Push replacer Render

This commit is contained in:
mduval76 2023-12-04 13:02:28 -05:00
parent 8b448f5072
commit 4b6c641c97
2 changed files with 243 additions and 243 deletions

View File

@ -39,10 +39,8 @@
enum GameState {
MAIN_MENU,
SPLASH,
OPTIONS,
SETTINGS,
OPTIONS,
QUIT,
NEWG,
PLAY,
PAUSE
};

View File

@ -249,247 +249,7 @@ void Engine::LoadResource() {
void Engine::UnloadResource() {}
void Engine::Render(float elapsedTime) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (m_gamestate == GameState::SPLASH) {
if (m_splashTime > 0.0f) {
DisplaySplashScreen();
}
else {
m_gamestate = GameState::MAIN_MENU;
}
m_splashTime -= elapsedTime;
return;
}
if (m_gamestate == GameState::MAIN_MENU) {
DisplayMainMenu();
return;
}
if (m_gamestate == GameState::OPTIONS) {
DisplayOptionsMenu();
return;
}
if (m_gamestate == GameState::PAUSE) {
DisplayPauseMenu();
return;
}
if (m_gamestate == GameState::PLAY) {
HideCursor();
CenterMouse(); //D<>placement de centermouse dans l'action de jouer
//static float gameTime = elapsedTime;
static irrklang::ISound* step; // Pour les sons de pas.
static float pollTime = 0;
static float bulletTime = 0;
static float gameTime = 0;
static BlockType bloc = 1;
if (elapsedTime > 0.1f) return;
//gameTime += elapsedTime;
pollTime += elapsedTime;
Transformation all;
Transformation skybox;
Transformation remotePlayer;
Vector3f vstep;
// Transformations initiales
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (bulletTime > 0.f) bulletTime -= elapsedTime;
if (bulletTime < 0.f) bulletTime = 0.f;
static bool leftright = false;
if (pollTime >= .005f) {
Player::Sound snd = m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime);
switch (snd) {
case Player::Sound::STEP:
if (leftright)
vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x);
else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x);
m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), false, .8f);
leftright = !leftright;
break;
case Player::Sound::FALL:
m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), false, 1.f);
break;
default: break;
}
m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnees du joueur et
// son vecteur de velocite (pour l'effet Doppler)
pollTime = 0;
}
m_player.ApplyTransformation(all);
m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
m_player.ApplyTransformation(remotePlayer, true, false);
if (m_key1) bloc++;
else if (m_key2) bloc--;
if (m_mouseWU) bloc++;
else if (m_mouseWD) bloc--;
if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
if (m_mouseL) {
if (bloc != BTYPE_LAST)
m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
else if (bulletTime <= 0.f) {
for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
if (!m_bullets[x]) {
m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
break;
}
else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la première balle de l'array.
m_bullets[0]->~Bullet();
m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
}
bulletTime = BULLET_TIME;
m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, false, .5f);
if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
glClearColor(.8f, .8f, .8f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClearColor(0.f, 0.f, 0.f, 1.f);
return;
}
}
}
else if (m_mouseR)
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
if (m_bullets[x]) {
for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players)) {
m_bullets[x]->~Bullet();
if (m_whoosh[x])
m_whoosh[x]->drop();
m_bullets[x] = nullptr;
m_whoosh[x] = nullptr;
break;
}
else if (!m_whoosh[x]) {
m_whoosh[x] = m_audio.Create3DAudioObj(m_whoosh[x], AUDIO_PATH "noise.wav", m_bullets[x]->getPos(), m_bullets[x]->getVel(), true, (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
}
else {
Vector3f pos = m_bullets[x]->getPos(), vel = m_bullets[x]->getVel();
m_audio.Render3DAudioObj(m_whoosh[x], pos, vel, 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
}
}
}
}
gameTime += elapsedTime * 10;
Vector3f dance = Vector3f(sin(gameTime), 0, cos(-gameTime));
dance.Normalize();
m_remotePlayer.ApplyPhysics(dance, &m_world, elapsedTime);
m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime);
