#include "Chaser.hpp"
#include "RandomWalk.hpp"
+#include "../app/TextureIndex.hpp"
#include "../model/Model.hpp"
#include "../model/Skeletons.hpp"
#include "../rand/GaloisLFSR.hpp"
, max_entities(16)
, chunk_range(4)
, skeletons_offset(0)
-, skeletons_length(skeletons.size()) {
+, skeletons_length(skeletons.size())
+, tex_map() {
timer.Start();
}
}
}
+void Spawner::LoadTextures(TextureIndex &tex_index) {
+ tex_map.clear();
+ tex_map.push_back(tex_index.GetID("rock-1"));
+ tex_map.push_back(tex_index.GetID("rock-face"));
+}
+
void Spawner::Update(int dt) {
CheckDespawn();
timer.Update(dt);
e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
e.WorldCollidable(true);
RandomSkeleton().Instantiate(e.GetModel());
+ e.GetModel().SetTextures(tex_map);
e.AngularVelocity(rot);
Controller *ctrl;
if (random()) {
class GaloisLFSR;
class Model;
class Skeletons;
+class TextureIndex;
class World;
class Spawner {
~Spawner();
void LimitSkeletons(std::size_t begin, std::size_t end);
+ void LoadTextures(TextureIndex &);
void Update(int dt);
std::size_t skeletons_offset;
std::size_t skeletons_length;
+ std::vector<float> tex_map;
+
};
}
void Update(int dt) override;
void Render(Viewport &) override;
- void MergePlayerCorrection(std::uint16_t, const EntityState &);
+ void Handle(const Packet::SpawnEntity &);
+ void Handle(const Packet::DespawnEntity &);
+ void Handle(const Packet::EntityUpdate &);
+ void Handle(const Packet::PlayerCorrection &);
void Handle(const Packet::BlockUpdate &);
void SetAudio(bool) override;
void SetDebug(bool) override;
void Exit() override;
+private:
+ /// flag entity as updated by given packet
+ /// returns false if the update should be ignored
+ bool UpdateEntity(std::uint32_t id, std::uint16_t seq);
+ /// drop update information or given entity
+ void ClearEntity(std::uint32_t id);
+
private:
MasterState &master;
ShapeRegistry shapes;
SkyBox sky;
+ std::vector<float> tex_map;
+
+ struct UpdateStatus {
+ std::uint16_t last_packet;
+ int last_update;
+ };
+ std::map<std::uint32_t, UpdateStatus> update_status;
+
};
}
void On(const Packet::ChunkData &) override;
void On(const Packet::BlockUpdate &) override;
-private:
- /// flag entity as updated by given packet
- /// returns false if the update should be ignored
- bool UpdateEntity(std::uint32_t id, std::uint16_t seq);
- /// drop update information or given entity
- void ClearEntity(std::uint32_t id);
-
private:
Environment &env;
Config &config;
int login_packet;
- struct UpdateStatus {
- std::uint16_t last_packet;
- int last_update;
- };
- std::map<std::uint32_t, UpdateStatus> update_status;
- IntervalTimer update_timer;
-
};
}
, chunk_renderer(player.GetChunks())
, skeletons()
, loop_timer(16)
-, sky(master.GetEnv().loader.LoadCubeMap("skybox")) {
+, sky(master.GetEnv().loader.LoadCubeMap("skybox"))
+, tex_map()
+, update_status() {
if (!save.Exists()) {
save.Write(master.GetWorldConf());
}
TextureIndex tex_index;
master.GetEnv().loader.LoadShapes("default", shapes);
master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index, shapes);
- skeletons.Load(shapes, tex_index);
+ skeletons.Load(shapes);
+ tex_map.push_back(tex_index.GetID("rock-1"));
+ tex_map.push_back(tex_index.GetID("rock-face"));
interface.SetInventorySlots(block_types.size() - 1);
chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
hud.Render(viewport);
}
-void InteractiveState::MergePlayerCorrection(std::uint16_t pack, const EntityState &state) {
- input.MergePlayerCorrection(pack, state);
+void InteractiveState::Handle(const Packet::SpawnEntity &pack) {
+ uint32_t entity_id;
+ pack.ReadEntityID(entity_id);
+ Entity &entity = world.ForceAddEntity(entity_id);
