.Block==31 && state==2) { //Grass and leaves colorizing
const float BiomeColor = 0.275;
vec3 hsvColor = rgb2hsv(gl_FragColor.xyz);
hsvColor[0]+=BiomeColor;
@@ -93,9 +89,9 @@ vec4 GetTextureByBlockId() {
id = (index & 0xFF0) >> 4;
state = index & 0xF;
- if (id != Block)
+ if (id != fs_in.Block)
continue;
- if (state != State)
+ if (state != fs_in.State)
continue;
if (side == 6)
return textureData[i];
@@ -155,7 +151,7 @@ vec4 GetDepthColor() {
}
vec4 GetCheckerColor() {
- if (UvPosition.x>0.5 && UvPosition.y<0.5 || UvPosition.x<0.5 && UvPosition.y>0.5)
+ if (fs_in.UvPosition.x>0.5 && fs_in.UvPosition.y<0.5 || fs_in.UvPosition.x<0.5 && fs_in.UvPosition.y>0.5)
return vec4(0.7,0.7,0,1);
else
return vec4(0,0,0,1);
diff --git a/cwd/shaders/block.gs b/cwd/shaders/block.gs
new file mode 100644
index 0000000..17d61c3
--- /dev/null
+++ b/cwd/shaders/block.gs
@@ -0,0 +1,32 @@
+#version 330 core
+
+in gl_Vertex
+{
+ vec4 gl_Position;
+ float gl_PointSize;
+ float gl_ClipDistance[];
+} gl_in[];
+
+in VS_OUT {
+ vec2 UvPosition;
+ vec3 FragmentPosition;
+ flat int Block;
+ flat int State;
+ vec4 ndcPos;
+} gs_in[];
+
+out GS_OUT {
+ vec2 UvPosition;
+ vec3 FragmentPosition;
+ flat int Block;
+ flat int State;
+ vec4 ndcPos;
+} gs_out[];
+
+void main() {
+ gs_out[0].UvPosition = gs_in[0].UvPosition;
+ gs_out[0].FragmentPosition = gs_in[0].FragmentPosition;
+ gs_out[0].Block = gs_in[0].Block;
+ gs_out[0].State = gs_in[0].State;
+ gs_out[0].ndcPos = gs_in[0].ndcPos;
+} \ No newline at end of file
diff --git a/cwd/shaders/block.vs b/cwd/shaders/block.vs
index 6c45c24..457d5dd 100644
--- a/cwd/shaders/block.vs
+++ b/cwd/shaders/block.vs
@@ -5,11 +5,13 @@ layout (location = 7) in vec2 BlockId;
layout (location = 8) in mat4 model;
//layout (location = 12) in something....
-out vec2 UvPosition;
-out vec3 FragmentPosition;
-flat out int Block;
-flat out int State;
-out vec4 ndcPos;
+out VS_OUT {
+ vec2 UvPosition;
+ vec3 FragmentPosition;
+ flat int Block;
+ flat int State;
+ vec4 ndcPos;
+} vs_out;
uniform mat4 view;
uniform mat4 projection;
@@ -17,13 +19,13 @@ uniform float time;
void main()
{
- UvPosition = vec2(UvCoordinates.x,UvCoordinates.y);
- FragmentPosition = position;
- Block = int(BlockId.x);
- State = int(BlockId.y);
+ vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y);
+ vs_out.FragmentPosition = position;
+ vs_out.Block = int(BlockId.x);
+ vs_out.State = int(BlockId.y);
vec4 sourcePosition = vec4(position,1.0f);
- ndcPos = (projection*view*model) * sourcePosition;
+ vs_out.ndcPos = (projection*view*model) * sourcePosition;
gl_Position = projection * view * model * sourcePosition;
}
diff --git a/src/core/Core.cpp b/src/core/Core.cpp
index bb5bc12..50bcd81 100644
--- a/src/core/Core.cpp
+++ b/src/core/Core.cpp
@@ -182,11 +182,12 @@ void Core::Exec() {
gameState->g_PlayerVelocityZ);
toWindow << std::setprecision(2) << std::fixed;
toWindow << "Pos: " << camPos.x << ", " << camPos.y - 1.12 << ", " << camPos.z << "; ";
- toWindow << "Health: " << gameState->g_PlayerHealth<<"; ";
+ toWindow << "Health: " << gameState->g_PlayerHealth << "; ";
//toWindow << "OG: " << gameState->g_OnGround << "; ";
toWindow << "Vel: " << velPos.x << ", " << velPos.y << ", " << velPos.z << "; ";
toWindow << "FPS: " << (1.0f / deltaTime) << " ";
- toWindow << " (" << deltaTime * 1000 << "ms) ";
+ toWindow << " (" << deltaTime * 1000 << "ms); ";
+ toWindow << "Tickrate: " << tickRate << " (" << (1.0 / tickRate * 1000) << "ms); ";
window->setTitle(toWindow.str());
HandleEvents();
@@ -288,13 +289,6 @@ void Core::HandleEvents() {
case sf::Keyboard::T:
SetMouseCapture(!isMouseCaptured);
break;
- case sf::Keyboard::M:
- std::sort(toRender.begin(), toRender.end(), [this](const Vector &lhs, const Vector &rhs) {
- return glm::length((glm::vec3) lhs - gameState->Position()) <
- glm::length((glm::vec3) rhs - gameState->Position());
- });
- LOG(WARNING) << "Render list is optimized";
- break;
case sf::Keyboard::L:
ChunkDistance++;
LOG(INFO) << "Increased render distance: " << ChunkDistance;
@@ -350,11 +344,8 @@ void Core::RenderWorld() {
shader->Use();
glCheckError();
- GLint modelLoc = glGetUniformLocation(shader->Program, "model");
GLint projectionLoc = glGetUniformLocation(shader->Program, "projection");
GLint viewLoc = glGetUniformLocation(shader->Program, "view");
- GLint blockLoc = glGetUniformLocation(shader->Program, "Block");
- GLint stateLoc = glGetUniformLocation(shader->Program, "State");
GLint timeLoc = glGetUniformLocation(shader->Program, "time");
glm::mat4 projection = glm::perspective(45.0f, (float) width() / (float) height(), 0.1f, 10000000.0f);
glm::mat4 view = gameState->GetViewMatrix();
@@ -367,7 +358,7 @@ void Core::RenderWorld() {
glBindVertexArray(VAO);
for (auto &sectionPos : toRender) {
- Section &section = gameState->world.sections.find(sectionPos)->second;
+ //Section &section = gameState->world.sections.find(sectionPos)->second;
std::vector<Vector> sectionCorners = {
Vector(0, 0, 0),
@@ -521,15 +512,10 @@ void Core::PrepareToWorldRendering() {
glBindBufferBase(GL_UNIFORM_BUFFER, bp1, UBO);
glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::vec4) + sizeof(glm::vec4) * 1023, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GLint), &totalTextures); //copy totalTextures
- for (int i = 0; i < indexes.size(); i++) {
+ for (size_t i = 0; i < indexes.size(); i++) {
size_t baseOffset = sizeof(glm::vec4);
size_t itemOffset = sizeof(glm::vec4);
size_t offset = baseOffset + i * itemOffset;
