One step closer to multiplayer
This commit is contained in:
@@ -34,9 +34,10 @@
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#include "graphics/Skybox.h"
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#include "graphics/ChunksRenderer.h"
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WorldRenderer::WorldRenderer(Engine* engine, LevelFrontend* frontend)
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WorldRenderer::WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* player)
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: engine(engine),
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level(frontend->getLevel())
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level(frontend->getLevel()),
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player(player)
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{
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frustumCulling = std::make_unique<Frustum>();
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lineBatch = std::make_unique<LineBatch>();
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@@ -174,7 +175,6 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool hudVisible
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shader->uniform3f("u_cameraPos", camera->position);
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shader->uniform1i("u_cubemap", 1);
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{
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auto player = level->player;
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auto inventory = player->getInventory();
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ItemStack& stack = inventory->getSlot(player->getChosenSlot());
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ItemDef* item = indices->getItemDef(stack.getItemId());
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@@ -191,7 +191,7 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool hudVisible
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skybox->bind();
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atlas->getTexture()->bind();
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drawChunks(level->chunks, camera, shader);
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drawChunks(level->chunks.get(), camera, shader);
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// Selected block
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if (PlayerController::selectedBlockId != -1 && hudVisible){
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@@ -213,7 +213,7 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool hudVisible
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const glm::vec3 center = pos + hitbox.center();
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const glm::vec3 size = hitbox.size();
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lineBatch->box(center, size + glm::vec3(0.02), glm::vec4(0.f, 0.f, 0.f, 0.5f));
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if (level->player->debug) {
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if (player->debug) {
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lineBatch->line(point, point+norm*0.5f, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f));
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}
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}
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@@ -222,7 +222,7 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool hudVisible
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skybox->unbind();
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}
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if (hudVisible && level->player->debug) {
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if (hudVisible && player->debug) {
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GfxContext ctx = pctx.sub();
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ctx.depthTest(true);
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@@ -230,7 +230,7 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool hudVisible
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if (settings.debug.showChunkBorders){
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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glm::vec3 coord = level->player->camera->position;
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glm::vec3 coord = player->camera->position;
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if (coord.x < 0) coord.x--;
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if (coord.z < 0) coord.z--;
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int cx = floordiv((int)coord.x, CHUNK_W);
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@@ -14,6 +14,7 @@
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#include "../graphics/GfxContext.h"
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class Level;
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class Player;
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class Camera;
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class Batch3D;
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class LineBatch;
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@@ -29,6 +30,7 @@ class Skybox;
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class WorldRenderer {
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Engine* engine;
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Level* level;
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Player* player;
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std::unique_ptr<Frustum> frustumCulling;
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std::unique_ptr<LineBatch> lineBatch;
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std::unique_ptr<ChunksRenderer> renderer;
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@@ -37,7 +39,7 @@ class WorldRenderer {
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bool drawChunk(size_t index, Camera* camera, Shader* shader, bool culling);
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void drawChunks(Chunks* chunks, Camera* camera, Shader* shader);
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public:
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WorldRenderer(Engine* engine, LevelFrontend* frontend);
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WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* player);
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~WorldRenderer();
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void draw(const GfxContext& context, Camera* camera, bool hudVisible);
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@@ -84,14 +84,14 @@ void ChunksRenderer::threadLoop(int index) {
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}
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void ChunksRenderer::process(std::shared_ptr<Chunk> chunk, BlocksRenderer& renderer) {
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renderer.build(chunk.get(), level->chunksStorage);
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renderer.build(chunk.get(), level->chunksStorage.get());
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}
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std::shared_ptr<Mesh> ChunksRenderer::render(std::shared_ptr<Chunk> chunk, bool important) {
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chunk->setModified(false);
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if (important) {
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Mesh* mesh = renderer->render(chunk.get(), level->chunksStorage);
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Mesh* mesh = renderer->render(chunk.get(), level->chunksStorage.get());
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auto sptr = std::shared_ptr<Mesh>(mesh);
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meshes[glm::ivec2(chunk->x, chunk->z)] = sptr;
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return sptr;
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+16
-24
@@ -40,6 +40,7 @@
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#include "gui/UINode.h"
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#include "gui/GUI.h"
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#include "ContentGfxCache.h"
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#include "menu/menu.h"
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#include "screens.h"
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#include "WorldRenderer.h"
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#include "BlocksPreview.h"
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@@ -122,11 +123,10 @@ std::shared_ptr<UINode> Hud::createDebugPanel(Engine* engine) {
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L" visible: "+std::to_wstring(level->chunks->visible);
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}));
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panel->add(create_label([=](){
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auto player = level->player;
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auto* indices = level->content->getIndices();
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auto def = indices->getBlockDef(player->selectedVoxel.id);
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std::wstringstream stream;
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stream << std::hex << level->player->selectedVoxel.states;
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stream << std::hex << player->selectedVoxel.states;
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if (def) {
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stream << L" (" << util::str2wstr_utf8(def->name) << L")";
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}
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@@ -151,19 +151,19 @@ std::shared_ptr<UINode> Hud::createDebugPanel(Engine* engine) {