+ UpdateEntity(entity_id, pack.Seq());
+ pack.ReadEntity(entity);
+ uint32_t skel_id;
+ pack.ReadSkeletonID(skel_id);
+ Model *skel = skeletons.ByID(skel_id);
+ if (skel) {
+ skel->Instantiate(entity.GetModel());
+ entity.GetModel().SetTextures(tex_map);
+ }
+ cout << "spawned entity #" << entity_id << " (" << entity.Name()
+ << ") at " << entity.AbsolutePosition() << endl;
+}
+
+void InteractiveState::Handle(const Packet::DespawnEntity &pack) {
+ uint32_t entity_id;
+ pack.ReadEntityID(entity_id);
+ ClearEntity(entity_id);
+ for (Entity &entity : world.Entities()) {
+ if (entity.ID() == entity_id) {
+ entity.Kill();
+ cout << "despawned entity #" << entity_id << " (" << entity.Name() << ") at " << entity.AbsolutePosition() << endl;
+ return;
+ }
+ }
+}
+
+void InteractiveState::Handle(const Packet::EntityUpdate &pack) {
+ auto world_iter = world.Entities().begin();
+ auto world_end = world.Entities().end();
+
+ uint32_t count = 0;
+ pack.ReadEntityCount(count);
+
+ for (uint32_t i = 0; i < count; ++i) {
+ uint32_t entity_id = 0;
+ pack.ReadEntityID(entity_id, i);
+
+ while (world_iter != world_end && world_iter->ID() < entity_id) {
+ ++world_iter;
+ }
+ if (world_iter == world_end) {
+ // nothing can be done from here
+ return;
+ }
+ if (world_iter->ID() == entity_id) {
+ if (UpdateEntity(entity_id, pack.Seq())) {
+ pack.ReadEntityState(world_iter->GetState(), i);
+ }
+ }
+ }
+}
+
+bool InteractiveState::UpdateEntity(uint32_t entity_id, uint16_t seq) {
+ auto entry = update_status.find(entity_id);
+ if (entry == update_status.end()) {
+ update_status.emplace(entity_id, UpdateStatus{ seq, loop_timer.Elapsed() });
+ return true;
+ }
+
+ int16_t pack_diff = int16_t(seq) - int16_t(entry->second.last_packet);
+ int time_diff = loop_timer.Elapsed() - entry->second.last_update;
+ entry->second.last_update = loop_timer.Elapsed();
+
+ if (pack_diff > 0 || time_diff > 1500) {
+ entry->second.last_packet = seq;
+ return true;
+ } else {
+ return false;
+ }
+}
+
+void InteractiveState::ClearEntity(uint32_t entity_id) {
+ update_status.erase(entity_id);
+}
+
+void InteractiveState::Handle(const Packet::PlayerCorrection &pack) {
+ uint16_t pack_seq;
+ EntityState corrected_state;
+ pack.ReadPacketSeq(pack_seq);
+ pack.ReadPlayerState(corrected_state);
+ input.MergePlayerCorrection(pack_seq, corrected_state);
}
void InteractiveState::Handle(const Packet::BlockUpdate &pack) {
, state()
, client(config.net)
, init_state(*this)
-, login_packet(-1)
-, update_status()
-, update_timer(16) {
+, login_packet(-1) {
client.GetConnection().SetHandler(this);
- update_timer.Start();
}
void MasterState::Quit() {
void MasterState::Update(int dt) {
- update_timer.Update(dt);
client.Handle();
client.Update(dt);
}
cout << "got entity spawn before world was created" << endl;
return;
}
- uint32_t entity_id;
- pack.ReadEntityID(entity_id);
- Entity &entity = state->GetWorld().ForceAddEntity(entity_id);
- UpdateEntity(entity_id, pack.Seq());
- pack.ReadEntity(entity);
- uint32_t skel_id;
- pack.ReadSkeletonID(skel_id);
- Model *skel = state->GetSkeletons().ByID(skel_id);
- if (skel) {
- skel->Instantiate(entity.GetModel());
- }
- cout << "spawned entity #" << entity_id << " (" << entity.Name()
- << ") at " << entity.AbsolutePosition() << endl;
+ state->Handle(pack);
}
void MasterState::On(const Packet::DespawnEntity &pack) {
cout << "got entity despawn before world was created" << endl;
return;
}
- uint32_t entity_id;
- pack.ReadEntityID(entity_id);
- ClearEntity(entity_id);
- for (Entity &entity : state->GetWorld().Entities()) {
- if (entity.ID() == entity_id) {
- entity.Kill();
- cout << "despawned entity #" << entity_id << " (" << entity.Name() << ") at " << entity.AbsolutePosition() << endl;