- /*int index = indexes[i];
- int side = (index & 0x70000) >> 16;
- int id = (index & 0xFF0) >> 4;
- int state = index & 0xF;
- LOG(WARNING) << "Copying " << indexes[i] << " at " << offset<<" side is "<<side;*/
glBufferSubData(GL_UNIFORM_BUFFER, offset, sizeof(GLint), &indexes[i]); //copy indexes' item
}
glCheckError();
@@ -634,43 +620,10 @@ void Core::UpdateGameState() {
float deltaTime = delta.getElapsedTime().asSeconds();
delta.restart();
gameState->Update(deltaTime);
-
+ const double targetDelta = 1 / 60.0;
+ std::chrono::duration<double, std::ratio<1, 1>> timeToSleep(targetDelta - delta.getElapsedTime().asSeconds());
+ std::this_thread::sleep_for(timeToSleep);
+ tickRate = 1 / delta.getElapsedTime().asSeconds();
}
LOG(INFO) << "GameState thread is stopped";
-}
-
-void Core::DrawLine(glm::vec3 from, glm::vec3 to, glm::vec3 color) {
- shader2->Use();
- glm::mat4 projection = glm::perspective(45.0f, (float) width() / (float) height(), 0.1f, 10000000.0f);
- glm::mat4 view = gameState->GetViewMatrix();
- glUniformMatrix4fv(glGetUniformLocation(shader2->Program, "projection"), 1, GL_FALSE,
- glm::value_ptr(projection));
- glUniformMatrix4fv(glGetUniformLocation(shader2->Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
-
- /*GLfloat data[6];
- data[0] = from[0];
- data[1] = from[1];
- data[2] = to[2];
- data[3] = to[0];
- data[4] = to[1];
- data[5] = from[2];*/
- GLfloat data[] = {0.5f, 0.5f, 0.0f,
- 0.5f, -0.5f, 0.0f,
- -0.5f, 0.5f, 0.0f,
-
- 0.5f, -0.5f, 0.0f,
- -0.5f, -0.5f, 0.0f,
- -0.5f, 0.5f, 0.0f,};
-
- glUniform3f(glGetUniformLocation(shader2->Program, "color"), color[0], color[1], color[2]);
-
- glDisable(GL_DEPTH_TEST);
- glBindVertexArray(VAO2);
- glBindBuffer(GL_ARRAY_BUFFER, VBO5);
- glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 18, data, GL_DYNAMIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glBindVertexArray(0);
- glEnable(GL_DEPTH_TEST);
-}
-
+} \ No newline at end of file
diff --git a/src/core/Core.hpp b/src/core/Core.hpp
index cc355db..4cc334c 100644
--- a/src/core/Core.hpp
+++ b/src/core/Core.hpp
@@ -9,10 +9,8 @@
#include "../gamestate/GameState.hpp"
#include "../network/NetworkClient.hpp"
#include "../gui/Gui.hpp"
-#include "../graphics/Camera3D.hpp"
#include "../graphics/Shader.hpp"
#include "AssetManager.hpp"
-#include "../graphics/Frustrum.hpp"
class Core {
GameState *gameState;
@@ -57,8 +55,6 @@ class Core {
void UpdateGameState();
- void DrawLine(glm::vec3 from, glm::vec3 to, glm::vec3 color);
-
std::thread gameStateLoopThread;
Shader *shader,*shader2;
@@ -73,6 +69,8 @@ class Core {
std::map<Vector, std::vector<glm::vec2>> toRenderBlocks;
//std::map<Vector, std::tuple<std::vector<glm::mat4>, std::vector<glm::vec2> > > sectionsRenderingData;
+ double tickRate=0;
+
public:
Core();
diff --git a/src/gamestate/GameState.cpp b/src/gamestate/GameState.cpp
index 3f3469d..316d5f1 100644
--- a/src/gamestate/GameState.cpp
+++ b/src/gamestate/GameState.cpp
@@ -29,6 +29,10 @@ void GameState::Update(float deltaTime) {
g_OnGround = false;
} else {
g_PlayerVelocityY = 0;
+ if (g_OnGround == false) {
+ auto updatePacket = std::make_shared<PacketPlayerPosition>(g_PlayerX, g_PlayerY, g_PlayerZ, true);
+ nc->SendPacket(updatePacket);
+ }
g_OnGround = true;
}
@@ -39,15 +43,6 @@ void GameState::Update(float deltaTime) {
g_PlayerZ += g_PlayerVelocityZ * deltaTime;
}
- /*const float AirResistance = 10.0f;
- if (std::abs(g_PlayerVelocityX) > 0.01)
- g_PlayerVelocityX -= AirResistance * deltaTime * (g_PlayerVelocityX > 0 ? 1 : -1);
- else
- g_PlayerVelocityX = 0;
- if (std::abs(g_PlayerVelocityZ) > 0.01)
- g_PlayerVelocityZ -= AirResistance * deltaTime * (g_PlayerVelocityZ > 0 ? 1 : -1);
- else
- g_PlayerVelocityZ = 0;*/
const float AirResistance = 10.0f;
glm::vec3 vel(g_PlayerVelocityX, 0, g_PlayerVelocityZ);
glm::vec3 resistForce = -vel * AirResistance * deltaTime;
@@ -59,242 +54,243 @@ void GameState::Update(float deltaTime) {
//Packet handling
auto ptr = nc->ReceivePacket();
- if (ptr == nullptr)
- return;
- switch ((PacketNamePlayCB) ptr->GetPacketId()) {
- case SpawnObject:
- break;
- case SpawnExperienceOrb:
- break;
- case SpawnGlobalEntity:
- break;
- case SpawnMob:
- break;
- case SpawnPainting:
- break;
- case SpawnPlayer:
- break;
- case AnimationCB:
- break;
- case Statistics:
- break;
- case BlockBreakAnimation:
- break;
- case UpdateBlockEntity:
- break;
- case BlockAction:
- break;
- case BlockChange:
- break;
- case BossBar:
- break;
- case ServerDifficulty:
- break;
- case TabCompleteCB:
- break;
- case ChatMessageCB:
- break;
- case MultiBlockChange:
- break;
- case ConfirmTransactionCB:
- break;
- case CloseWindowCB:
- break;
- case OpenWindow:
- break;
- case WindowItems:
- break;
- case WindowProperty:
- break;
- case SetSlot:
- break;
- case SetCooldown:
- break;
- case PluginMessageCB:
- break;
- case NamedSoundEffect:
- break;
- case DisconnectPlay: {
- auto packet = std::static_pointer_cast<PacketDisconnectPlay>(ptr);
- LOG(INFO) << "Disconnect reason: " << packet->Reason;
- isRunning = false;
- break;
- }
- case EntityStatus:
- break;
- case Explosion:
- break;
- case UnloadChunk:
- break;
- case ChangeGameState:
- break;
- case KeepAliveCB:
- LOG(WARNING) << "Receive KeepAlive packet in GameState handler";
- break;
- case ChunkData: {
- auto packet = std::static_pointer_cast<PacketChunkData>(ptr);
- world.ParseChunkData(packet);
- break;
- }
- case Effect:
- break;
- case Particle:
- break;
- case JoinGame: {
- auto packet = std::static_pointer_cast<PacketJoinGame>(ptr);
