#include "Core.hpp" GLenum glCheckError_(const char *file, int line) { GLenum errorCode; while ((errorCode = glGetError()) != GL_NO_ERROR) { std::string error; switch (errorCode) { case GL_INVALID_ENUM: error = "INVALID_ENUM"; break; case GL_INVALID_VALUE: error = "INVALID_VALUE"; break; case GL_INVALID_OPERATION: error = "INVALID_OPERATION"; break; case GL_STACK_OVERFLOW: error = "STACK_OVERFLOW"; break; case GL_STACK_UNDERFLOW: error = "STACK_UNDERFLOW"; break; case GL_OUT_OF_MEMORY: error = "OUT_OF_MEMORY"; break; case GL_INVALID_FRAMEBUFFER_OPERATION: error = "INVALID_FRAMEBUFFER_OPERATION"; break; } LOG(ERROR) << "OpenGL error: " << error << " at " << file << ":" << line; } return errorCode; } #define glCheckError() glCheckError_(__FILE__, __LINE__) const GLfloat vertices[] = { //Z+ edge -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, //Z- edge -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, //X+ edge -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, //X- edge 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, //Y+ edge 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, //Y- edge -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, }; const GLfloat uv_coords[] = { //Z+ 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, //Z- 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, //X+ 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, //X- 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, //Y+ 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, //Y- 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, }; Core::Core() { LOG(INFO) << "Core initializing..."; InitSfml(900, 450, "AltCraft"); glCheckError(); InitGlew(); glCheckError(); client = new NetworkClient("127.0.0.1", 25565, "HelloOne", isRunning); gameState = new GameState(client, isRunning); std::thread loop = std::thread(&Core::UpdateGameState, this); std::swap(loop, gameStateLoopThread); assetManager = new AssetManager; PrepareToWorldRendering(); LOG(INFO) << "Core is initialized"; glCheckError(); } Core::~Core() { LOG(INFO) << "Core stopping..."; gameStateLoopThread.join(); delete shader; delete gameState; delete client; delete assetManager; delete window; LOG(INFO) << "Core is stopped"; } void Core::Exec() { LOG(INFO) << "Main loop is executing!"; isRunning = true; while (isRunning) { static sf::Clock clock, clock1; deltaTime = clock.getElapsedTime().asSeconds(); absTime = clock1.getElapsedTime().asSeconds(); clock.restart(); static bool alreadyDone = false; if (gameState->g_IsGameStarted && !alreadyDone) { alreadyDone = true; UpdateChunksToRender(); } std::ostringstream toWindow; auto camPos = gameState->Position(); auto velPos = glm::vec3(gameState->g_PlayerVelocityX, gameState->g_PlayerVelocityY, 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 << "OG: " << gameState->g_OnGround << "; "; toWindow << "Vel: " << velPos.x << ", " << velPos.y << ", " << velPos.z << "; "; toWindow << "FPS: " << (1.0f / deltaTime) << " "; toWindow << " (" << deltaTime * 1000 << "ms); "; toWindow << "Tickrate: " << tickRate << " (" << (1.0 / tickRate * 1000) << "ms); "; window->setTitle(toWindow.str()); HandleEvents(); if (isMouseCaptured) HandleMouseCapture(); glCheckError(); RenderFrame(); } } void Core::RenderFrame() { glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); switch (currentState) { case MainMenu: //RenderGui(MenuScreen); break; case Loading: //RenderGui(LoadingScreen); break; case Playing: RenderWorld(); //RenderGui(HUD); break; case PauseMenu: RenderWorld(); //RenderGui(PauseGui); break; } window->display(); } void Core::InitSfml(unsigned int WinWidth, unsigned int WinHeight, std::string WinTitle) { LOG(INFO) << "Creating window: " << WinWidth << "x" << WinHeight << " \"" << WinTitle << "\""; sf::ContextSettings contextSetting; contextSetting.majorVersion = 3; contextSetting.minorVersion = 3; contextSetting.attributeFlags = contextSetting.Core; contextSetting.depthBits = 