Game.cpp 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355
  1. #include <cmath>
  2. #include <vector>
  3. #include "client/Game.h"
  4. #include "client/utils/Utils.h"
  5. #include "rendering/Renderer.h"
  6. #include "common/utils/String.h"
  7. #include "common/utils/Random.h"
  8. #include "math/Quaternion.h"
  9. Game::Game(const Control& control, const Clock& fps, const Clock& tps, RenderSettings& renderSettings,
  10. const WindowSize& size) :
  11. control(control), fps(fps), tps(tps), renderSettings(renderSettings), size(size), world(blockRegistry),
  12. worldRenderer(world), pointIndex(0), moveSpeed(0.125f), movedLength(0.0f), mode(Mode::AUTO) {
  13. Random r(0);
  14. float h = World::WORLD_SIZE * 0.6f;
  15. float mid = World::WORLD_SIZE * 0.5f;
  16. float randLength = World::WORLD_SIZE * 0.125f * 0.25f;
  17. pos.set(0, h, 0);
  18. lastPos = pos;
  19. rotation = Quaternion(Vector3(1, 0, 0), -80);
  20. lastRotation = rotation;
  21. Quaternion q;
  22. for(uint i = 0; i < cameraPoints.getCapacity(); i++) {
  23. Vector3 offset(mid, h, mid);
  24. offset += Vector3(r.nextFloat(randLength), r.nextFloat(randLength), r.nextFloat(randLength));
  25. Vector3 v(i * 360.0f / cameraPoints.getCapacity(), 0.0f);
  26. v *= mid * 0.5f;
  27. v += offset;
  28. q.mul(Quaternion(Vector3(r.nextFloat() * 360.0f, r.nextFloat() * -90.0f), -10.0f));
  29. cameraPoints.add({v, q, 0.0f});
  30. }
  31. updateDistances();
  32. std::vector<KDTree::Triangle> data;
  33. //generateSphere(data);
  34. generateRandom(data);
  35. for(KDTree::Triangle& t : data) {
  36. treeData.add(Triangle(
  37. Vertex(t[0], Vector2(8.0f / 16.0f, 0.0f)),
  38. Vertex(t[1], Vector2(9.0f / 16.0f, 0.0f)),
  39. Vertex(t[2], Vector2(9.0f / 16.0f, 1.0f / 16.0f))
  40. ));
  41. }
  42. treeData.build();
  43. kdTree.build(data);
  44. kdTree.fillLines(lines, data);
  45. }
  46. void Game::tick() {
  47. lastRotation = rotation;
  48. lastPos = pos;
  49. Matrix m = rotation.toMatrix();
  50. Vector3 right = m * Vector3(1.0f, 0.0f, 0.0f);
  51. Vector3 up = m * Vector3(0.0f, 1.0f, 0.0f);
  52. Vector3 back = m * Vector3(0.0f, 0.0f, -1.0f);
  53. if(mode == Mode::PLAYER) {
  54. const float speed = 1.0f;
  55. if(control.keys.down.isDown()) {
  56. pos += back * speed;
  57. }
  58. if(control.keys.up.isDown()) {
  59. pos -= back * speed;
  60. }
  61. if(control.keys.left.isDown()) {
  62. pos -= right * speed;
  63. }
  64. if(control.keys.right.isDown()) {
  65. pos += right * speed;
  66. }
  67. if(control.keys.jump.isDown()) {
  68. pos += up * speed;
  69. }
  70. if(control.keys.sneak.isDown()) {
  71. pos -= up * speed;
  72. }
  73. const float rotationSpeed = 5.0f;
  74. if(control.keys.camLeft.isDown()) {
  75. rotation.mul(Quaternion(up, rotationSpeed));
  76. }
  77. if(control.keys.camRight.isDown()) {
  78. rotation.mul(Quaternion(up, -rotationSpeed));
  79. }
  80. if(control.keys.camUp.isDown()) {
  81. rotation.mul(Quaternion(right, rotationSpeed));
  82. }
  83. if(control.keys.camDown.isDown()) {
  84. rotation.mul(Quaternion(right, -rotationSpeed));
  85. }
  86. if(control.keys.test3.getDownTime() == 1) {
  87. cameraPoints.add({pos, rotation, 0.0f});
  88. }
  89. } else if(mode == Mode::AUTO) {
  90. movedLength += moveSpeed;
  91. if(control.keys.camUp.isDown()) {
  92. moveSpeed += 0.0125f;
  93. if(moveSpeed > 1.0f) {
  94. moveSpeed = 1.0f;
  95. }
  96. }
  97. if(control.keys.camDown.isDown()) {
  98. moveSpeed -= 0.0125f;
  99. if(moveSpeed < 0.0f) {
  100. moveSpeed = 0.0f;
  101. }
  102. }
  103. if(control.keys.test3.isDown()) {
  104. mode = Mode::PLAYER;
  105. cameraPoints.clear();
  106. }
  107. }
  108. if(control.keys.test.isDown()) {
  109. mode = Mode::PLAYER;
  110. }
  111. if(control.keys.test2.isDown() && cameraPoints.getLength() >= 3) {
  112. mode = Mode::AUTO;
  113. movedLength = 0.0f;