- g_PlayerEid = packet->EntityId;
- g_Gamemode = (packet->Gamemode & 0b11111011);
- g_Dimension = packet->Dimension;
- g_Difficulty = packet->Difficulty;
- g_MaxPlayers = packet->MaxPlayers;
- g_LevelType = packet->LevelType;
- g_ReducedDebugInfo = packet->ReducedDebugInfo;
- LOG(INFO) << "Gamemode is " << g_Gamemode << ", Difficulty is " << (int) g_Difficulty
- << ", Level Type is " << g_LevelType;
- break;
- }
- case Map:
- break;
- case EntityRelativeMove:
- break;
- case EntityLookAndRelativeMove:
- break;
- case EntityLook:
- break;
- case Entity:
- break;
- case VehicleMove:
- break;
- case OpenSignEditor:
- break;
- case PlayerAbilitiesCB:
- break;
- case CombatEvent:
- break;
- case PlayerListItem:
- break;
- case PlayerPositionAndLookCB: {
- auto packet = std::static_pointer_cast<PacketPlayerPositionAndLookCB>(ptr);
- if ((packet->Flags & 0x10) != 0) {
- g_PlayerPitch += packet->Pitch;
- } else {
- g_PlayerPitch = packet->Pitch;
- };
-
- if ((packet->Flags & 0x08) != 0) {
- g_PlayerYaw += packet->Yaw;
- } else {
- g_PlayerYaw = packet->Yaw;
+ while (ptr != nullptr) {
+ switch ((PacketNamePlayCB) ptr->GetPacketId()) {
+ case SpawnObject:
+ break;
+ case SpawnExperienceOrb:
+ break;
+ case SpawnGlobalEntity:
+ break;
+ case SpawnMob:
+ break;
+ case SpawnPainting:
+ break;
+ case SpawnPlayer:
+ break;
+ case AnimationCB:
+ break;
+ case Statistics:
+ break;
+ case BlockBreakAnimation:
+ break;
+ case UpdateBlockEntity:
+ break;
+ case BlockAction:
+ break;
+ case BlockChange:
+ break;
+ case BossBar:
+ break;
+ case ServerDifficulty:
+ break;
+ case TabCompleteCB:
+ break;
+ case ChatMessageCB:
+ break;
+ case MultiBlockChange:
+ break;
+ case ConfirmTransactionCB:
+ break;
+ case CloseWindowCB:
+ break;
+ case OpenWindow:
+ break;
+ case WindowItems:
+ break;
+ case WindowProperty:
+ break;
+ case SetSlot:
+ break;
+ case SetCooldown:
+ break;
+ case PluginMessageCB:
+ break;
+ case NamedSoundEffect:
+ break;
+ case DisconnectPlay: {
+ auto packet = std::static_pointer_cast<PacketDisconnectPlay>(ptr);
+ LOG(INFO) << "Disconnect reason: " << packet->Reason;
+ isRunning = false;
+ break;
}
-
- if ((packet->Flags & 0x01) != 0) {
- g_PlayerX += packet->X;
- } else {
- g_PlayerX = packet->X;
+ case EntityStatus:
+ break;
+ case Explosion:
+ break;
+ case UnloadChunk:
+ break;
+ case ChangeGameState:
+ break;
+ case KeepAliveCB:
+ LOG(WARNING) << "Receive KeepAlive packet in GameState handler";
+ break;
+ case ChunkData: {
+ auto packet = std::static_pointer_cast<PacketChunkData>(ptr);
+ world.ParseChunkData(packet);
+ break;
}
-
- if ((packet->Flags & 0x02) != 0) {
- g_PlayerY += packet->Y;
- } else {
- g_PlayerY = packet->Y;
+ case Effect:
+ break;
+ case Particle:
+ break;
+ case JoinGame: {
+ auto packet = std::static_pointer_cast<PacketJoinGame>(ptr);
+ g_PlayerEid = packet->EntityId;
+ g_Gamemode = (packet->Gamemode & 0b11111011);
+ g_Dimension = packet->Dimension;
+ g_Difficulty = packet->Difficulty;
+ g_MaxPlayers = packet->MaxPlayers;
+ g_LevelType = packet->LevelType;
+ g_ReducedDebugInfo = packet->ReducedDebugInfo;
+ LOG(INFO) << "Gamemode is " << g_Gamemode << ", Difficulty is " << (int) g_Difficulty
+ << ", Level Type is " << g_LevelType;
+ break;
}
+ case Map:
+ break;
+ case EntityRelativeMove:
+ break;
+ case EntityLookAndRelativeMove:
+ break;
+ case EntityLook:
+ break;
+ case Entity:
+ break;
+ case VehicleMove:
+ break;
+ case OpenSignEditor:
+ break;
+ case PlayerAbilitiesCB:
+ break;
+ case CombatEvent:
+ break;
+ case PlayerListItem:
+ break;
+ case PlayerPositionAndLookCB: {
+ auto packet = std::static_pointer_cast<PacketPlayerPositionAndLookCB>(ptr);
+ if ((packet->Flags & 0x10) != 0) {
+ g_PlayerPitch += packet->Pitch;
+ } else {
+ g_PlayerPitch = packet->Pitch;
+ };
- if ((packet->Flags & 0x04) != 0) {
- g_PlayerZ += packet->Z;
- } else {
- g_PlayerZ = packet->Z;
- }
+ if ((packet->Flags & 0x08) != 0) {
+ g_PlayerYaw += packet->Yaw;
+ } else {
+ g_PlayerYaw = packet->Yaw;
+ }
- //if (!g_IsGameStarted)
- LOG(INFO) << "PlayerPos is " << g_PlayerX << ", " << g_PlayerY << ", " << g_PlayerZ << "\t\tAngle: "
- << g_PlayerYaw << "," << g_PlayerPitch;
+ if ((packet->Flags & 0x01) != 0) {
+ g_PlayerX += packet->X;
+ } else {
+ g_PlayerX = packet->X;
+ }
- g_IsGameStarted = true;
+ if ((packet->Flags & 0x02) != 0) {
+ g_PlayerY += packet->Y;
+ } else {
+ g_PlayerY = packet->Y;
+ }
- auto packetResponse = std::make_shared<PacketTeleportConfirm>(packet->TeleportId);
- auto packetPerformRespawn = std::make_shared<PacketClientStatus>(0);
+ if ((packet->Flags & 0x04) != 0) {
+ g_PlayerZ += packet->Z;
+ } else {
+ g_PlayerZ = packet->Z;
+ }
- nc->SendPacket(packetResponse);
- nc->SendPacket(packetPerformRespawn);
- break;
- }
- case UseBed:
- break;
- case UnlockRecipes:
- break;
- case DestroyEntities:
- break;
- case RemoveEntityEffect:
- break;
- case ResourcePackSend:
- break;
- case Respawn:
- break;
- case EntityHeadLook:
- break;
- case SelectAdvancementTab:
- break;
- case WorldBorder:
- break;
- case Camera:
- break;
- case HeldItemChangeCB:
- break;
- case DisplayScoreboard:
- break;
- case EntityMetadata:
- break;
- case AttachEntity:
- break;
- case EntityVelocity:
- break;
- case EntityEquipment:
- break;
- case SetExperience:
- break;
- case UpdateHealth: {
- auto packet = std::static_pointer_cast<PacketUpdateHealth>(ptr);
- g_PlayerHealth = packet->Health;
- if (g_PlayerHealth<1) {
- LOG(INFO)<<"Player is dead. Respawning...";