24; window = new sf::Window(sf::VideoMode(WinWidth, WinHeight), WinTitle, sf::Style::Default, contextSetting); glCheckError(); 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)); SetMouseCapture(false); } void Core::InitGlew() { LOG(INFO) << "Initializing GLEW"; glewExperimental = GL_TRUE; GLenum glewStatus = glewInit(); glCheckError(); if (glewStatus != GLEW_OK) { LOG(FATAL) << "Failed to initialize GLEW: " << glewGetErrorString(glewStatus); } glViewport(0, 0, width(), height()); glEnable(GL_DEPTH_TEST); //glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glFrontFace(GL_CCW); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glCheckError(); } unsigned int Core::width() { return window->getSize().x; } unsigned int Core::height() { return window->getSize().y; } void Core::HandleEvents() { sf::Event event; while (window->pollEvent(event)) { switch (event.type) { case sf::Event::Closed: LOG(INFO) << "Received close event by window closing"; isRunning = false; break; case sf::Event::Resized: glViewport(0, 0, width(), height()); break; case sf::Event::KeyPressed: if (!window->hasFocus()) break; switch (event.key.code) { case sf::Keyboard::Escape: LOG(INFO) << "Received close event by esc"; isRunning = false; break; case sf::Keyboard::T: SetMouseCapture(!isMouseCaptured); break; case sf::Keyboard::L: ChunkDistance++; LOG(INFO) << "Increased render distance: " << ChunkDistance; break; case sf::Keyboard::K: if (ChunkDistance > 1) { ChunkDistance--; LOG(INFO) << "Decreased render distance: " << ChunkDistance; } break; default: break; } /*case sf::Event::MouseWheelScrolled: if (!window->hasFocus()) break; camera.ProcessMouseScroll(event.mouseWheelScroll.delta); break;*/ default: break; } } if (window->hasFocus()) { if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) gameState->HandleMovement(GameState::FORWARD, deltaTime); if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) gameState->HandleMovement(GameState::BACKWARD, deltaTime); if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) gameState->HandleMovement(GameState::LEFT, deltaTime); if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) gameState->HandleMovement(GameState::RIGHT, deltaTime); if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) gameState->HandleMovement(GameState::JUMP, deltaTime); UpdateChunksToRender(); } } void Core::HandleMouseCapture() { sf::Vector2i mousePos = sf::Mouse::getPosition(*window); sf::Vector2i center = sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2); sf::Mouse::setPosition(center, *window); mouseXDelta = (mousePos - center).x, mouseYDelta = (center - mousePos).y; const float Sensetivity = 0.7f; gameState->HandleRotation(mouseXDelta * Sensetivity, mouseYDelta * Sensetivity); //camera.ProcessMouseMovement(mouseXDelta, mouseYDelta); } void Core::RenderGui(Gui &Target) { Target.WHY++; } void Core::RenderWorld() { shader->Use(); glCheckError(); GLint projectionLoc = glGetUniformLocation(shader->Program, "projection"); GLint viewLoc = glGetUniformLocation(shader->Program, "view"); 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(); glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection)); glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniform1f(timeLoc, absTime); glUniform2f(glGetUniformLocation(shader->Program, "windowSize"), width(), height()); glCheckError(); glBindVertexArray(VAO); for (auto §ionPos : toRender) { //Section §ion = gameState->world.sections.find(sectionPos)->second; std::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), }; bool isBreak = true; for (auto &it:sectionCorners) { glm::mat4 vp = projection * view; glm::vec3 point(sectionPos.GetX() * 16 + it.GetX(), sectionPos.GetY() * 16 + it.GetY(), sectionPos.