  114. updateDistances();
  115. }
  116. if(control.keys.test4.getDownTime() == 1) {
  117. renderSettings.shadows = !renderSettings.shadows;
  118. }
  119. if(control.keys.test5.getDownTime() == 1) {
  120. renderSettings.ssao = !renderSettings.ssao;
  121. }
  122. if(control.keys.test6.getDownTime() == 1) {
  123. renderSettings.bump += 0.05f;
  124. if(renderSettings.bump > 1.0f) {
  125. renderSettings.bump = 0.0f;
  126. }
  127. }
  128. if(control.keys.factor.getDownTime() == 1) {
  129. if(renderSettings.factor == 1) {
  130. renderSettings.factor = 2;
  131. } else if(renderSettings.factor == 2) {
  132. renderSettings.factor = 3;
  133. } else {
  134. renderSettings.factor = 1;
  135. }
  136. renderSettings.dirtyFactor = true;
  137. }
  138. if(control.buttons.primary.getDownTime() == 1) {
  139. float hWidth = size.width * 0.5f;
  140. float hHeight = size.height * 0.5f;
  141. float x = (control.buttons.getX() - hWidth) / hWidth;
  142. float y = -(control.buttons.getY() - hHeight) / hHeight;
  143. float aspect = hWidth / hHeight;
  144. float tan = tanf((0.5f * 60.0f) * M_PI / 180.0f);
  145. float q = 1.0f / tan;
  146. Vector3 direction(x / (q / aspect), y / q, 1.0f);
  147. direction.normalize();
  148. direction = m * direction;
  149. clickLine.clear();
  150. clickLine.add(pos, pos + direction * 100.0f, 0xFF00FF);
  151. clickLine.build();
  152. }
  153. }
  154. void Game::renderWorld(float lag, Renderer& renderer) const {
  155. if(mode == Mode::AUTO) {
  156. float leftLength = (movedLength - moveSpeed) + moveSpeed * lag;
  157. uint index = 0;
  158. while(leftLength >= cameraPoints[index].distance) {
  159. leftLength -= cameraPoints[index].distance;
  160. index = (index + 1) % cameraPoints.getLength();
  161. }
  162. float t = leftLength / cameraPoints[index].distance;
  163. Vector3 interpolatedPos = pointUntilDistance(leftLength, index, 4000);
  164. uint a = index == 0 ? cameraPoints.getLength() - 1 : index - 1;
  165. uint b = (a + 1) % cameraPoints.getLength();
  166. uint c = (a + 2) % cameraPoints.getLength();
  167. uint d = (a + 3) % cameraPoints.getLength();
  168. renderer.update(interpolatedPos, cameraPoints[b].q.squad(t, cameraPoints[a].q, cameraPoints[c].q, cameraPoints[d].q));
  169. pos = interpolatedPos;
  170. } else if(mode == Mode::PLAYER) {
  171. Vector3 v = lastPos + (pos - lastPos) * lag;
  172. renderer.update(v, lastRotation.slerp(lag, rotation));
  173. }
  174. worldRenderer.render(lag, renderer);
  175. treeData.draw();
  176. }
  177. void Game::renderWorldLines(float lag, Renderer& renderer) const {
  178. (void) lag;
  179. renderer.translateTo(0.0f, 0.0f, 0.0f);
  180. renderer.update();
  181. lines.draw();
  182. clickLine.draw();
  183. }
  184. void Game::renderTextOverlay(float lag, Renderer& renderer, FontRenderer& fr) const {
  185. (void) lag;
  186. renderer.scale(2.0f).update();
  187. String s;
  188. fr.drawString(10, 10, s.append("FPS: ").append(fps.getUpdatesPerSecond()).append(" TPS: ").append(tps.getUpdatesPerSecond()));
  189. fr.drawString(10, 19, s.clear().append("Speed: ").append(moveSpeed));
  190. s.clear();
  191. s += pos;
  192. fr.drawString(10, 28, s);
  193. for(uint i = 0; i < cameraPoints.getLength(); i++) {
  194. s.clear().append(i + 1).append(": ");
  195. s += cameraPoints[i].pos;
  196. fr.drawString(10, i * 9 + 37, s);
  197. }
  198. }
  199. bool Game::isRunning() const {
  200. return true;
  201. }
  202. Vector3 Game::splineTangent(const Vector3& prev, const Vector3& current, const Vector3& next) const {
  203. (void) current;
  204. //Vector3 v(current);
  205. //v.sub(prev).mul(0.5f).addMul(next, 0.5f).addMul(current, -0.5f);
  206. return (next - prev) * 0.5f;
  207. }
  208. Vector3 Game::interpolate(const Vector3& a, const Vector3& b, const Vector3& tanA, const Vector3& tanB, float t) const {
  209. float t2 = t * t;
  210. float t3 = t2 * t;