m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
//glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
//m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
if (m_isSkybox) m_skybox.Render(skybox);
DrawHud(elapsedTime, bloc);
DisplayPovGun();
ProcessNotificationQueue();
if (m_damage) {
InstantDamage();
}
static bool fell = false;
if (m_player.GetPosition().y < 1.7f && !fell) {
m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false, 1.f);
fell = true;
}
else if (m_player.GetPosition().y < -20.f) {
m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
fell = false;
}
if (m_networkgame) { // Pour se gerer le paquet.
using namespace std::chrono;
using namespace netprot;
Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - m_startTime).count();
Input input;
Sync sync;
uint64_t id = m_conn.getId();
static std::vector<char*> lsPck;
if (false) { // TODO: Faire un checkup pour chaque ~1000ms.
sync.sid = id;
sync.timestamp = tstamp;
sync.position = m_player.GetPosition();
sync.hp = m_player.GetHP();
// TODO: Garrocher ca quelque-part.
}
input.sid = id;
input.direction = m_player.GetDirection();
input.timestamp = tstamp;
input.keys.forward = m_keyW;
input.keys.backward = m_keyS;
input.keys.left = m_keyA;
input.keys.right = m_keyD;
input.keys.jump = m_keySpace;
input.keys.block = m_mouseR;
input.keys.shoot = m_mouseL;
sendPackTo<Input>(m_conn.m_sock_udp, &input, &m_bufout, &m_conn.m_srvsockaddr);
lsPck = recvPacks(m_conn.m_sock_udp, &m_buf);
char* prevptr = nullptr;
for (auto& pck : lsPck) { // We could make a few threads out of this.
Sync sync;
Output out;
if (!prevptr)
prevptr = m_buf.ptr;
uint32_t bsize = m_buf.len - (pck - prevptr);
prevptr = pck;
switch (getType(pck, 1)) {
using enum PACKET_TYPE;
case SYNC:
if (Deserialize(&sync, pck, &bsize)) {
if (sync.sid != m_conn.getId())
break;
// TODO: Vérifier si les positions concordent au sync local.
}
break;
case OUTPUT:
if (Deserialize(&out, pck, &bsize)) {
RemotePlayer* r = (RemotePlayer*)m_players[out.id];
r->Feed(out);
}
break;
default:
break;
}
}
lsPck.clear();
}
}
}
void Engine::InstantDamage() {
m_player.InflictDamage(0.10f);
@ -1370,6 +1130,248 @@ void Engine::DisplayGraphicsMenu(float centerX, float centerY) {
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
void Engine::Render(float elapsedTime) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (m_gamestate == GameState::SPLASH) {
if (m_splashTime > 0.0f) {
DisplaySplashScreen();
}
else {
m_gamestate = GameState::MAIN_MENU;
}
m_splashTime -= elapsedTime;
return;
}
if (m_gamestate == GameState::MAIN_MENU) {
DisplayMainMenu();
return;
}
if (m_gamestate == GameState::OPTIONS) {
DisplayOptionsMenu();
return;
}
if (m_gamestate == GameState::PAUSE) {
DisplayPauseMenu();
return;
}
if (m_gamestate == GameState::PLAY) {
HideCursor();
CenterMouse(); //D<>placement de centermouse dans l'action de jouer
//static float gameTime = elapsedTime;
static irrklang::ISound* step; // Pour les sons de pas.
static float pollTime = 0;
static float bulletTime = 0;
static float gameTime = 0;
static BlockType bloc = 1;
if (elapsedTime > 0.1f) return;
//gameTime += elapsedTime;
pollTime += elapsedTime;
Transformation all;
Transformation skybox;
Transformation remotePlayer;
Vector3f vstep;
// Transformations initiales
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (bulletTime > 0.f) bulletTime -= elapsedTime;
if (bulletTime < 0.f) bulletTime = 0.f;
static bool leftright = false;
if (pollTime >= .005f) {
Player::Sound snd = m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime);
switch (snd) {
case Player::Sound::STEP:
if (leftright)
vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x);
else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x);
m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), false, .8f);
leftright = !leftright;
break;
case Player::Sound::FALL:
m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), false, 1.f);
break;
default: break;
}
m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnees du joueur et
// son vecteur de velocite (pour l'effet Doppler)
pollTime = 0;
}
