diff options
Diffstat (limited to 'src/client/draw.cc')
| -rw-r--r-- | src/client/draw.cc | 432 |
1 files changed, 432 insertions, 0 deletions
diff --git a/src/client/draw.cc b/src/client/draw.cc new file mode 100644 index 0000000..c549ffe --- /dev/null +++ b/src/client/draw.cc @@ -0,0 +1,432 @@ +#include "draw.hh" + +namespace client { +namespace draw { + +void draw_rectangle(const rectangle_args& ra) noexcept { + const glm::vec2 pos = ra.pos.to_vec2(); + const glm::vec2 size = ra.size.to_vec2(); + + // We want to render from the bottom left corner. + render::render_rectangle(pos + (size / 2.0f), size, ra.colour); +} + +void draw_colour(const glm::vec4& colour) noexcept { + const rectangle_args args = { + .pos = {.extent = {0.0f, 0.0f}}, + .size = {.extent = {1.0f, 1.0f}}, + .colour = colour, + }; + draw_rectangle(args); +} + +void draw_text(const std::string_view text, const text_args& args) noexcept { + const glm::vec2& window = render::get_window_size(); + const float x = floorf(window.x * args.pos.extent.x + args.pos.offset.x); + const float y = floorf(window.y * args.pos.extent.y + args.pos.offset.y); + const unsigned height = static_cast<unsigned>( + args.extent_height * window.y + args.offset_height); + + const auto make_matrix = [&](const float xo, const float yo) -> glm::mat4 { + constexpr auto identity = glm::mat4(1.0f); + const auto proj = glm::ortho(0.f, window.x, 0.f, window.y); + const auto tran = + glm::translate(identity, glm::vec3{x + xo, y + yo, 0.0f}); + return proj * tran; + }; + + glDisable(GL_DEPTH_TEST); + glDisable(GL_BLEND); + if (args.has_backing) { + constexpr glm::vec4 black{0.0f, 0.0f, 0.0f, 1.0f}; + render::render_text(text, height, args.is_centered, args.is_vcentered, + black, make_matrix(1.0f, -2.0f)); + } + glEnable(GL_BLEND); + + render::render_text(text, height, args.is_centered, args.is_vcentered, + args.colour, make_matrix(0, 0)); + glEnable(GL_DEPTH_TEST); +} + +static void draw_state_info(const shared::player& lp) noexcept { + + constexpr auto nstr = [](const auto d) -> std::string { + auto str = std::to_string(d); + str.erase(std::prev(std::end(str), 4), std::end(str)); + return str; + }; + + const auto make_position = [&]() -> std::string { + const auto chunk_x = lp.chunk_pos.x; + const auto chunk_z = lp.chunk_pos.z; + const auto x = static_cast<double>(lp.local_pos.x); + const auto y = static_cast<double>(lp.local_pos.y); + const auto z = static_cast<double>(lp.local_pos.z); + constexpr auto WIDTH = shared::world::chunk::WIDTH; + const auto abs_x = static_cast<double>(lp.chunk_pos.x) * WIDTH + x; + const auto abs_z = static_cast<double>(lp.chunk_pos.z) * WIDTH + z; + + constexpr auto nstr = [](const double d) -> std::string { + auto str = std::to_string(d); + str.erase(std::prev(std::end(str), 4), std::end(str)); + return str; + }; + const std::string chk_str = '[' + std::to_string(chunk_x) + ", " + + std::to_string(chunk_z) + ']'; + const std::string abs_str = + '(' + nstr(abs_x) + ", " + nstr(y) + ", " + nstr(abs_z) + ')'; + return "position: " + abs_str + chk_str; + }; + + const auto make_direction = [&]() -> std::string { + const float yaw = glm::degrees(lp.viewangles.yaw); + const float pitch = glm::degrees(lp.viewangles.pitch); + + const std::string bearing = [&]() -> std::string { + if (yaw >= 315.0f || yaw < 45.0f) { + return "North"; + } else if (yaw >= 45.0f && yaw < 135.0f) { + return "East"; + } else if (yaw >= 135.0f && yaw < 225.0f) { + return "South"; + } else { + return "West"; + } + }(); + const std::string face_str = '(' + nstr(pitch) + ", " + nstr(yaw) + ')'; + // Yaw is between 0 and 360. + return "perspective: " + face_str + " -> " + bearing; + }; + + const auto make_address = []() -> std::string { + const std::string address = std::string(client::state.address); + const std::string port = std::string(client::state.port); + return "address: " + address + ":" + port; + }; + + const auto make_seed = []() -> std::string { + return "seed: " + std::to_string(client::state.seed); + }; + + const auto make_players = []() -> std::string { + const auto index = std::to_string(client::state.localplayer); + return "index: " + index; + }; + + const auto make_chunks = []() -> std::string { + return "chunks [req, rcv]: " + + std::to_string(client::state.requested_chunk_count) + ", " + + std::to_string(client::state.networked_chunk_count) + " @ " + + std::to_string(client::state.draw_distance) + " draw distance"; + }; + + const auto make_speed = [&]() -> std::string { + return "speed: " + nstr(glm::length(lp.velocity)) + " b/s"; + }; + + const auto make_velocity = [&]() -> std::string { + return "velocity: (" + nstr(lp.velocity.x) + ", " + + nstr(lp.velocity.y) + ", " + nstr(lp.velocity.z) + ")"; + }; + + // Draws all of our strings and works its way down the top of the screen. + text_args args{.pos = {.extent = {0.0f, 1.0f - 0.015f}}, + .extent_height = 0.0165f, + .colour = {1.0f, 1.0f, 1.0f, 1.0f}, + .has_backing = true}; + const auto draw_str_trail = [&args](const std::string& str) { + draw_text(str, args); + args.pos.extent.y -= 0.02f; + }; + draw_str_trail("blockgame_linux v0.20"); + draw_str_trail(make_address()); + draw_str_trail(make_seed()); + draw_str_trail(make_players()); + draw_str_trail(make_chunks()); + draw_str_trail(make_position()); + draw_str_trail(make_direction()); + draw_str_trail(make_speed()); + draw_str_trail(make_velocity()); +} + +static void draw_fps() noexcept { + const auto get_fps_colour = [](const int fps) -> glm::vec4 { + if (fps == 0) { + return {1.0f, 1.0f, 1.0f, 1.0f}; + } else if (fps < 30) { + return {1.0f, 0.0f, 0.0f, 1.0f}; + } else if (fps < 60) { + return {1.0f, 0.5f, 0.0f, 1.0f}; + } else if (fps < 120) { + return {0.0f, 1.0f, 0.0f, 1.0f}; + } + return {0.0f, 1.0f, 1.0f, 1.0f}; + }; + + const int fps = client::render::get_fps(); + const std::string fps_str = fps != 0 ? std::to_string(fps) : "~"; + draw_text("FPS: " + fps_str, {.pos = relative_arg{.offset = {0.0f, 2.0f}}, + .extent_height = 0.0165f, + .colour = get_fps_colour(fps), + .has_backing = true}); +} + +// Player position, version, fps etc +// Just don't read past this point, doing this is unbelievably ugly. +// I don't know why I write this like someone else will read it. +static void draw_overlay(const shared::player& lp) noexcept { + draw_state_info(lp); + draw_fps(); +} + +static void draw_main_pass(const shared::player& localplayer, + client::players& players, + client::world::chunk::map& chunks) noexcept { + for (auto& chunk : chunks) { + if (!chunk.second.has_value()) { + continue; + } + chunk.second->draw(chunks, localplayer, + client::world::chunk::pass::solid); + } + + // Draw players while ignoring the localplayer, which is always 0'th! + // This also handles drawing messages. + for (auto i = 1u; i < std::size(players); ++i) { + players[i].draw_playermodel(localplayer); + } +} + +static void draw_water_pass(const shared::player& localplayer, + client::world::chunk::map& chunks) noexcept { + for (auto& chunk : chunks) { + if (!chunk.second.has_value()) { + continue; + } + chunk.second->draw(chunks, localplayer, + client::world::chunk::pass::water); + } +} + +static void draw_wts_text(const shared::player& localplayer, + client::players& players) noexcept { + for (auto