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// Coord input
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auto box = std::make_shared<TextBox>(L"");
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box->setTextSupplier([=]() {
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Hitbox* hitbox = level->player->hitbox.get();
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Hitbox* hitbox = player->hitbox.get();
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return util::to_wstring(hitbox->position[ax], 2);
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});
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box->setTextConsumer([=](std::wstring text) {
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try {
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glm::vec3 position = level->player->hitbox->position;
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glm::vec3 position = player->hitbox->position;
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position[ax] = std::stoi(text);
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level->player->teleport(position);
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player->teleport(position);
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} catch (std::invalid_argument& _){
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}
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});
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box->setOnEditStart([=](){
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Hitbox* hitbox = level->player->hitbox.get();
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Hitbox* hitbox = player->hitbox.get();
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box->setText(std::to_wstring(int(hitbox->position[ax])));
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});
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box->setSize(glm::vec2(230, 27));
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@@ -212,7 +212,6 @@ std::shared_ptr<InventoryView> Hud::createContentAccess() {
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auto level = frontend->getLevel();
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auto content = level->content;
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auto indices = content->getIndices();
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auto player = level->player;
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auto inventory = player->getInventory();
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int itemsCount = indices->countItemDefs();
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@@ -239,8 +238,6 @@ std::shared_ptr<InventoryView> Hud::createContentAccess() {
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}
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std::shared_ptr<InventoryView> Hud::createHotbar() {
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auto level = frontend->getLevel();
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auto player = level->player;
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auto inventory = player->getInventory();
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SlotLayout slotLayout(-1, glm::vec2(), false, false, nullptr, nullptr);
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@@ -254,10 +251,12 @@ std::shared_ptr<InventoryView> Hud::createHotbar() {
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return view;
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}
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Hud::Hud(Engine* engine, LevelFrontend* frontend)
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: assets(engine->getAssets()),
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Hud::Hud(Engine* engine, LevelFrontend* frontend, Player* player)
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: engine(engine),
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assets(engine->getAssets()),
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gui(engine->getGUI()),
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frontend(frontend)
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frontend(frontend),
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player(player)
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{
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auto menu = gui->getMenu();
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@@ -335,7 +334,6 @@ void Hud::cleanup() {
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void Hud::update(bool visible) {
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auto level = frontend->getLevel();
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auto player = level->player;
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auto menu = gui->getMenu();
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debugPanel->setVisible(player->debug && visible);
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@@ -419,8 +417,6 @@ void Hud::update(bool visible) {
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* Show inventory on the screen and turn on inventory mode blocking movement
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*/
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void Hud::openInventory() {
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auto level = frontend->getLevel();
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auto player = level->player;
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auto inventory = player->getInventory();
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inventoryOpen = true;
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@@ -472,8 +468,6 @@ void Hud::openPermanent(UiDocument* doc) {
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auto invview = std::dynamic_pointer_cast<InventoryView>(root);
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if (invview) {
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auto level = frontend->getLevel();
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auto player = level->player;
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auto inventory = player->getInventory();
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invview->bind(inventory, frontend, interaction.get());
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}
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@@ -548,9 +542,6 @@ void Hud::remove(std::shared_ptr<UINode> node) {
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}
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void Hud::draw(const GfxContext& ctx){
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auto level = frontend->getLevel();
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auto player = level->player;
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const Viewport& viewport = ctx.getViewport();
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const uint width = viewport.getWidth();
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const uint height = viewport.getHeight();
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@@ -568,7 +559,7 @@ void Hud::draw(const GfxContext& ctx){
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hotbarView->setSelected(player->getChosenSlot());
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// Crosshair
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if (!pause && Events::_cursor_locked && !level->player->debug) {
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if (!pause && Events::_cursor_locked && !player->debug) {
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GfxContext chctx = ctx.sub();
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chctx.blendMode(blendmode::inversion);
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auto texture = assets->getTexture("gui/crosshair");
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@@ -583,7 +574,7 @@ void Hud::draw(const GfxContext& ctx){
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}
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// Delta-time visualizer
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if (level->player->debug) {
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if (player->debug) {
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batch->texture(nullptr);
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const int dmwidth = 256;
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const float dmscale = 4000.0f;
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@@ -648,6 +639,7 @@ void Hud::setPause(bool pause) {
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auto menu = gui->getMenu();
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if (pause) {
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menus::create_pause_panel(engine, frontend->getLevel());
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menu->setPage("pause");
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} else {
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menu->reset();
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@@ -656,6 +648,6 @@ void Hud::setPause(bool pause) {
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menu->setVisible(pause);
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}
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std::shared_ptr<Player> Hud::getPlayer() const {
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return frontend->getLevel()->player;
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Player* Hud::getPlayer() const {
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return player;
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}
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+4
-2
@@ -65,6 +65,7 @@ public:
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};
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class Hud {
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Engine* engine;