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) { isBreak = false; break; } } if (isBreak && glm::length(gameState->Position() - glm::vec3(sectionPos.GetX() * 16, sectionPos.GetY() * 16, sectionPos.GetZ() * 16)) > 30) { continue; } std::vector &arrOfModels = toRenderModels[sectionPos]; std::vector &arrOfBlocks = toRenderBlocks[sectionPos]; glBindBuffer(GL_ARRAY_BUFFER, VBO3); glBufferData(GL_ARRAY_BUFFER, arrOfModels.size() * sizeof(glm::mat4), arrOfModels.data(), GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, VBO4); glBufferData(GL_ARRAY_BUFFER, arrOfBlocks.size() * sizeof(glm::vec2), arrOfBlocks.data(), GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glDrawArraysInstanced(GL_TRIANGLES, 0, 36, arrOfModels.size()); } glBindVertexArray(0); glCheckError(); } void Core::SetMouseCapture(bool IsCaptured) { window->setMouseCursorVisible(!isMouseCaptured); sf::Mouse::setPosition(sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2), *window); isMouseCaptured = IsCaptured; window->setMouseCursorVisible(!IsCaptured); } void Core::PrepareToWorldRendering() { //Cube-rendering data glGenBuffers(1, &VBO); glGenBuffers(1, &VBO2); glGenBuffers(1, &VBO3); glGenBuffers(1, &VBO4); glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); { //Cube vertices glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), 0); glEnableVertexAttribArray(0); //Cube UVs glBindBuffer(GL_ARRAY_BUFFER, VBO2); glBufferData(GL_ARRAY_BUFFER, sizeof(uv_coords), uv_coords, GL_STATIC_DRAW); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0); glEnableVertexAttribArray(2); //Blocks ids glBindBuffer(GL_ARRAY_BUFFER, VBO4); glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec2) * 16 * 16 * 16, NULL, GL_DYNAMIC_DRAW); glVertexAttribPointer(7, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0); glEnableVertexAttribArray(7); glVertexAttribDivisor(7, 1); glCheckError(); //Blocks models glBindBuffer(GL_ARRAY_BUFFER, VBO3); glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * 16 * 16 * 16, NULL, GL_DYNAMIC_DRAW); glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, 4 * 4 * sizeof(GLfloat), 0); glEnableVertexAttribArray(8); glVertexAttribPointer(8 + 1, 4, GL_FLOAT, GL_FALSE, 4 * 4 * sizeof(GLfloat), (void *) (1 * 4 * sizeof(GLfloat))); glEnableVertexAttribArray(8 + 1); glVertexAttribPointer(8 + 2, 4, GL_FLOAT, GL_FALSE, 4 * 4 * sizeof(GLfloat), (void *) (2 * 4 * sizeof(GLfloat))); glEnableVertexAttribArray(8 + 2); glVertexAttribPointer(8 + 3, 4, GL_FLOAT, GL_FALSE, 4 * 4 * sizeof(GLfloat), (void *) (3 * 4 * sizeof(GLfloat))); glEnableVertexAttribArray(8 + 3); glVertexAttribDivisor(8, 1); glVertexAttribDivisor(8 + 1, 1); glVertexAttribDivisor(8 + 2, 1); glVertexAttribDivisor(8 + 3, 1); glBindBuffer(GL_ARRAY_BUFFER, 0); } glBindVertexArray(0); glCheckError(); shader = new Shader("./shaders/block.vs", "./shaders/block.fs"); shader->Use(); shader2 = new Shader("./shaders/simple.vs", "./shaders/simple.fs"); LOG(INFO) << "Initializing texture atlas..."; //TextureAtlas texture glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, assetManager->GetTextureAtlas()); glUniform1i(glGetUniformLocation(shader->Program, "textureAtlas"), 0); //TextureAtlas coordinates std::vector textureCoordinates; std::vector indexes; GLint totalTextures; for (int id = 1; id < 128; id++) { for (int state = 0; state < 16; state++) { BlockTextureId blockTextureId(id, state, 6); if (!assetManager->GetTextureByBlock(blockTextureId) && !assetManager->GetTextureByBlock(BlockTextureId(id, state, 0))) { continue; } int side = assetManager->GetTextureByBlock(blockTextureId) ? 