i = 1u; i < std::size(players); ++i) { + players[i].draw_message(localplayer); + } +} + +static void draw_hud(const client::player& localplayer, + const client::world::chunk::map& chunks) noexcept { + if (client::input::is_key_toggled(SDLK_F3)) { + draw_overlay(localplayer); + } + + if (const auto& msg = localplayer.get_message(); msg.has_value()) { + if (msg->receive_time + player::MSG_SHOW_TIME >= + std::chrono::steady_clock::now()) { + draw_text(msg->text, {.pos = relative_arg{.extent = {0.5f, 0.0f}, + .offset = {0.0f, 2.0f}}, + .extent_height = 0.0165f, + .colour = {1.0f, 1.0f, 1.0f, 1.0f}, + .has_backing = true, + .is_centered = true}); + } + } + + if (client::window::is_open()) { + return; + } + + // crosshair + client::draw::draw_rectangle( + {.pos = {.extent = {0.5f, 0.5f}, .offset = {-3.0f, -3.0f}}, + .size = {.offset = {6.0f, 6.0f}}, + .colour = {1.0f, 1.0f, 1.0f, 1.0f}}); + + // Draw the outline of the block we're aiming at. + if (const auto interact = client::movement::interact( + localplayer, movement::interact_mode::remove, chunks); + interact.has_value()) { + + const auto [world_x, world_z] = [&]() -> std::pair<float, float> { + const float offset_x = + static_cast<float>(interact->first.x - localplayer.chunk_pos.x); + const float offset_z = + static_cast<float>(interact->first.z - localplayer.chunk_pos.z); + return {offset_x * shared::world::chunk::WIDTH, + offset_z * shared::world::chunk::WIDTH}; + }(); + + const glm::vec3 render_pos = { + world_x + static_cast<float>(interact->second.x), + interact->second.y, + world_z + static_cast<float>(interact->second.z)}; + + client::render::render_cube_outline(render_pos + 0.5f, + {0.8f, 0.8f, 0.8f, 1.0f}); + } +} + +static void update_camera(const shared::player& localplayer) noexcept { + // approximately encompasses everything we could possibly see + + // if our zfar is too low, our fog breaks + // bit of maths for calculating the max distance we could can see + client::render::camera::get_zfar() = std::hypot( + static_cast<float>(world::chunk::HEIGHT), + float(client::state.draw_distance) * std::hypot(16.0f, 16.0f)); + client::render::camera::get_pos() = + localplayer.local_pos + + glm::vec3{0.0f, shared::player::EYE_HEIGHT, 0.0f}; + client::render::camera::get_front() = + shared::math::angle_to_dir(localplayer.viewangles); + client::render::camera::update(); +} + +// We create framebuffer here to enable postprocessing and solve some +// rendering problems. +static void draw_buffers(const shared::player& localplayer, + client::players& players, + client::world::chunk::map& chunks) noexcept { + const auto make_vbo = [](const auto& vertices) -> GLuint { + GLuint vbo = 0; + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), std::data(vertices), + GL_STATIC_DRAW); + return vbo; + }; + const auto make_vao = []() -> GLuint { + GLuint vao = 0; + glGenVertexArrays(1, &vao); + glBindVertexArray(vao); + // position + glVertexAttribPointer(0, sizeof(glm::vec2) / sizeof(float), GL_FLOAT, + GL_FALSE, sizeof(glm::vec2), nullptr); + glEnableVertexAttribArray(0); + return vao; + }; + const auto make_ebo = [](const auto& indices) -> GLuint { + GLuint ebo = 0; + glGenBuffers(1, &ebo); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), &indices, + GL_STATIC_DRAW); + return ebo; + }; + const auto make_fbo = []() -> GLuint { + GLuint fbo; + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + return fbo; + }; + const auto make_texture = [](const auto& internal_format, + const auto& format, + const int texture_offset) -> GLuint { + GLuint texture; + glGenTextures(1, &texture); + glActiveTexture(GL_TEXTURE2 + texture_offset); + glBindTexture(GL_TEXTURE_2D, texture); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); + + const glm::vec2& window = client::render::get_window_size(); + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, window.x, window.y, 0, + internal_format, GL_UNSIGNED_BYTE, nullptr); + glFramebufferTexture2D(GL_FRAMEBUFFER, format, GL_TEXTURE_2D, texture, + 0); + return texture; + }; + + static constexpr std::array<glm::vec2, 4> vertices = { + glm::vec2{-1.0f, -1.0f}, glm::vec2{1.0f, -1.0f}, glm::vec2{1.0f, 1.0f}, + glm::vec2{-1.0f, 1.0f}}; + static constexpr std::array<unsigned, 6> indices = {0, 1, 2, 2, 3, 0}; + static const client::render::program framebuffer_program{ + "res/shaders/framebuffer.vs", "res/shaders/framebuffer.fs"}; + static const GLuint vbo [[maybe_unused]] = make_vbo(vertices); + static const GLuint vao = make_vao(); + static const GLuint ebo [[maybe_unused]] = make_ebo(indices); + // Main frame buffer object. + static const GLuint fbo_main = make_fbo(); + static const GLuint main_colour [[maybe_unused]] = + make_texture(GL_RGB, GL_COLOR_ATTACHMENT0, 0); + static const GLuint main_depth [[maybe_unused]] = + make_texture(GL_DEPTH_COMPONENT, GL_DEPTH_ATTACHMENT, 1); + // Water frame buffer object. + static const GLuint fbo_water = make_fbo(); + static const GLuint water_colour [[maybe_unused]] = + make_texture(GL_RGB, GL_COLOR_ATTACHMENT0, 2); + static const GLuint water_depth [[maybe_unused]] = + make_texture(GL_DEPTH_COMPONENT, GL_DEPTH_ATTACHMENT, 3); + static const GLint u_is_underwater = + glGetUniformLocation(framebuffer_program, "_u_is_underwater"); + + // We render our main scene on the main framebuffer. + glBindFramebuffer(GL_FRAMEBUFFER, fbo_main); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + draw_main_pass(localplayer, players, chunks); + + // We render our water scene on the water framebuffer. + glBindFramebuffer(GL_FRAMEBUFFER, fbo_water); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + const bool is_underwater = [&]() -> bool { + const glm::ivec3 pos{client::render::camera::get_pos()}; + + const auto find_it = chunks.find(localplayer.chunk_pos); + if (find_it == std::end(chunks) || !find_it->second.has_value()) { + return false; + } + if (shared::world::chunk::is_outside_chunk(pos)) { + return false; + } + + const auto block = find_it->second->get_block(pos); + return block.type == shared::world::block::type::water; + }(); + if (is_underwater) { + glFrontFace(GL_CW); + draw_water_pass(localplayer, chunks); + glFrontFace(GL_CCW); + } else { + draw_water_pass(localplayer, chunks); + } + + glBindFramebuffer(GL_FRAMEBUFFER, main_colour); + glDisable(GL_DEPTH_TEST); + glUseProgram(framebuffer_program); + glBindVertexArray(vao); + + glUniform1i(u_is_underwater, is_underwater); + + glDrawElements(GL_TRIANGLES, std::size(indices), GL_UNSIGNED_INT, nullptr); + + static client::render::program postprocess_program{ + "res/shaders/framebuffer.vs", "res/shaders/postprocess.fs"}; + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glUseProgram(postprocess_program); + glDrawElements(GL_TRIANGLES, std::size(indices), GL_UNSIGNED_INT, nullptr); + + glEnable(GL_DEPTH_TEST); +} + +void draw(client::players& players, + client::world::chunk::map& chunks) noexcept { + const auto& localplayer = client::get_localplayer(players); + + update_camera(localplayer); + client::render::update_uniforms(); + + draw_buffers(localplayer, players, chunks); + draw_hud(localplayer, chunks); + draw_wts_text(localplayer, players); + + client::window::draw(); + + client::render::swap_window(); +} + +} // namespace draw +} // namespace client |
