Client.cpp 8.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263
  1. #include "Client.h"
  2. #include "../engine/Mouse.h"
  3. #include "../math/Matrix3D.h"
  4. #include "../math/Matrix3DStack.h"
  5. #include "../engine/Key.h"
  6. Mesh Client::mesh;
  7. TextureMesh Client::tmesh;
  8. Vector3D Client::position;
  9. Texture Client::texture;
  10. Texture Client::texture2;
  11. float Client::lengthAngle = 0;
  12. float Client::widthAngle = 0;
  13. Client::Client()
  14. {
  15. }
  16. void Client::init()
  17. {
  18. if(texture.load("resources/textures.png"))
  19. {
  20. cout << "texture success" << endl;
  21. }
  22. else
  23. {
  24. cout << "texture fail" << endl;
  25. }
  26. if(texture2.load("resources/font8x8.png"))
  27. {
  28. cout << "texture2 success" << endl;
  29. }
  30. else
  31. {
  32. cout << "texture2 fail" << endl;
  33. }
  34. cout << "init" << endl;
  35. mesh.init();
  36. // bottom
  37. mesh.addPoint(0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f);
  38. mesh.addPoint(1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f);
  39. mesh.addPoint(0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f);
  40. mesh.addPoint(1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f);
  41. mesh.addPoint(1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f);
  42. mesh.addPoint(0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f);
  43. // top
  44. mesh.addPoint(0.0f, 1.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f);
  45. mesh.addPoint(0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 0.0f, 1.0f);
  46. mesh.addPoint(1.0f, 1.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f);
  47. mesh.addPoint(1.0f, 1.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f);
  48. mesh.addPoint(0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 0.0f, 1.0f);
  49. mesh.addPoint(1.0f, 1.0f, 1.0f, 0.5f, 0.0f, 0.0f, 1.0f);
  50. // right
  51. mesh.addPoint(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f);
  52. mesh.addPoint(1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f);
  53. mesh.addPoint(1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f);
  54. mesh.addPoint(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f);
  55. mesh.addPoint(1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f);
  56. mesh.addPoint(1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f);
  57. // left
  58. mesh.addPoint(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 1.0f);
  59. mesh.addPoint(0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, 1.0f);
  60. mesh.addPoint(0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 1.0f);
  61. mesh.addPoint(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 1.0f);
  62. mesh.addPoint(0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 1.0f);
  63. mesh.addPoint(0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 1.0f);
  64. // back
  65. mesh.addPoint(0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
  66. mesh.addPoint(1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
  67. mesh.addPoint(1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
  68. mesh.addPoint(0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