+ //if (!g_IsGameStarted)
+ LOG(INFO) << "PlayerPos is " << g_PlayerX << ", " << g_PlayerY << ", " << g_PlayerZ << "\t\tAngle: "
+ << g_PlayerYaw << "," << g_PlayerPitch;
+
+ g_IsGameStarted = true;
+
+ auto packetResponse = std::make_shared<PacketTeleportConfirm>(packet->TeleportId);
auto packetPerformRespawn = std::make_shared<PacketClientStatus>(0);
+
+ nc->SendPacket(packetResponse);
nc->SendPacket(packetPerformRespawn);
+ break;
}
- break;
- }
- case ScoreboardObjective:
- break;
- case SetPassengers:
- break;
- case Teams:
- break;
- case UpdateScore:
- break;
- case SpawnPosition: {
- auto packet = std::static_pointer_cast<PacketSpawnPosition>(ptr);
- g_SpawnPosition = packet->Location;
- LOG(INFO) << "Spawn position is " << g_SpawnPosition.GetX() << "," << g_SpawnPosition.GetY() << ","
- << g_SpawnPosition.GetZ();
- break;
+ case UseBed:
+ break;
+ case UnlockRecipes:
+ break;
+ case DestroyEntities:
+ break;
+ case RemoveEntityEffect:
+ break;
+ case ResourcePackSend:
+ break;
+ case Respawn:
+ break;
+ case EntityHeadLook:
+ break;
+ case SelectAdvancementTab:
+ break;
+ case WorldBorder:
+ break;
+ case Camera:
+ break;
+ case HeldItemChangeCB:
+ break;
+ case DisplayScoreboard:
+ break;
+ case EntityMetadata:
+ break;
+ case AttachEntity:
+ break;
+ case EntityVelocity:
+ break;
+ case EntityEquipment:
+ break;
+ case SetExperience:
+ break;
+ case UpdateHealth: {
+ auto packet = std::static_pointer_cast<PacketUpdateHealth>(ptr);
+ g_PlayerHealth = packet->Health;
+ if (g_PlayerHealth <= 0) {
+ LOG(INFO) << "Player is dead. Respawning...";
+ auto packetPerformRespawn = std::make_shared<PacketClientStatus>(0);
+ nc->SendPacket(packetPerformRespawn);
+ }
+ break;
+ }
+ case ScoreboardObjective:
+ break;
+ case SetPassengers:
+ break;
+ case Teams:
+ break;
+ case UpdateScore:
+ break;
+ case SpawnPosition: {
+ auto packet = std::static_pointer_cast<PacketSpawnPosition>(ptr);
+ g_SpawnPosition = packet->Location;
+ LOG(INFO) << "Spawn position is " << g_SpawnPosition.GetX() << "," << g_SpawnPosition.GetY() << ","
+ << g_SpawnPosition.GetZ();
+ break;
+ }
+ case TimeUpdate:
+ break;
+ case Title:
+ break;
+ case SoundEffect:
+ break;
+ case PlayerListHeaderAndFooter:
+ break;
+ case CollectItem:
+ break;
+ case EntityTeleport:
+ break;
+ case Advancements:
+ break;
+ case EntityProperties:
+ break;
+ case EntityEffect:
+ break;
}
- case TimeUpdate:
- break;
- case Title:
- break;
- case SoundEffect:
- break;
- case PlayerListHeaderAndFooter:
- break;
- case CollectItem:
- break;
- case EntityTeleport:
- break;
- case Advancements:
- break;
- case EntityProperties:
- break;
- case EntityEffect:
- break;
+ ptr = nc->ReceivePacket();
}
}
@@ -320,19 +316,15 @@ void GameState::HandleMovement(GameState::Direction direction, float deltaTime)
vel -= right * velocity;
break;
case JUMP:
- if (g_OnGround)
+ if (g_OnGround) {
vel.y += 5;
+ g_OnGround = false;
+ }
break;
}
g_PlayerVelocityX = vel.x;
g_PlayerVelocityY = vel.y;
g_PlayerVelocityZ = vel.z;
- const double MaxSpeed = 5.0;
- /*if (g_PlayerVelocityX > MaxSpeed || g_PlayerVelocityX < -MaxSpeed)
- g_PlayerVelocityX = MaxSpeed * (g_PlayerVelocityX > 0 ? 1 : -1);
- if (g_PlayerVelocityZ > MaxSpeed || g_PlayerVelocityZ < -MaxSpeed)
- g_PlayerVelocityZ = MaxSpeed * (g_PlayerVelocityZ > 0 ? 1 : -1);*/
-
/*bool isCollides = world.isPlayerCollides(g_PlayerX, g_PlayerY, g_PlayerZ);
if (isCollides) {
diff --git a/src/graphics/Camera3D.cpp b/src/graphics/Camera3D.cpp
deleted file mode 100644
index eb740e4..0000000
--- a/src/graphics/Camera3D.cpp
+++ /dev/null
@@ -1,79 +0,0 @@
-#include "Camera3D.hpp"
-
-Camera3D::Camera3D(glm::vec3 position, glm::vec3 up, GLfloat yaw, GLfloat pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)),
- MovementSpeed(SPEED),
- MouseSensitivity(SENSITIVTY),
- Zoom(ZOOM) {
- this->Position = position;
- this->WorldUp = up;
- this->Yaw = yaw;
- this->Pitch = pitch;
- this->updateCameraVectors();
-}
-
-Camera3D::Camera3D(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw,
- GLfloat pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY),
- Zoom(ZOOM) {
- this->Position = glm::vec3(posX, posY, posZ);
- this->WorldUp = glm::vec3(upX, upY, upZ);
- this->Yaw = yaw;
- this->Pitch = pitch;
- this->updateCameraVectors();
-}
-
-glm::mat4 Camera3D::GetViewMatrix() {
- return glm::lookAt(this->Position, this->Position + this->Front, this->Up);
-}
-
-void Camera3D::ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime) {
- GLfloat velocity = this->MovementSpeed * deltaTime;
- if (direction == FORWARD)
- this->Position += this->Front * velocity;
- if (direction == BACKWARD)
- this->Position -= this->Front * velocity;
- if (direction == LEFT)
- this->Position -= this->Right * velocity;
- if (direction == RIGHT)
- this->Position += this->Right * velocity;
-}
-
-void Camera3D::ProcessMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constrainPitch) {
- xoffset *= this->MouseSensitivity;
- yoffset *= this->MouseSensitivity;
-
- this->Yaw += xoffset;
- this->Pitch += yoffset;
-
- // Make sure that when pitch is out of bounds, screen doesn't get flipped
- if (constrainPitch) {
- if (this->Pitch > 89.0f)
- this->Pitch = 89.0f;
- if (this->Pitch < -89.0f)
- this->Pitch = -89.0f;
- }
-
- // Update Front, Right and Up Vectors using the updated Eular angles
- this->updateCameraVectors();
-}
-
-void Camera3D::ProcessMouseScroll(GLfloat yoffset) {
- if (this->Zoom >= 1.0f && this->Zoom <= 45.0f)
- this->Zoom -= yoffset/5.0f;