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Assets* assets;
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std::unique_ptr<Camera> uicamera;
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@@ -84,6 +85,7 @@ class Hud {
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std::shared_ptr<SlotView> grabbedItemView;
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gui::GUI* gui;
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LevelFrontend* frontend;
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Player* player;
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std::vector<HudElement> elements;
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@@ -98,7 +100,7 @@ class Hud {
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void cleanup();
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public:
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Hud(Engine* engine, LevelFrontend* frontend);
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Hud(Engine* engine, LevelFrontend* frontend, Player* player);
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~Hud();
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void update(bool hudVisible);
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@@ -118,7 +120,7 @@ public:
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void remove(HudElement& element);
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void remove(std::shared_ptr<gui::UINode> node);
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std::shared_ptr<Player> getPlayer() const;
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Player* getPlayer() const;
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};
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#endif /* SRC_HUD_H_ */
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@@ -19,4 +19,4 @@ namespace menus {
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void refresh_menus(Engine* engine);
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}
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#endif // FRONTEND_MENU_MENU_H_
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#endif // FRONTEND_MENU_MENU_H_
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+13
-19
@@ -89,17 +89,15 @@ void MenuScreen::draw(float delta) {
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static bool backlight;
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LevelScreen::LevelScreen(Engine* engine, Level* level) : Screen(engine), level(level){
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menus::create_pause_panel(engine, level);
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LevelScreen::LevelScreen(Engine* engine, Level* level) : Screen(engine) {
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auto& settings = engine->getSettings();
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auto assets = engine->getAssets();
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controller = std::make_unique<LevelController>(settings, level);
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frontend = std::make_unique<LevelFrontend>(level, assets);
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worldRenderer = std::make_unique<WorldRenderer>(engine, frontend.get());
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hud = std::make_unique<Hud>(engine, frontend.get());
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worldRenderer = std::make_unique<WorldRenderer>(engine, frontend.get(), controller->getPlayer());
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hud = std::make_unique<Hud>(engine, frontend.get(), controller->getPlayer());
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backlight = settings.graphics.backlight;
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animator = std::make_unique<TextureAnimator>();
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@@ -121,8 +119,8 @@ LevelScreen::~LevelScreen() {
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std::cout << "-- writing world" << std::endl;
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scripting::on_frontend_close();
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controller->onWorldSave();
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auto world = level->getWorld();
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world->write(level.get());
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auto world = controller->getLevel()->getWorld();
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world->write(controller->getLevel());
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controller->onWorldQuit();
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engine->getPaths()->setWorldFolder(fs::path());
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}
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@@ -136,10 +134,10 @@ void LevelScreen::updateHotkeys() {
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hudVisible = !hudVisible;
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}
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if (Events::jpressed(keycode::F3)) {
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level->player->debug = !level->player->debug;
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controller->getPlayer()->debug = !controller->getPlayer()->debug;
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}
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if (Events::jpressed(keycode::F5)) {
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level->chunks->saveAndClear();
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controller->getLevel()->chunks->saveAndClear();
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}
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}
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@@ -163,14 +161,14 @@ void LevelScreen::update(float delta) {
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// TODO: subscribe for setting change
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EngineSettings& settings = engine->getSettings();
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level->player->camera->setFov(glm::radians(settings.camera.fov));
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controller->getPlayer()->camera->setFov(glm::radians(settings.camera.fov));
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if (settings.graphics.backlight != backlight) {
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level->chunks->saveAndClear();
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controller->getLevel()->chunks->saveAndClear();
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backlight = settings.graphics.backlight;
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}
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if (!hud->isPause()) {
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level->world->updateTimers(delta);
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controller->getLevel()->world->updateTimers(delta);
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animator->update(delta);
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}
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controller->update(delta, !inputLocked, hud->isPause());
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@@ -178,7 +176,7 @@ void LevelScreen::update(float delta) {
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}
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void LevelScreen::draw(float delta) {
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auto camera = level->player->currentCamera;
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auto camera = controller->getPlayer()->currentCamera;
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Viewport viewport(Window::width, Window::height);
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GfxContext ctx(nullptr, viewport, batch.get());
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@@ -187,12 +185,8 @@ void LevelScreen::draw(float delta) {
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if (hudVisible) {
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hud->draw(ctx);
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if (level->player->debug) {
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if (controller->getPlayer()->debug) {
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hud->drawDebug(1 / delta);
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}
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}
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}
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Level* LevelScreen::getLevel() const {
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return level.get();
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}
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@@ -38,7 +38,6 @@ public:
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};
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class LevelScreen : public Screen {
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std::unique_ptr<Level> level;
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std::unique_ptr<LevelFrontend> frontend;
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std::unique_ptr<Hud> hud;
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std::unique_ptr<WorldRenderer> worldRenderer;
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@@ -53,8 +52,6 @@ public:
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void update(float delta) override;
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void draw(float delta) override;
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Level* getLevel() const;
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};
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#endif // FRONTEND_SCREENS_H_
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Reference in New Issue
Block a user