m_player.ApplyTransformation(all);
m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
m_player.ApplyTransformation(remotePlayer, true, false);
if (m_key1) bloc++;
else if (m_key2) bloc--;
if (m_mouseWU) bloc++;
else if (m_mouseWD) bloc--;
if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
if (m_mouseL) {
if (bloc != BTYPE_LAST)
m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
else if (bulletTime <= 0.f) {
for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
if (!m_bullets[x]) {
m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
break;
}
else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la première balle de l'array.
m_bullets[0]->~Bullet();
m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
}
bulletTime = BULLET_TIME;
m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, false, .5f);
if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
glClearColor(.8f, .8f, .8f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClearColor(0.f, 0.f, 0.f, 1.f);
return;
}
}
}
else if (m_mouseR)
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
if (m_bullets[x]) {
for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players)) {
m_bullets[x]->~Bullet();
if (m_whoosh[x])
m_whoosh[x]->drop();
m_bullets[x] = nullptr;
m_whoosh[x] = nullptr;
break;
}
else if (!m_whoosh[x]) {
m_whoosh[x] = m_audio.Create3DAudioObj(m_whoosh[x], AUDIO_PATH "noise.wav", m_bullets[x]->getPos(), m_bullets[x]->getVel(), true, (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
}
else {
Vector3f pos = m_bullets[x]->getPos(), vel = m_bullets[x]->getVel();
m_audio.Render3DAudioObj(m_whoosh[x], pos, vel, 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
}
}
}
}
gameTime += elapsedTime * 10;
Vector3f dance = Vector3f(sin(gameTime), 0, cos(-gameTime));
dance.Normalize();
m_remotePlayer.ApplyPhysics(dance, &m_world, elapsedTime);
m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime);
m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
//glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
//m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
if (m_isSkybox) m_skybox.Render(skybox);
DrawHud(elapsedTime, bloc);
DisplayPovGun();
ProcessNotificationQueue();
if (m_damage) {
InstantDamage();
}
static bool fell = false;
if (m_player.GetPosition().y < 1.7f && !fell) {
m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false, 1.f);
fell = true;
}
else if (m_player.GetPosition().y < -20.f) {
m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
fell = false;
}
if (m_networkgame) { // Pour se gerer le paquet.
using namespace std::chrono;
using namespace netprot;
Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - m_startTime).count();
Input input;
Sync sync;
uint64_t id = m_conn.getId();
static std::vector<char*> lsPck;
if (false) { // TODO: Faire un checkup pour chaque ~1000ms.
sync.sid = id;
sync.timestamp = tstamp;
sync.position = m_player.GetPosition();
sync.hp = m_player.GetHP();
// TODO: Garrocher ca quelque-part.
}
input.sid = id;
input.direction = m_player.GetDirection();
input.timestamp = tstamp;
input.keys.forward = m_keyW;
input.keys.backward = m_keyS;
input.keys.left = m_keyA;
input.keys.right = m_keyD;
input.keys.jump = m_keySpace;
input.keys.block = m_mouseR;
input.keys.shoot = m_mouseL;
sendPackTo<Input>(m_conn.m_sock_udp, &input, &m_bufout, &m_conn.m_srvsockaddr);
lsPck = recvPacks(m_conn.m_sock_udp, &m_buf);
char* prevptr = nullptr;
for (auto& pck : lsPck) { // We could make a few threads out of this.
Sync sync;
Output out;
if (!prevptr)
prevptr = m_buf.ptr;
uint32_t bsize = m_buf.len - (pck - prevptr);
prevptr = pck;
switch (getType(pck, 1)) {
using enum PACKET_TYPE;
case SYNC:
if (Deserialize(&sync, pck, &bsize)) {
if (sync.sid != m_conn.getId())
break;
// TODO: Vérifier si les positions concordent au sync local.
}
break;
case OUTPUT:
if (Deserialize(&out, pck, &bsize)) {
RemotePlayer* r = (RemotePlayer*)m_players[out.id];
r->Feed(out);
}
break;
default:
break;
}
}
lsPck.clear();
}
}
}
void Engine::DisplayGameplayMenu(float centerX, float centerY) {
float minBar = centerX - Width() * 0.15;
float maxBar = centerX + Width() * 0.3;