- if (this->Zoom <= 1.0f)
- this->Zoom = 1.0f;
- if (this->Zoom >= 45.0f)
- this->Zoom = 45.0f;
-}
-
-void Camera3D::updateCameraVectors() {
- // Calculate the new Front vector
- glm::vec3 front;
- front.x = cos(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch));
- front.y = sin(glm::radians(this->Pitch));
- front.z = sin(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch));
- this->Front = glm::normalize(front);
- // Also re-calculate the Right and Up vector
- this->Right = glm::normalize(glm::cross(this->Front,
- this->WorldUp)); // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
- this->Up = glm::normalize(glm::cross(this->Right, this->Front));
-}
diff --git a/src/graphics/Camera3D.hpp b/src/graphics/Camera3D.hpp
deleted file mode 100644
index eac1f47..0000000
--- a/src/graphics/Camera3D.hpp
+++ /dev/null
@@ -1,66 +0,0 @@
-#pragma once
-
-// Std. Includes
-#include <vector>
-
-// GL Includes
-#include <GL/glew.h>
-#include <glm/glm.hpp>
-#include <glm/gtc/matrix_transform.hpp>
-
-
-// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
-enum Camera_Movement {
- FORWARD,
- BACKWARD,
- LEFT,
- RIGHT
-};
-
-// Default camera values
-const GLfloat YAW = -90.0f;
-const GLfloat PITCH = 0.0f;
-const GLfloat SPEED = 30.0f;
-const GLfloat SENSITIVTY = 0.2f;
-const GLfloat ZOOM = 45.0f;
-
-// An abstract camera class that processes input and calculates the corresponding Eular Angles, Vectors and Matrices for use in OpenGL
-class Camera3D {
-public:
- // Camera3D Attributes
- glm::vec3 Position;
- glm::vec3 Front;
- glm::vec3 Up;
- glm::vec3 Right;
- glm::vec3 WorldUp;
- // Eular Angles
- GLfloat Yaw;
- GLfloat Pitch;
- // Camera3D options
- GLfloat MovementSpeed;
- GLfloat MouseSensitivity;
- GLfloat Zoom;
-
- // Constructor with vectors
- explicit Camera3D(glm::vec3 position = glm::vec3(0.0f, 0.0f, 3.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f),
- GLfloat yaw = YAW, GLfloat pitch = PITCH);
-
- // Constructor with scalar values
- Camera3D(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw, GLfloat pitch);
-
- // Returns the view matrix calculated using Eular Angles and the LookAt Matrix
- glm::mat4 GetViewMatrix();
-
- // Processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
- void ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime);
-
- // Processes input received from a mouse input system. Expects the offset value in both the x and y direction.
- void ProcessMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constrainPitch = true);
-
- // Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
- void ProcessMouseScroll(GLfloat yoffset);
-
-private:
- // Calculates the front vector from the Camera3D's (updated) Eular Angles
- void updateCameraVectors();
-}; \ No newline at end of file
diff --git a/src/graphics/Frustrum.cpp b/src/graphics/Frustrum.cpp
deleted file mode 100644
index 75f47c5..0000000
--- a/src/graphics/Frustrum.cpp
+++ /dev/null
@@ -1,111 +0,0 @@
-#include "Frustrum.hpp"
-
-enum FrustumSide {
- RIGHT = 0, // The RIGHT side of the frustum
- LEFT = 1, // The LEFT side of the frustum
- BOTTOM = 2, // The BOTTOM side of the frustum
- TOP = 3, // The TOP side of the frustum
- BACK = 4, // The BACK side of the frustum
- FRONT = 5 // The FRONT side of the frustum
-};
-
-enum PlaneData {
- A = 0, // The X value of the plane's normal
- B = 1, // The Y value of the plane's normal
- C = 2, // The Z value of the plane's normal
- D = 3 // The distance the plane is from the origin
-};
-
-void normalizePlane(glm::vec4 &frustum_plane) {
- float magnitude = (float) sqrt(frustum_plane[A] * frustum_plane[A] + frustum_plane[B] * frustum_plane[B] +
- frustum_plane[C] * frustum_plane[C]);
- frustum_plane[A] /= magnitude;
- frustum_plane[B] /= magnitude;
- frustum_plane[C] /= magnitude;
- frustum_plane[D] /= magnitude;
-}
-
-void Frustum::CalculateFrustum(glm::mat4 &view_matrix, glm::mat4 &proj_matrix) {
- float proj[16];
- float modl[16];
- const float *projP = glm::value_ptr(proj_matrix);
- const float *modlP = glm::value_ptr(view_matrix);
- for (int i = 0; i < 16; i++) {
- proj[i]=projP[i];
- modl[i]=modlP[i];
- }
-
- float clip[16]; //clipping planes
-
- clip[0] = modl[0] * proj[0] + modl[1] * proj[4] + modl[2] * proj[8] + modl[3] * proj[12];
- clip[1] = modl[0] * proj[1] + modl[1] * proj[5] + modl[2] * proj[9] + modl[3] * proj[13];
- clip[2] = modl[0] * proj[2] + modl[1] * proj[6] + modl[2] * proj[10] + modl[3] * proj[14];
- clip[3] = modl[0] * proj[3] + modl[1] * proj[7] + modl[2] * proj[11] + modl[3] * proj[15];
-
- clip[4] = modl[4] * proj[0] + modl[5] * proj[4] + modl[6] * proj[8] + modl[7] * proj[12];
- clip[5] = modl[4] * proj[1] + modl[5] * proj[5] + modl[6] * proj[9] + modl[7] * proj[13];
- clip[6] = modl[4] * proj[2] + modl[5] * proj[6] + modl[6] * proj[10] + modl[7] * proj[14];
- clip[7] = modl[4] * proj[3] + modl[5] * proj[7] + modl[6] * proj[11] + modl[7] * proj[15];
-
- clip[8] = modl[8] * proj[0] + modl[9] * proj[4] + modl[10] * proj[8] + modl[11] * proj[12];
- clip[9] = modl[8] * proj[1] + modl[9] * proj[5] + modl[10] * proj[9] + modl[11] * proj[13];
- clip[10] = modl[8] * proj[2] + modl[9] * proj[6] + modl[10] * proj[10] + modl[11] * proj[14];
- clip[11] = modl[8] * proj[3] + modl[9] * proj[7] + modl[10] * proj[11] + modl[11] * proj[15];
-
- clip[12] = modl[12] * proj[0] + modl[13] * proj[4] + modl[14] * proj[8] + modl[15] * proj[12];
- clip[13] = modl[12] * proj[1] + modl[13] * proj[5] + modl[14] * proj[9] + modl[15] * proj[13];
