Client.cpp 7.4 KB

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  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. uint64_t oldTime = -1;
  138. uint64_t count = 0;
  139. uint64_t sum = 0;
  140. void Client::tick()
  141. {
  142. Camera& c = GameEngine::getCamera();
  143. c.storePosition();
  144. c.storeAngles();
  145. float factor = 0.125f;
  146. if(Key::isDown(KEY_LEFT))
  147. {
  148. position.addMul(c.getLeft(), factor);
  149. }
  150. if(Key::isDown(KEY_RIGHT))
  151. {
  152. position.addMul(c.getRight(), factor);
  153. }
  154. if(Key::isDown(KEY_UP))
  155. {
  156. position.addMul(c.getFront(), factor);
  157. }
  158. if(Key::isDown(KEY_DOWN))
  159. {
  160. position.addMul(c.getBack(), factor);
  161. }
  162. if(Key::isDown(KEY_JUMP))
  163. {
  164. position.addMul(c.getUp(), factor);
  165. }
  166. if(Key::isDown(KEY_SNEAK))
  167. {
  168. position.addMul(c.getDown(), factor);
  169. }
  170. if(Key::isDown(KEY_CAM_LEFT))
  171. {
  172. lengthAngle += 2;
  173. }
  174. if(Key::isDown(KEY_CAM_RIGHT))
  175. {
  176. lengthAngle -= 2;
  177. }
  178. if(Key::isDown(KEY_CAM_UP))
  179. {
  180. widthAngle += 2;
  181. }
  182. if(Key::isDown(KEY_CAM_DOWN))
  183. {
  184. widthAngle -= 2;
  185. }
  186. c.setPosition(position.getX(), position.getY(), position.getZ());
  187. c.setAngles(lengthAngle, widthAngle);
  188. //cout << "tick" << endl;
  189. cout << (1000000000.0 * count ) / sum << endl;
  190. }
  191. void Client::renderTick(float lag)
  192. {
  193. uint64_t t = glfwGetTimerValue();
  194. if(oldTime == -1)
  195. {
  196. oldTime = t;
  197. }
  198. else
  199. {
  200. sum += t - oldTime;
  201. count++;
  202. oldTime = t;
  203. }
  204. GameEngine::getCamera().updateView(lag);
  205. texture.bind();
  206. GameEngine::setTextureEnabled(true);
  207. //GameEngine::setColorEnabled(true);
  208. GameEngine::getDirectRenderer().prepare();
  209. GameEngine::getDirectRenderer().drawRectangle(0, 0, 300, 300, 0, 0, 1, 1, 1, 0, 0, 1);
  210. //tmesh.draw();
  211. //cout << "renderTick" << endl;
  212. }
  213. void Client::start()
  214. {
  215. GameEngine::start(640, 480, "Test Game", init, tick, renderTick);
  216. }