6 : 0; do { int index = (side << 16) | (id << 4) | state; TextureCoordinates tc = assetManager->GetTextureByBlock(BlockTextureId(id, state, side)); textureCoordinates.push_back(glm::vec4(tc.x, tc.y, tc.w, tc.h)); indexes.push_back(index); side++; } while (side < 6); } } totalTextures = indexes.size(); LOG(INFO) << "Created " << totalTextures << " texture indexes"; CHECK_EQ(indexes.size(), textureCoordinates.size()) << "Arrays of textureCoordinates and of indexes is not equals"; CHECK_LE(totalTextures, 1023) << "There is more texture indexes, than GLSL buffer allows"; GLuint bp1 = 0; GLuint ubo = glGetUniformBlockIndex(shader->Program, "TextureIndexes"); glUniformBlockBinding(shader->Program, ubo, bp1); glGenBuffers(1, &UBO); glBindBuffer(GL_UNIFORM_BUFFER, UBO); 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 (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; glBufferSubData(GL_UNIFORM_BUFFER, offset, sizeof(GLint), &indexes[i]); //copy indexes' item } glCheckError(); GLuint bp2 = 1; GLuint ubo2_index = glGetUniformBlockIndex(shader->Program, "TextureData"); glUniformBlockBinding(shader->Program, ubo2_index, bp2); glGenBuffers(1, &UBO2); glBindBuffer(GL_UNIFORM_BUFFER, UBO2); glBindBufferBase(GL_UNIFORM_BUFFER, bp2, UBO2); glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::vec4) * 1024, NULL, GL_STATIC_DRAW); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::vec4) * textureCoordinates.size(), textureCoordinates.data()); glBindBuffer(GL_UNIFORM_BUFFER, 0); glCheckError(); //Draw Lines preparing glGenBuffers(1, &VBO5); glGenVertexArrays(1, &VAO2); glBindVertexArray(VAO2); { glBindBuffer(GL_ARRAY_BUFFER, VBO5); glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(GLfloat), NULL, GL_DYNAMIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), 0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); } glBindVertexArray(0); } void Core::UpdateChunksToRender() { Vector playerChunk = Vector(floor(gameState->g_PlayerX / 16.0f), 0, floor(gameState->g_PlayerZ / 16.0f)); static Vector previousPlayerChunk = playerChunk; static bool firstTime = true; static int previousRenderDistance = ChunkDistance; if (previousPlayerChunk == playerChunk && !firstTime && ChunkDistance == previousRenderDistance) { return; } previousPlayerChunk = playerChunk; previousRenderDistance = ChunkDistance; toRender.clear(); for (auto &it:gameState->world.sections) { Vector chunkPosition = it.first; chunkPosition.SetY(0); Vector delta = chunkPosition - playerChunk; if (delta.GetMagnitude() > ChunkDistance) continue; toRender.push_back(it.first); } if (firstTime) LOG(INFO) << "Chunks to render: " << toRender.size(); for (auto &it:toRender) { Section §ion = gameState->world.sections.find(it)->second; std::vector models; std::vector blocks; for (int y = 0; y < 16; y++) { for (int z = 0; z < 16; z++) { for (int x = 0; x < 16; x++) { Block block = section.GetBlock(Vector(x, y, z)); if (block.id == 0) continue; unsigned char isVisible = 0; if (x == 0 || x == 15 || y == 0 || y == 15 || z == 0 || z == 15) { isVisible = 0; } else { isVisible |= (section.GetBlock(Vector(x + 1, y, z)).id != 0) << 0; isVisible |= (section.GetBlock(Vector(x - 1, y, z)).id != 0) << 1; isVisible |= (section.GetBlock(Vector(x, y + 1, z)).id != 0) << 2; isVisible |= (section.GetBlock(Vector(x, y - 1, z)).id != 0) << 3; isVisible |= (section.GetBlock(Vector(x, y, z + 1)).id != 0) << 4; isVisible |= (section.GetBlock(Vector(x, y, z - 1)).id != 0) << 5; } if (isVisible == 0x3F) continue; glm::vec2 data(block.id, block.state); blocks.push_back(data); glm::mat4 model; model = glm::translate(model, glm::vec3(it.GetX() * 16, it.GetY() * 16, it.GetZ() * 16)); model = glm::translate(model, glm::vec3(x, y, z)); double size = 0.999; model = glm::scale(model, glm::vec3(size, size, size)); models.push_back(model); } } } toRenderBlocks[it] = blocks; toRenderModels[it] = models; } 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()); }); if (firstTime) LOG(INFO) << "Chunks is prepared to rendering..."; firstTime = false; } void Core::UpdateGameState() { el::Helpers::setThreadName("Game"); LOG(INFO) << "GameState thread is started"; sf::Clock delta; while (isRunning) { float deltaTime = delta.getElapsedTime().asSeconds(); delta.restart(); gameState->Update(deltaTime); const double targetDelta = 1 / 60.0; std::chrono::duration> timeToSleep(targetDelta - delta.getElapsedTime().asSeconds()); std::this_thread::sleep_for(timeToSleep); tickRate = 1 / delta.getElapsedTime().asSeconds(); } LOG(INFO) << "GameState thread is stopped"; }