- clip[14] = modl[12] * proj[2] + modl[13] * proj[6] + modl[14] * proj[10] + modl[15] * proj[14];
- clip[15] = modl[12] * proj[3] + modl[13] * proj[7] + modl[14] * proj[11] + modl[15] * proj[15];
-
- frustum_planes[RIGHT][A] = clip[3] - clip[0];
- frustum_planes[RIGHT][B] = clip[7] - clip[4];
- frustum_planes[RIGHT][C] = clip[11] - clip[8];
- frustum_planes[RIGHT][D] = clip[15] - clip[12];
- normalizePlane(frustum_planes[RIGHT]);
-
- frustum_planes[LEFT][A] = clip[3] + clip[0];
- frustum_planes[LEFT][B] = clip[7] + clip[4];
- frustum_planes[LEFT][C] = clip[11] + clip[8];
- frustum_planes[LEFT][D] = clip[15] + clip[12];
- normalizePlane(frustum_planes[LEFT]);
-
- frustum_planes[BOTTOM][A] = clip[3] + clip[1];
- frustum_planes[BOTTOM][B] = clip[7] + clip[5];
- frustum_planes[BOTTOM][C] = clip[11] + clip[9];
- frustum_planes[BOTTOM][D] = clip[15] + clip[13];
- normalizePlane(frustum_planes[BOTTOM]);
-
- frustum_planes[TOP][A] = clip[3] - clip[1];
- frustum_planes[TOP][B] = clip[7] - clip[5];
- frustum_planes[TOP][C] = clip[11] - clip[9];
- frustum_planes[TOP][D] = clip[15] - clip[13];
- normalizePlane(frustum_planes[TOP]);
-
- frustum_planes[BACK][A] = clip[3] - clip[2];
- frustum_planes[BACK][B] = clip[7] - clip[6];
- frustum_planes[BACK][C] = clip[11] - clip[10];
- frustum_planes[BACK][D] = clip[15] - clip[14];
- normalizePlane(frustum_planes[BACK]);
-
- frustum_planes[FRONT][A] = clip[3] + clip[2];
- frustum_planes[FRONT][B] = clip[7] + clip[6];
- frustum_planes[FRONT][C] = clip[11] + clip[10];
- frustum_planes[FRONT][D] = clip[15] + clip[14];
- normalizePlane(frustum_planes[FRONT]);
-}
-
-bool Frustum::TestInsideFrustrum(glm::vec4 Min, glm::vec4 Max) {
- bool inside = true;
- //test all 6 frustum planes
- for (int i = 0; i < 6; i++) {
- //pick closest point to plane and check if it behind the plane
- //if yes - object outside frustum
- float d = std::max(Min.x * frustum_planes[i].x, Max.x * frustum_planes[i].x)
- + std::max(Min.y * frustum_planes[i].y, Max.y * frustum_planes[i].y)
- + std::max(Min.z * frustum_planes[i].z, Max.z * frustum_planes[i].z)
- + frustum_planes[i].w;
- inside &= d > 0;
- //return false; //with flag works faster
- }
- return inside;
-}
diff --git a/src/graphics/Frustrum.hpp b/src/graphics/Frustrum.hpp
deleted file mode 100644
index e8a6fd6..0000000
--- a/src/graphics/Frustrum.hpp
+++ /dev/null
@@ -1,24 +0,0 @@
-#ifndef _FRUSTUM_H
-#define _FRUSTUM_H
-
-
-#include <cmath>
-#include <algorithm>
-#include <GL/glew.h>
-#include <glm/glm.hpp>
-#include <glm/gtc/type_ptr.hpp>
-
-class Frustum {
-public:
- Frustum() = default;
-
- ~Frustum() = default;
-
- void CalculateFrustum(glm::mat4 &view_matrix, glm::mat4 &proj_matrix);
-
- glm::vec4 frustum_planes[6];
-
- bool TestInsideFrustrum(glm::vec4 Min, glm::vec4 Max);
-};
-
-#endif \ No newline at end of file
diff --git a/src/graphics/Shader.cpp b/src/graphics/Shader.cpp
index 83eb93f..cf43115 100644
--- a/src/graphics/Shader.cpp
+++ b/src/graphics/Shader.cpp
@@ -1,90 +1,115 @@
#include "Shader.hpp"
-Shader::Shader(const GLchar *vertexPath, const GLchar *fragmentPath) {
- vertex = vertexPath;
- fragment = fragmentPath;
- // 1. Получаем исходный код шейдера из filePath
- std::string vertexCode;
- std::string fragmentCode;
- std::ifstream vShaderFile;
- std::ifstream fShaderFile;
- // Удостоверимся, что ifstream объекты могут выкидывать исключения
- vShaderFile.exceptions(std::ifstream::failbit);
- fShaderFile.exceptions(std::ifstream::failbit);
- try {
- // Открываем файлы
- vShaderFile.open(vertexPath);
- fShaderFile.open(fragmentPath);
- std::stringstream vShaderStream, fShaderStream;
- // Считываем данные в потоки
- vShaderStream << vShaderFile.rdbuf();
- fShaderStream << fShaderFile.rdbuf();
- // Закрываем файлы
- vShaderFile.close();
- fShaderFile.close();
- // Преобразовываем потоки в массив GLchar
- vertexCode = vShaderStream.str();
- fragmentCode = fShaderStream.str();
- }
- catch (std::ifstream::failure e) {
- LOG(ERROR) << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ";
- }
- const GLchar *vShaderCode = vertexCode.c_str();
- const GLchar *fShaderCode = fragmentCode.c_str();
+Shader::Shader(const GLchar *vertexPath, const GLchar *fragmentPath, const GLchar *geometryPath) {
+ vertex = vertexPath;
+ fragment = fragmentPath;
+ // 1. Получаем исходный код шейдера из filePath
+ std::string vertexCode;
+ std::string fragmentCode;
+ std::string geometryCode;
+ std::ifstream vShaderFile;
+ std::ifstream fShaderFile;
+ std::ifstream gShaderFile;
+ // Удостоверимся, что ifstream объекты могут выкидывать исключения
+ vShaderFile.exceptions(std::ifstream::failbit);
+ fShaderFile.exceptions(std::ifstream::failbit);
+ gShaderFile.exceptions(std::ifstream::failbit);
+ try {
+ // Открываем файлы
+ vShaderFile.open(vertexPath);
+ fShaderFile.open(fragmentPath);
+ if (geometryPath != nullptr)
+ gShaderFile.open(geometryPath);
+ std::stringstream vShaderStream, fShaderStream, gShaderStream;
+ // Считываем данные в потоки
+ vShaderStream << vShaderFile.rdbuf();
+ fShaderStream << fShaderFile.rdbuf();
+ if (geometryPath != nullptr)
+ gShaderStream << gShaderFile.rdbuf();
+ // Закрываем файлы
+ vShaderFile.close();
+ fShaderFile.close();
+ if (geometryPath != nullptr)
+ gShaderFile.close();
+ // Преобразовываем потоки в массив GLchar
+ vertexCode = vShaderStream.str();
+ fragmentCode = fShaderStream.str();
+ if (geometryPath != nullptr)
+ geometryCode = gShaderStream.str();
+ }
+ catch (std::ifstream::failure e) {
