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Univerxel/src/client/Client.cpp

192 lines
8.6 KiB
C++

#include "Client.hpp"
#include "render/index.hpp"
#include "render/UI.hpp"
#include "InputMap.hpp"
#include "world/index.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include "../core/data/math.hpp"
#include <Tracy.hpp>
Client::Client(config::client::options& options): options(options) { }
Client::~Client() { }
void Client::run(server_handle* const localHandle) {
if (!render::Load(window, options.preferVulkan, options.renderer))
return;
window.setTargetFPS(options.window.targetFPS);
InputMap inputs(window.getPtr());
Controllable player(window.getPtr(), inputs, options.control);
Camera camera(&player, options.camera);
auto pipeline = render::Renderer::Get();
pipeline->LightInvDir = glm::normalize(glm::vec3(-.5f, 2, -2));
render::Renderer::Get()->loadUI(window);
auto world = world::client::Load(options.connection, localHandle, options.world);
world->setContouring(contouring::load(options.contouring.idx, options.contouring.data));
state.contouring = world->getContouring();
//TODO: loop
do {
window.startFrame();
{ // Update
ZoneScopedN("Update");
static double lastTime = window.getTime();
const double partTime = window.getTime();
const float deltaTime = partTime - lastTime;
inputs.toggle(state.capture_mouse, Input::Mouse);
inputs.toggle(options.debugMenu.bar, Input::Debug);
player.capture(state.capture_mouse, !render::UI::IsFocus(), deltaTime);
if(player.velocity != glm::vec3(0) && (
!options.control.collide ||
!world->collide(player.position, player.velocity, options.voxel_density, options.voxel_density))
) {
player.position += player.velocity;
const auto pos = player.position.as_voxel(options.voxel_density);
if(pos != state.position.as_voxel(options.voxel_density)) {
world->emit(world::action::Move(pos));
}
state.position = player.position;
}
camera.update();
pipeline->lookFrom(camera);
pipeline->LightInvDir = glm::vec3(glm::rotate(glm::mat4(1), deltaTime * .1f, glm::vec3(1, .5, .1)) * glm::vec4(pipeline->LightInvDir, 0));
{
const auto ray_result = world->raycast(camera.getRay() * options.voxel_density);
if(auto target = std::get_if<world::Universe::ray_target>(&ray_result)) {
state.look_at = *target;
} else {
state.look_at = {};
}
}
if (state.capture_mouse) {
if (state.look_at.has_value()) {
ZoneScopedN("Edit");
const auto &tool = options.editor.tool;
if (inputs.isPressing(Mouse::Left))
world->emit(world::action::FillCube(
state.look_at.value().pos, world::Voxel(world::materials::AIR, tool.emptyAir * world::Voxel::DENSITY_MAX), tool.radius));
else if (inputs.isPressing(Mouse::Right))
world->emit(world::action::FillCube(
state.look_at.value().pos, world::Voxel(tool.material, world::Voxel::DENSITY_MAX), tool.radius));
}
if (inputs.isDown(Input::Throw)) {
//FIXME: register entity type world->addEntity(entity_id(0), {state.position * options.voxel_density, glm::vec3(10, 0, 0)});
}
}
world->update(state.position.as_voxel(options.voxel_density), deltaTime);
inputs.saveKeys();
lastTime = partTime;
}
{
ZoneScopedN("UI");
const auto actions = render::UI::Get()->draw(options, state, reports);
if (actions && render::UI::Actions::FPS) {
window.setTargetFPS(options.window.targetFPS);
}
if (actions && render::UI::Actions::FullScreen) {
window.setFullscreen(options.window.fullscreen);
}
if(actions && render::UI::Actions::ClearColor) {
pipeline->setClearColor(options.renderer.clear_color);
}
if(actions && render::UI::Actions::RendererSharders) {
pipeline->reloadShaders(options.renderer.voxel);
}
if(actions && render::UI::Actions::RendererTextures) {
pipeline->reloadTextures(options.renderer.textures, options.renderer.mipMapLOD, options.renderer.anisotropy);
}
if(actions && render::UI::Actions::World) {
//FIXME: server options world->setOptions(options.world);
}
if(actions && render::UI::Actions::Camera) {
camera.setOptions(options.camera);
}
if(actions && render::UI::Actions::Control) {
player.setOptions(options.control);
}
if(actions && render::UI::Actions::ChangeContouring) {
state.contouring = NULL;
world->setContouring(contouring::load(options.contouring.idx, options.contouring.data));
state.contouring = world->getContouring();
}
}
{ // Rendering
ZoneScopedN("Render");
pipeline->beginFrame();
reports.models_count = 0;
reports.tris_count = 0;
std::optional<geometry::Frustum> frustum;
if(options.culling >= 0) {
frustum = {camera.getFrustum()};
}
const auto offset = state.position.raw_as_long();
{ // Chunks
const auto pass = pipeline->beginWorldPass();
const auto draw = [&](glm::mat4 model, buffer::Abstract *const buffer, const contouring::Abstract::area_info &area, const voxel_pos &pos) {
pipeline->setCurvature(glm::vec4(pos, std::get<1>(area)), std::get<2>(area));
reports.models_count++;
reports.tris_count += buffer->draw(pass(model));
};
if (options.culling > 0) {
std::vector<glm::vec3> occlusion;
const auto ratio = options.culling * 2;
occlusion.reserve(glm::pow2(ratio * 2 - 1));
const auto [ch, cv] = player.getAngles();
const auto max_v = tan(options.camera.fov / 2.), max_h = Window::RATIO * max_v;
for(int iv = -ratio + 1; iv < ratio; iv++) {
const auto v = cv + max_v * iv / ratio;
for(int ih = -ratio + 1; ih < ratio; ih++) {
const auto h = ch + max_h * ih / ratio;
occlusion.emplace_back(cos(v) * sin(h), sin(v), cos(v) * cos(h));
}
}
state.contouring->getModels(draw, player.position, options.camera.far, occlusion, offset, options.voxel_density);
} else {
state.contouring->getModels(draw, frustum, offset, options.voxel_density);
}
}
{ // Entities
const auto pass = pipeline->beginEntityPass();
/*const auto draw = [&](const std::vector<glm::mat4>& models, buffer::Abstract *const buffer) {
reports.models_count += models.size();
reports.tris_count += buffer->draw(pass(models));
};*/
//world->getEntitiesModels(draw, frustum, offset, options.voxel_density);
}
if(state.look_at.has_value()) { // Indicator
const auto model = glm::scale(glm::translate(glm::scale(glm::mat4(1), 1.f / glm::vec3(options.voxel_density)), glm::vec3(state.look_at.value().pos.second + state.look_at.value().offset - offset * glm::llvec3(options.voxel_density)) - glm::vec3(.5 + options.editor.tool.radius)), glm::vec3(1 + options.editor.tool.radius * 2));
reports.models_count++;
reports.tris_count += pipeline->drawIndicatorCube(model);
}
pipeline->endPass();
render::UI::Get()->render();
}
{ // Swap buffers
ZoneScopedN("Swap");
pipeline->swapBuffer(window);
inputs.poll();
FrameMarkNamed("Client");
}
window.waitTargetFPS();
} while (!(inputs.isDown(Input::Quit) || window.shouldClose()));
render::UI::Unload();
render::Renderer::Unload();
window.destroy();
contouring::save(options.contouring.idx, state.contouring, options.contouring.data);
}