  69. mesh.addPoint(1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
  70. mesh.addPoint(0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
  71. // front
  72. mesh.addPoint(0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 1.0f);
  73. mesh.addPoint(1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 1.0f);
  74. mesh.addPoint(1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 1.0f);
  75. mesh.addPoint(0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 1.0f);
  76. mesh.addPoint(0.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 1.0f);
  77. mesh.addPoint(1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 1.0f);
  78. mesh.build();
  79. tmesh.init();
  80. // bottom
  81. tmesh.addPoint(0.0f, 0.0f, 0.0f, 0.125f, 0.0f);
  82. tmesh.addPoint(1.0f, 0.0f, 0.0f, 0.1875f, 0.0f);
  83. tmesh.addPoint(0.0f, 0.0f, 1.0f, 0.125f, 0.0625f);
  84. tmesh.addPoint(1.0f, 0.0f, 0.0f, 0.1875f, 0.0f);
  85. tmesh.addPoint(1.0f, 0.0f, 1.0f, 0.1875f, 0.0625f);
  86. tmesh.addPoint(0.0f, 0.0f, 1.0f, 0.125f, 0.0625f);
  87. // top
  88. tmesh.addPoint(0.0f, 1.0f, 0.0f, 0.25f, 0.0f);
  89. tmesh.addPoint(0.0f, 1.0f, 1.0f, 0.25f, 0.0625f);
  90. tmesh.addPoint(1.0f, 1.0f, 0.0f, 0.3125f, 0.0f);
  91. tmesh.addPoint(1.0f, 1.0f, 0.0f, 0.3125f, 0.0f);
  92. tmesh.addPoint(0.0f, 1.0f, 1.0f, 0.25f, 0.0625f);
  93. tmesh.addPoint(1.0f, 1.0f, 1.0f, 0.3125f, 0.0625f);
  94. // right
  95. tmesh.addPoint(1.0f, 0.0f, 0.0f, 0.1875f, 0.0625f);
  96. tmesh.addPoint(1.0f, 1.0f, 1.0f, 0.25f, 0.0f);
  97. tmesh.addPoint(1.0f, 0.0f, 1.0f, 0.25f, 0.0625f);
  98. tmesh.addPoint(1.0f, 0.0f, 0.0f, 0.1875f, 0.0625f);
  99. tmesh.addPoint(1.0f, 1.0f, 0.0f, 0.1875f, 0.0f);
  100. tmesh.addPoint(1.0f, 1.0f, 1.0f, 0.25f, 0.0f);
  101. // left
  102. tmesh.addPoint(0.0f, 0.0f, 0.0f, 0.1875f, 0.0625f);
  103. tmesh.addPoint(0.0f, 0.0f, 1.0f, 0.25f, 0.0625f);
  104. tmesh.addPoint(0.0f, 1.0f, 1.0f, 0.25f, 0.0f);
  105. tmesh.addPoint(0.0f, 0.0f, 0.0f, 0.1875f, 0.0625f);
  106. tmesh.addPoint(0.0f, 1.0f, 1.0f, 0.25f, 0.0f);
  107. tmesh.addPoint(0.0f, 1.0f, 0.0f, 0.1875f, 0.0f);
  108. // back
  109. tmesh.addPoint(0.0f, 0.0f, 1.0f, 0.1875f, 0.0625f);
  110. tmesh.addPoint(1.0f, 0.0f, 1.0f, 0.25f, 0.0625f);
  111. tmesh.addPoint(1.0f, 1.0f, 1.0f, 0.25f, 0.0f);
  112. tmesh.addPoint(0.0f, 0.0f, 1.0f, 0.1875f, 0.0625f);
  113. tmesh.addPoint(1.0f, 1.0f, 1.0f, 0.25f, 0.0f);
  114. tmesh.addPoint(0.0f, 1.0f, 1.0f, 0.1875f, 0.0f);
  115. // front
  116. tmesh.addPoint(0.0f, 0.0f, 0.0f, 0.1875f, 0.0625f);
  117. tmesh.addPoint(1.0f, 1.0f, 0.0f, 0.25f, 0.0f);
  118. tmesh.addPoint(1.0f, 0.0f, 0.0f, 0.25f, 0.0625f);
  119. tmesh.addPoint(0.0f, 0.0f, 0.0f, 0.1875f, 0.0625f);
  120. tmesh.addPoint(0.0f, 1.0f, 0.0f, 0.1875f, 0.0f);
  121. tmesh.addPoint(1.0f, 1.0f, 0.0f, 0.25f, 0.0f);
  122. tmesh.build();
  123. position.set(0, 0, -2);
  124. GameEngine::getCamera().setPosition(position.getX(), position.getY(), position.getZ());
  125. GameEngine::getCamera().storePosition();
  126. Key::map(KEY_LEFT, GLFW_KEY_A);
  127. Key::map(KEY_RIGHT, GLFW_KEY_D);
  128. Key::map(KEY_UP, GLFW_KEY_W);
  129. Key::map(KEY_DOWN, GLFW_KEY_S);