- return;
- }
- }
+ state->Handle(pack);
}
void MasterState::On(const Packet::EntityUpdate &pack) {
cout << "got entity update before world was created" << endl;
return;
}
-
- auto world_iter = state->GetWorld().Entities().begin();
- auto world_end = state->GetWorld().Entities().end();
-
- uint32_t count = 0;
- pack.ReadEntityCount(count);
-
- for (uint32_t i = 0; i < count; ++i) {
- uint32_t entity_id = 0;
- pack.ReadEntityID(entity_id, i);
-
- while (world_iter != world_end && world_iter->ID() < entity_id) {
- ++world_iter;
- }
- if (world_iter == world_end) {
- // nothing can be done from here
- return;
- }
- if (world_iter->ID() == entity_id) {
- if (UpdateEntity(entity_id, pack.Seq())) {
- pack.ReadEntityState(world_iter->GetState(), i);
- }
- }
- }
-}
-
-bool MasterState::UpdateEntity(uint32_t entity_id, uint16_t seq) {
- auto entry = update_status.find(entity_id);
- if (entry == update_status.end()) {
- update_status.emplace(entity_id, UpdateStatus{ seq, update_timer.Elapsed() });
- return true;
- }
-
- int16_t pack_diff = int16_t(seq) - int16_t(entry->second.last_packet);
- int time_diff = update_timer.Elapsed() - entry->second.last_update;
- entry->second.last_update = update_timer.Elapsed();
-
- if (pack_diff > 0 || time_diff > 1500) {
- entry->second.last_packet = seq;
- return true;
- } else {
- return false;
- }
-}
-
-void MasterState::ClearEntity(uint32_t entity_id) {
- update_status.erase(entity_id);
+ state->Handle(pack);
}
void MasterState::On(const Packet::PlayerCorrection &pack) {
cout << "got player correction without a player :S" << endl;
return;
}
- uint16_t pack_seq;
- EntityState corrected_state;
- pack.ReadPacketSeq(pack_seq);
- pack.ReadPlayerState(corrected_state);
- state->MergePlayerCorrection(pack_seq, corrected_state);
+ state->Handle(pack);
}
void MasterState::On(const Packet::ChunkBegin &pack) {
#include "Part.hpp"
+#include <memory>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
namespace blank {
-class Model;
class DirectionalLighting;
+class EntityMesh;
+class Model;
+class Part;
class Instance {
friend class Model;
+ friend class Part;
public:
Instance();
+ ~Instance();
+
+ Instance(const Instance &);
+ Instance &operator =(const Instance &);
operator bool() const noexcept { return model; }
const Model &GetModel() const noexcept { return *model; }
- void Render(const glm::mat4 &, DirectionalLighting &) const;
+ void Render(const glm::mat4 &, DirectionalLighting &);
+
+ void SetTextures(const std::vector<float> &t);
+ void SetHSLModifier(const glm::vec3 &m);
+ void SetRGBModifier(const glm::vec3 &m);
private:
const Model *model;
std::vector<Part::State> state;
+ std::vector<std::unique_ptr<EntityMesh>> mesh;
+
+ std::vector<float> tex_map;
+ glm::vec3 hsl_mod;
+ glm::vec3 rgb_mod;
};
namespace blank {
class DirectionalLighting;
-class EntityMesh;
+class Instance;
class Model;
+class Shape;
struct Part {
glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f);
glm::quat orientation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
} initial;
- const EntityMesh *mesh;
+ const Shape *shape;
Part();
~Part();
std::uint16_t Enumerate(std::uint16_t) noexcept;
void Index(std::vector<Part *> &) noexcept;
- glm::mat4 LocalTransform(const std::vector<State> &) const noexcept;
- glm::mat4 GlobalTransform(const std::vector<State> &) const noexcept;
+ glm::mat4 LocalTransform(const Instance &) const noexcept;
+ glm::mat4 GlobalTransform(const Instance &) const noexcept;
- void Render(const glm::mat4 &, const std::vector<State> &, DirectionalLighting &) const;
+ void LoadMeshes(Instance &) const;
+ void Render(
+ const glm::mat4 &,
+ const Instance &,