+ LOG(ERROR) << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ";
+ }
+ const GLchar *vShaderCode = vertexCode.c_str();
+ const GLchar *fShaderCode = fragmentCode.c_str();
+ const GLchar *gShaderCode = geometryCode.c_str();
+ // 2. Сборка шейдеров
+ GLuint vertex, fragment, geometry;
+ GLint success;
+ GLchar infoLog[512];
- // 2. Сборка шейдеров
- GLuint vertex, fragment;
- GLint success;
- GLchar infoLog[512];
+ // Вершинный шейдер
+ vertex = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vertex, 1, &vShaderCode, NULL);
+ glCompileShader(vertex);
+ // Если есть ошибки - вывести их
+ glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
+ if (!success) {
+ glGetShaderInfoLog(vertex, 512, NULL, infoLog);
+ LOG(ERROR) << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog;
+ };
- // Вершинный шейдер
- vertex = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertex, 1, &vShaderCode, NULL);
- glCompileShader(vertex);
- // Если есть ошибки - вывести их
- glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
- if (!success) {
- glGetShaderInfoLog(vertex, 512, NULL, infoLog);
- LOG(ERROR) << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog;
- };
+ // Вершинный шейдер
+ fragment = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fragment, 1, &fShaderCode, NULL);
+ glCompileShader(fragment);
+ // Если есть ошибки - вывести их
+ glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
+ if (!success) {
+ glGetShaderInfoLog(fragment, 512, NULL, infoLog);
+ LOG(ERROR) << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog;
+ };
- // Вершинный шейдер
- fragment = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragment, 1, &fShaderCode, NULL);
- glCompileShader(fragment);
- // Если есть ошибки - вывести их
- glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
- if (!success) {
- glGetShaderInfoLog(fragment, 512, NULL, infoLog);
- LOG(ERROR) << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog;
- };
+ if (geometryPath != nullptr) {
+ geometry = glCreateShader(GL_GEOMETRY_SHADER);
+ glShaderSource(geometry, 1, &gShaderCode, NULL);
+ glCompileShader(geometry);
+ // Если есть ошибки - вывести их
+ glGetShaderiv(geometry, GL_COMPILE_STATUS, &success);
+ if (!success) {
+ glGetShaderInfoLog(geometry, 512, NULL, infoLog);
+ LOG(ERROR) << "ERROR::SHADER::GEOMETRY::COMPILATION_FAILED\n" << infoLog;
+ };
+ }
- // Шейдерная программа
- this->Program = glCreateProgram();
- glAttachShader(this->Program, vertex);
- glAttachShader(this->Program, fragment);
- glLinkProgram(this->Program);
- //Если есть ошибки - вывести их
- glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
- if (!success) {
- glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
- LOG(FATAL) << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog;
- }
+ // Шейдерная программа
+ this->Program = glCreateProgram();
+ glAttachShader(this->Program, vertex);
+ glAttachShader(this->Program, fragment);
+ if (geometryPath != nullptr)
+ glAttachShader(this->Program, geometry);
+ glLinkProgram(this->Program);
+ //Если есть ошибки - вывести их
+ glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
+ if (!success) {
+ glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
+ LOG(FATAL) << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog;
+ }
- // Удаляем шейдеры, поскольку они уже в программу и нам больше не нужны.
- glDeleteShader(vertex);
- glDeleteShader(fragment);
+ // Удаляем шейдеры, поскольку они уже в программу и нам больше не нужны.
+ glDeleteShader(vertex);
+ glDeleteShader(fragment);
}
void Shader::Use() {
- glUseProgram(this->Program);
+ glUseProgram(this->Program);
}
void Shader::Reload() {
- const GLchar *vertexPath = vertex;
- const GLchar *fragmentPath = fragment;
- this->~Shader();
- new(this) Shader(vertexPath, fragmentPath);
- LOG(INFO) << "Shader is realoded!";
+ const GLchar *vertexPath = vertex;
+ const GLchar *fragmentPath = fragment;
+ this->~Shader();
+ new(this) Shader(vertexPath, fragmentPath);
+ LOG(INFO) << "Shader is realoded!";
}
diff --git a/src/graphics/Shader.hpp b/src/graphics/Shader.hpp
index a336b1a..1bcee3a 100644
--- a/src/graphics/Shader.hpp
+++ b/src/graphics/Shader.hpp
@@ -14,7 +14,7 @@ public:
// Идентификатор программы
GLuint Program;
// Конструктор считывает и собирает шейдер
- Shader(const GLchar* vertexPath, const GLchar* fragmentPath);
+ Shader(const GLchar* vertexPath, const GLchar* fragmentPath, const GLchar* geometryPath = nullptr);
// Использование программы
void Use();
diff --git a/src/network/Network.cpp b/src/network/Network.cpp
index 59c4e00..68df158 100644
--- a/src/network/Network.cpp
+++ b/src/network/Network.cpp
@@ -210,6 +210,12 @@ std::shared_ptr<Packet> Network::ParsePacketPlay(PacketNamePlayCB id) {
break;
case EntityEffect:
break;
+ case UnlockRecipes:
+ break;
+ case SelectAdvancementTab:
+ break;
+ case Advancements:
+ break;
}
return nullptr;
}
diff --git a/src/network/Packet.hpp b/src/network/Packet.hpp
index 9249a34..3cf4d26 100644
--- a/src/network/Packet.hpp
+++ b/src/network/Packet.hpp
@@ -237,7 +237,7 @@ struct PacketJoinGame : Packet {
struct PacketDisconnectPlay : Packet {
void ToStream(StreamOutput *stream) override {
-
+ stream->WriteString(Reason); //TODO: Implement chat-wrapper
}
void FromStream(StreamInput *stream) override {
@@ -253,7 +253,7 @@ struct PacketDisconnectPlay : Packet {
struct PacketSpawnPosition : Packet {
void ToStream(StreamOutput *stream) override {
-
+ stream->WritePosition(Location);
}