  130. Key::map(KEY_JUMP, GLFW_KEY_SPACE);
  131. Key::map(KEY_SNEAK, GLFW_KEY_LEFT_SHIFT);
  132. Key::map(KEY_CAM_LEFT, GLFW_KEY_H);
  133. Key::map(KEY_CAM_RIGHT, GLFW_KEY_K);
  134. Key::map(KEY_CAM_UP, GLFW_KEY_U);
  135. Key::map(KEY_CAM_DOWN, GLFW_KEY_J);
  136. }
  137. void Client::tick()
  138. {
  139. /*Camera& c = GameEngine::getCamera();
  140. c.storePosition();
  141. c.storeAngles();
  142. float factor = 0.125f;
  143. if(Key::isDown(KEY_LEFT))
  144. {
  145. position.addMul(c.getLeft(), factor);
  146. }
  147. if(Key::isDown(KEY_RIGHT))
  148. {
  149. position.addMul(c.getRight(), factor);
  150. }
  151. if(Key::isDown(KEY_UP))
  152. {
  153. position.addMul(c.getFront(), factor);
  154. }
  155. if(Key::isDown(KEY_DOWN))
  156. {
  157. position.addMul(c.getBack(), factor);
  158. }
  159. if(Key::isDown(KEY_JUMP))
  160. {
  161. position.addMul(c.getUp(), factor);
  162. }
  163. if(Key::isDown(KEY_SNEAK))
  164. {
  165. position.addMul(c.getDown(), factor);
  166. }
  167. if(Key::isDown(KEY_CAM_LEFT))
  168. {
  169. lengthAngle += 2;
  170. }
  171. if(Key::isDown(KEY_CAM_RIGHT))
  172. {
  173. lengthAngle -= 2;
  174. }
  175. if(Key::isDown(KEY_CAM_UP))
  176. {
  177. widthAngle += 2;
  178. }
  179. if(Key::isDown(KEY_CAM_DOWN))
  180. {
  181. widthAngle -= 2;
  182. }
  183. c.setPosition(position.getX(), position.getY(), position.getZ());
  184. c.setAngles(lengthAngle, widthAngle);*/
  185. }
  186. void Client::renderTick(float lag)
  187. {
  188. //GameEngine::getCamera().updateView(lag);
  189. //texture.bind();
  190. /*GameEngine::setTextureEnabled(false);
  191. GameEngine::setColorEnabled(true);
  192. GameEngine::getDirectRenderer().prepare();
  193. GameEngine::getDirectRenderer().drawRectangle(0, 0, 200, 300, 0, 0, 1, 1, Color::getColor(255, 0, 0));
  194. GameEngine::getDirectRenderer().drawRectangle(200, 0, 400, 300, 0, 0, 1, 1, Color::getColor(0, 255, 0));
  195. GameEngine::getDirectRenderer().drawRectangle(400, 0, 600, 300, 0, 0, 1, 1, Color::getColor(0, 0, 255));
  196. GameEngine::setTextureEnabled(true);
  197. GameEngine::setColorEnabled(true);
  198. string wusi;
  199. GameEngine::setUseBlending(true);
  200. float y = 30;
  201. y = GameEngine::getDirectRenderer().drawString(30, y, true, wusi);
  202. wusi = "FPS: " + to_string(GameEngine::getFramesPerSecond());
  203. y = GameEngine::getDirectRenderer().drawString(30, y, true, wusi);
  204. wusi = "TPS: " + to_string(GameEngine::getTicksPerSecond());
  205. y = GameEngine::getDirectRenderer().drawString(30, y, true, wusi);*/
  206. GameEngine::setTextureEnabled(true);
  207. GameEngine::setColorEnabled(true);
  208. GameEngine::setUseBlending(true);
  209. GameEngine::getDirectRenderer().prepare();
  210. string fps = "FPS: " + to_string(GameEngine::getFramesPerSecond());
  211. GameEngine::getDirectRenderer().drawString(30, 30, true, fps);
  212. //tmesh.draw();
  213. //cout << "renderTick" << endl;
  214. }
  215. void Client::start()
  216. {
  217. GameEngine::start(1024, 620, "Test Game", init, tick, renderTick);
  218. for(char c = 'a'; c <= 'z'; c++)
  219. {
  220. cout << "&" << c << "O";
  221. }
  222. }