+ DirectionalLighting &) const;
private:
const Part *parent;
namespace blank {
class Model;
-class EntityMesh;
class ShapeRegistry;
-class TextureIndex;
class Skeletons {
Skeletons();
~Skeletons();
- void LoadHeadless();
- void Load(const ShapeRegistry &, TextureIndex &);
+ void Load(const ShapeRegistry &);
size_type size() const noexcept { return skeletons.size(); }
private:
std::vector<std::unique_ptr<Model>> skeletons;
- std::vector<EntityMesh> meshes;
};
#include "../graphics/DirectionalLighting.hpp"
#include "../graphics/EntityMesh.hpp"
+#include <iostream>
#include <glm/gtx/quaternion.hpp>
+#include <glm/gtx/io.hpp>
namespace blank {
Instance::Instance()
: model(nullptr)
-, state() {
+, state()
+, mesh()
+, tex_map()
+, hsl_mod(0.0f, 1.0f, 1.0f)
+, rgb_mod(1.0f) {
}
-void Instance::Render(const glm::mat4 &M, DirectionalLighting &prog) const {
- model->RootPart().Render(M, state, prog);
+Instance::~Instance() {
+
+}
+
+Instance::Instance(const Instance &other)
+: model(other.model)
+, state(other.state)
+, mesh()
+, tex_map(other.tex_map)
+, hsl_mod(other.hsl_mod)
+, rgb_mod(other.rgb_mod) {
+
+}
+
+Instance &Instance::operator =(const Instance &other) {
+ model = other.model;
+ state = other.state;
+ mesh.clear();
+ tex_map = other.tex_map;
+ hsl_mod = other.hsl_mod;
+ rgb_mod = other.rgb_mod;
+ return *this;
+}
+
+void Instance::Render(const glm::mat4 &M, DirectionalLighting &prog) {
+ if (mesh.empty()) {
+ std::cout << "building meshes for instance" << std::endl;
+ mesh.resize(state.size());
+ model->RootPart().LoadMeshes(*this);
+ }
+ model->RootPart().Render(M, *this, prog);
+}
+
+void Instance::SetTextures(const std::vector<float> &t) {
+ tex_map = t;
+ mesh.clear();
+}
+
+void Instance::SetHSLModifier(const glm::vec3 &m) {
+ hsl_mod = m;
+ mesh.clear();
+}
+
+void Instance::SetRGBModifier(const glm::vec3 &m) {
+ rgb_mod = m;
+ mesh.clear();
}
void Model::Instantiate(Instance &inst) const {
inst.model = this;
inst.state.clear();
+ inst.mesh.clear();
inst.state.resize(part.size());
}
: id(0)
, bounds{ glm::vec3(0.0f), glm::vec3(0.0f) }
, initial()
-, mesh(nullptr)
+, shape(nullptr)
, parent(nullptr)
, children() {
}
}
-glm::mat4 Part::LocalTransform(
- const std::vector<State> &state
-) const noexcept {
- glm::mat4 transform(toMat4(initial.orientation * state[id].orientation));
- transform[3] = glm::vec4(initial.position + state[id].position, 1.0f);
+glm::mat4 Part::LocalTransform(const Instance &inst) const noexcept {
+ glm::mat4 transform(toMat4(initial.orientation * inst.state[id].orientation));
+ transform[3] = glm::vec4(initial.position + inst.state[id].position, 1.0f);
return transform;
}
-glm::mat4 Part::GlobalTransform(
- const std::vector<State> &state
-) const noexcept {
+glm::mat4 Part::GlobalTransform(const Instance &inst) const noexcept {
if (parent) {
- return parent->GlobalTransform(state) * LocalTransform(state);
+ return parent->GlobalTransform(inst) * LocalTransform(inst);
} else {
- return LocalTransform(state);
+ return LocalTransform(inst);
+ }
+}
+
+namespace {
+
+EntityMesh::Buffer buf;
+
+}
+
+void Part::LoadMeshes(Instance &inst) const {
+ if (shape && shape->IndexCount() > 0) {
+ buf.Clear();
+ buf.hsl_mods.resize(shape->VertexCount(), inst.hsl_mod);
+ buf.rgb_mods.resize(shape->VertexCount(), inst.rgb_mod);
+ shape->Fill(buf, inst.tex_map);
+ inst.mesh[id].reset(new EntityMesh());
+ inst.mesh[id]->Update(buf);
+ } else {
+ inst.mesh[id].reset();
+ }
+ for (const Part &part : children) {
+ part.LoadMeshes(inst);
}
}
void Part::Render(
const glm::mat4 &M,
- const std::vector<State> &state,
+ const Instance &inst,
DirectionalLighting &prog
) const {