  211. return a * (2.0f * t3 - 3.0f * t2 + 1.0f) +
  212. b * (-2.0f * t3 + 3.0f * t2) +
  213. tanA * (t3 - 2.0f * t2 + t) +
  214. tanB * (t3 - t2);
  215. }
  216. float Game::distance(uint index, uint splits) const {
  217. Vector3 a;
  218. Vector3 b;
  219. Vector3 tanA;
  220. Vector3 tanB;
  221. getPointsAndTangents(index, a, b, tanA, tanB);
  222. Vector3 currentPos;
  223. Vector3 currentNext = interpolate(a, b, tanA, tanB, 0.0f);
  224. float sum = 0.0f;
  225. for(uint i = 0; i <= splits; i++) {
  226. currentPos = currentNext;
  227. float t = (i + 1.0f) / (splits + 1.0f);
  228. currentNext = interpolate(a, b, tanA, tanB, t);
  229. float l = static_cast<Vector3> (currentPos - currentNext).length();
  230. sum += l;
  231. }
  232. return sum;
  233. }
  234. Vector3 Game::pointUntilDistance(float leftDistance, uint index, uint splits) const {
  235. Vector3 a;
  236. Vector3 b;
  237. Vector3 tanA;
  238. Vector3 tanB;
  239. getPointsAndTangents(index, a, b, tanA, tanB);
  240. Vector3 currentPos;
  241. Vector3 currentNext = interpolate(a, b, tanA, tanB, 0.0f);
  242. float sum = 0.0f;
  243. uint i = 0;
  244. while(leftDistance > sum) {
  245. currentPos = currentNext;
  246. float t = (i + 1.0f) / (splits + 1.0f);
  247. currentNext = interpolate(a, b, tanA, tanB, t);
  248. float l = static_cast<Vector3> (currentPos - currentNext).length();
  249. sum += l;
  250. i++;
  251. }
  252. return currentNext;
  253. }
  254. void Game::getPointsAndTangents(uint index, Vector3& a, Vector3& b, Vector3& tanA, Vector3& tanB) const {
  255. uint prev = index == 0 ? cameraPoints.getLength() - 1 : index - 1;
  256. uint currentA = (prev + 1) % cameraPoints.getLength();
  257. uint currentB = (prev + 2) % cameraPoints.getLength();
  258. uint next = (prev + 3) % cameraPoints.getLength();
  259. a = cameraPoints[currentA].pos;
  260. b = cameraPoints[currentB].pos;
  261. tanA = splineTangent(cameraPoints[prev].pos, a, b);
  262. tanB = splineTangent(a, b, cameraPoints[next].pos);
  263. }
  264. void Game::updateDistances() {
  265. for(uint i = 0; i < cameraPoints.getLength(); i++) {
  266. cameraPoints[i].distance = distance(i, 10000);
  267. }
  268. }
  269. void Game::generateSphere(std::vector<KDTree::Triangle>& data) {
  270. int fieldSize = 8;
  271. int quality = 3;
  272. float radius = 30;
  273. int triangles = fieldSize * quality;
  274. int layers = (2 + fieldSize) * quality;
  275. for(int l = 0; l < layers; l++) {
  276. float high1 = cosf((M_PI * l) / layers);
  277. float high2 = cosf((M_PI * (l + 1)) / layers);
  278. float r1 = sqrtf(1 - high1 * high1) * radius;
  279. float r2 = sqrtf(1 - high2 * high2) * radius;
  280. high1 *= radius;
  281. high2 *= radius;
  282. for(int i = 0; i < triangles; i++) {
  283. float first = 2 * M_PI * i / triangles;
  284. float second = 2 * M_PI * (i + 1) / triangles;
  285. data.push_back(KDTree::Triangle(
  286. Vector3(r2 * cosf(first), high2, r2 * sinf(first)),
  287. Vector3(r1 * cosf(first), high1, r1 * sinf(first)),
  288. Vector3(r1 * cosf(second), high1, r1 * sinf(second))));
  289. data.push_back(KDTree::Triangle(
  290. Vector3(r2 * cosf(first), high2, r2 * sinf(first)),
  291. Vector3(r1 * cosf(second), high1, r1 * sinf(second)),
  292. Vector3(r2 * cosf(second), high2, r2 * sinf(second))));
  293. }
  294. }
  295. }
  296. void Game::generateRandom(std::vector<KDTree::Triangle>& data) {
  297. float radius = 25.0f;
  298. float diff = 5.0f;
  299. Random r(0);
  300. for(int i = 0; i < 7; i++) {
  301. Vector3 a(r.nextFloat() * radius, r.nextFloat() * radius, r.nextFloat() * radius);
  302. Vector3 b = a + Vector3(r.nextFloat() * diff, r.nextFloat() * diff, r.nextFloat() * diff);
  303. Vector3 c = a + Vector3(r.nextFloat() * diff, r.nextFloat() * diff, r.nextFloat() * diff);
  304. data.push_back(KDTree::Triangle(a, b, c));
  305. }
  306. }