void FromStream(StreamInput *stream) override {
@@ -303,7 +303,13 @@ struct PacketKeepAliveSB : Packet {
struct PacketPlayerPositionAndLookCB : Packet {
void ToStream(StreamOutput *stream) override {
-
+ stream->WriteDouble(X);
+ stream->WriteDouble(Y);
+ stream->WriteDouble(Z);
+ stream->WriteFloat(Yaw);
+ stream->WriteFloat(Pitch);
+ stream->WriteUByte(Flags);
+ stream->WriteVarInt(TeleportId);
}
void FromStream(StreamInput *stream) override {
@@ -376,7 +382,12 @@ struct PacketPlayerPositionAndLookSB : Packet {
}
void FromStream(StreamInput *stream) override {
-
+ X = stream->ReadDouble();
+ FeetY = stream->ReadDouble();
+ Z = stream->ReadDouble();
+ Yaw = stream->ReadFloat();
+ Pitch = stream->ReadFloat();
+ OnGround = stream->ReadBool();
}
int GetPacketId() override {
@@ -398,7 +409,14 @@ struct PacketPlayerPositionAndLookSB : Packet {
struct PacketChunkData : Packet {
void ToStream(StreamOutput *stream) override {
-
+ stream->WriteInt(ChunkX);
+ stream->WriteInt(ChunkZ);
+ stream->WriteBool(GroundUpContinuous);
+ stream->WriteInt(PrimaryBitMask);
+ stream->WriteVarInt(Data.size());
+ stream->WriteByteArray(Data);
+ stream->WriteVarInt(BlockEntities.size());
+ LOG(FATAL) << "Serializing unimplemented packet";
}
void FromStream(StreamInput *stream) override {
@@ -406,9 +424,12 @@ struct PacketChunkData : Packet {
ChunkZ = stream->ReadInt();
GroundUpContinuous = stream->ReadBool();
PrimaryBitMask = stream->ReadVarInt();
- Size = stream->ReadVarInt();
+ int Size = stream->ReadVarInt();
Data = stream->ReadByteArray(Size);
- NumberOfBlockEntities = stream->ReadVarInt();
+ int NumberOfBlockEntities = stream->ReadVarInt(); //TODO: Need NBT
+ for (int i = 0; i < NumberOfBlockEntities; i++) {
+ //BlockEntities[i] = stream->ReadNbt();
+ }
}
int GetPacketId() override {
@@ -419,10 +440,10 @@ struct PacketChunkData : Packet {
int ChunkZ;
bool GroundUpContinuous;
int PrimaryBitMask;
- int Size;
+ //int Size;
std::vector<unsigned char> Data;
- int NumberOfBlockEntities;
- //std::vector<NbtTag> BlockEntities;
+ //int NumberOfBlockEntities;
+ std::vector<int> BlockEntities; //TODO: Replace int with NbtTag and implement NbtTree
};
struct PacketPlayerPosition : Packet {
@@ -434,7 +455,10 @@ struct PacketPlayerPosition : Packet {
}
void FromStream(StreamInput *stream) override {
-
+ X = stream->ReadDouble();
+ FeetY = stream->ReadDouble();
+ Z = stream->ReadDouble();
+ OnGround = stream->ReadBool();
}
int GetPacketId() override {
@@ -457,7 +481,9 @@ struct PacketPlayerLook : Packet {
}
void FromStream(StreamInput *stream) override {
-
+ Yaw = stream->ReadFloat();
+ Pitch = stream->ReadFloat();
+ OnGround = stream->ReadBool();
}
int GetPacketId() override {
@@ -473,7 +499,9 @@ struct PacketPlayerLook : Packet {
struct PacketUpdateHealth : Packet {
void ToStream(StreamOutput *stream) override {
-
+ stream->WriteFloat(Health);
+ stream->WriteVarInt(Food);
+ stream->WriteFloat(FoodSaturation);
}
void FromStream(StreamInput *stream) override {
diff --git a/src/network/Stream.cpp b/src/network/Stream.cpp
index a0c6cb0..d492428 100644
--- a/src/network/Stream.cpp
+++ b/src/network/Stream.cpp
@@ -174,16 +174,18 @@ void StreamOutput::WriteBool(bool value) {
}
void StreamOutput::WriteByte(signed char value) {
-
+ endswap(value);
+ WriteData((unsigned char *) &value, 1);
}
void StreamOutput::WriteUByte(unsigned char value) {
endswap(value);
- WriteData(&value,1);
+ WriteData(&value, 1);
}
void StreamOutput::WriteShort(short value) {
-
+ endswap(value);
+ WriteData((unsigned char *) &value, 2);
}
void StreamOutput::WriteUShort(unsigned short value) {
@@ -197,7 +199,8 @@ void StreamOutput::WriteInt(int value) {
}
void StreamOutput::WriteLong(long long value) {
-
+ endswap(value);
+ WriteData((unsigned char *) &value, 8);
}
void StreamOutput::WriteFloat(float value) {
@@ -216,7 +219,7 @@ void StreamOutput::WriteString(std::string value) {
}
void StreamOutput::WriteChat(std::string value) {
-
+ WriteString(value);
}
void StreamOutput::WriteVarInt(int value) {
@@ -235,35 +238,46 @@ void StreamOutput::WriteVarInt(int value) {
}
void StreamOutput::WriteVarLong(long long value) {
-
+ unsigned char buff[10];
+ size_t len = 0;
+ do {
+ unsigned char temp = (unsigned char) (value & 0b01111111);
+ value >>= 7;
+ if (value != 0) {
+ temp |= 0b10000000;
+ }
+ buff[len] = temp;
+ len++;
+ } while (value != 0);
+ WriteData(buff, len);
}
void StreamOutput::WriteEntityMetadata(std::vector<unsigned char> value) {
-
+ LOG(FATAL) << "Used unimplemented WriteEntityMetadata: " << value.size();
}
void StreamOutput::WriteSlot(std::vector<unsigned char> value) {
-
+ LOG(FATAL) << "Used unimplemented WriteSlot " << value.size();
}
void StreamOutput::WriteNbtTag(std::vector<unsigned char> value) {
-
+ LOG(FATAL) << "Used unimplemented WriteNbtTag " << value.size();
}
void StreamOutput::WritePosition(Vector value) {
-
+ LOG(FATAL) << "Used unimplemented Position: " << value.GetX() << ", " << value.GetY() << " " << value.GetZ();
}
void StreamOutput::WriteAngle(unsigned char value) {
-
+ WriteUByte(value);
}
void StreamOutput::WriteUuid(std::vector<unsigned char> value) {
-
+ WriteByteArray(value);
}
void StreamOutput::WriteByteArray(std::vector<unsigned char> value) {
-
+ WriteData(value.data(), value.size());
}
void StreamBuffer::ReadData(unsigned char *buffPtr, size_t buffLen) {
@@ -306,6 +320,7 @@ std::vector<unsigned char> StreamBuffer::GetBuffer() {
}
void StreamCounter::WriteData(unsigned char *buffPtr, size_t buffLen) {
+ buffPtr++;
size += buffLen;
}