- glm::mat4 transform = M * LocalTransform(state);
- if (mesh) {
+ glm::mat4 transform = M * LocalTransform(inst);
+ if (inst.mesh[id]) {
prog.SetM(transform);
- mesh->Draw();
+ inst.mesh[id]->Draw();
}
for (const Part &part : children) {
- part.Render(transform, state, prog);
+ part.Render(transform, inst, prog);
}
}
Skeletons::Skeletons()
-: skeletons()
-, meshes() {
+: skeletons() {
}
}
-void Skeletons::LoadHeadless() {
+void Skeletons::Load(const ShapeRegistry &shapes) {
skeletons.clear();
skeletons.reserve(4);
AABB bounds{{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }};
+ const Shape *shape = &shapes.Get("player_head_block");
{
skeletons.emplace_back(new Model);
skeletons[0]->ID(1);
skeletons[0]->RootPart().bounds = bounds;
+ skeletons[0]->RootPart().shape = shape;
skeletons[0]->Enumerate();
}
{
skeletons.emplace_back(new Model);
skeletons[1]->ID(2);
skeletons[1]->RootPart().bounds = bounds;
+ skeletons[1]->RootPart().shape = shape;
skeletons[1]->Enumerate();
}
{
skeletons.emplace_back(new Model);
skeletons[2]->ID(3);
skeletons[2]->RootPart().bounds = bounds;
+ skeletons[2]->RootPart().shape = shape;
skeletons[2]->Enumerate();
}
{
skeletons.emplace_back(new Model);
skeletons[3]->ID(4);
skeletons[3]->RootPart().bounds = bounds;
+ skeletons[3]->RootPart().shape = shape;
skeletons[3]->Enumerate();
}
}
-void Skeletons::Load(const ShapeRegistry &shapes, TextureIndex &tex_index) {
- LoadHeadless();
- meshes.resize(4);
- const Shape &shape = shapes.Get("player_head_block");
- EntityMesh::Buffer buf;
- std::vector<float> tex_map;
- tex_map.push_back(tex_index.GetID("rock-1"));
- tex_map.push_back(tex_index.GetID("rock-face"));
- buf.Reserve(shape.VertexCount(), shape.IndexCount());
- {
- shape.Fill(buf, tex_map);
- buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
- buf.rgb_mods.resize(shape.VertexCount(), { 1.0f, 1.0f, 0.0f });
- meshes[0].Update(buf);
- skeletons[0]->RootPart().mesh = &meshes[0];
- }
- {
- buf.Clear();
- shape.Fill(buf, tex_map);
- buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
- buf.rgb_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
- meshes[1].Update(buf);
- skeletons[1]->RootPart().mesh = &meshes[1];
- }
- {
- buf.Clear();
- shape.Fill(buf, tex_map);
- buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
- buf.rgb_mods.resize(shape.VertexCount(), { 1.0f, 0.0f, 1.0f });
- meshes[2].Update(buf);
- skeletons[2]->RootPart().mesh = &meshes[2];
- }
- {
- buf.Clear();
- shape.Fill(buf, tex_map);
- buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
- buf.rgb_mods.resize(shape.VertexCount(), { 1.0f, 0.25f, 0.5f });
- meshes[3].Update(buf);
- skeletons[3]->RootPart().mesh = &meshes[3];
- }
-}
-
Model *Skeletons::ByID(std::uint16_t id) noexcept {
if (id == 0 || id > skeletons.size()) {
return nullptr;
env.loader.LoadShapes("default", shapes);
env.loader.LoadBlockTypes("default", block_types, tex_index, shapes);
generator.LoadTypes(block_types);
- skeletons.LoadHeadless();
+ skeletons.Load(shapes);
spawner.LimitSkeletons(1, skeletons.size());
+ spawner.LoadTextures(tex_index);
server.SetPlayerModel(skeletons[0]);
loop_timer.Start();
TextureIndex tex_index;
env.loader.LoadShapes("default", shapes);
env.loader.LoadBlockTypes("default", block_types, tex_index, shapes);
- skeletons.Load(shapes, tex_index);
+ skeletons.Load(shapes);
+ spawner.LimitSkeletons(0, skeletons.size());
+ spawner.LoadTextures(tex_index);
interface.SetInventorySlots(block_types.size() - 1);
generator.LoadTypes(block_types);
chunk_renderer.LoadTextures(env.loader, tex_index);
chunk_renderer.FogDensity(wc.fog_density);
- spawner.LimitSkeletons(0, skeletons.size());
if (save.Exists(player)) {
save.Read(player);
} else {