151 lines
5.2 KiB
Rust
151 lines
5.2 KiB
Rust
mod camera_controller;
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mod player;
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pub mod world;
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use std::time::Instant;
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use crate::renderer::renderer_view::RendererView;
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use cgmath::Vector3;
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use winit::event::Event;
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use player::Player;
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use world::World;
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const RENDER_DIST: i32 = 3;
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pub enum GameState {
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Paused,
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Running
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}
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pub struct Game {
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state: GameState,
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player: Player,
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#[allow(unused)]
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world: World,
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prev_pos: Option<Vector3<i32>>,
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prev_chunk_pos: Option<Vector3<i32>>,
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}
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impl Game {
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pub fn new(renderer: &mut impl RendererView) -> Self {
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let mut instance = Self {
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state: GameState::Paused,
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player: Player::new(),
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world: World::init("hello".to_string()),
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prev_pos: None,
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prev_chunk_pos: None,
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};
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// Preload chunks around player
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let timer = Instant::now();
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let mut count = 0;
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for x in -RENDER_DIST..RENDER_DIST+1 {
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for z in -RENDER_DIST..RENDER_DIST+1 {
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let pos = Vector3{x, y: 0, z};
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instance.world.load_chunk_async(pos);
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count += 1;
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//if instance.world.load_chunk(pos) {
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//let chunk = instance.world.get_chunk(&pos).unwrap();
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//chunk.write_to(renderer, pos * world::chunk::SIZE as i32);
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//println!("Writing chunk to {:?}", pos * world::chunk::SIZE as i32);
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//count += 1;
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//}
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}
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}
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println!("Preloaded {} chunks in {} ms (about {} voxels)", count, timer.elapsed().as_millis(), count * world::block::SIZE_QB);
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// Return generated instance
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instance
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}
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pub fn update(&mut self, delta: f32, renderer: &mut impl RendererView) {
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// Update camera
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let camera = renderer.get_camera_transform();
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self.player.camera_controller.update(delta, camera);
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// Get positions
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let cam_pos = camera.get_position();
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let cam_pos = Vector3{x: cam_pos.x as i32, y: cam_pos.y as i32, z: cam_pos.z as i32};
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let mut chunk_pos = cam_pos / world::chunk::SIZE as i32;
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if cam_pos.x < 0 { chunk_pos.x -= 1; }
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if cam_pos.y < 0 { chunk_pos.y -= 1; }
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if cam_pos.z < 0 { chunk_pos.z -= 1; }
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// Update pointing direction
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let yaw = self.player.camera_controller.get_yaw();
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let mut yaw_str = "";
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if yaw >= 315.0 || yaw <= 45.0 { yaw_str = "+z"; }
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else if yaw >= 45.0 && yaw < 135.0 { yaw_str = "+x"; }
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else if yaw >= 135.0 && yaw < 225.0 { yaw_str = "-z"; }
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else if yaw >= 225.0 && yaw < 315.0 { yaw_str = "-x"; }
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renderer.get_ui().set_text("World", 0, format!("Direction: {}", yaw_str));
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// Block position
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if self.prev_pos == None || self.prev_pos != Some(cam_pos) {
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renderer.get_ui().set_text("World", 1, format!("Position: {}, {}, {}", cam_pos.x, cam_pos.y, cam_pos.z));
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self.prev_pos = Some(cam_pos);
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}
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// Chunk position
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if self.prev_chunk_pos == None || self.prev_chunk_pos != Some(chunk_pos) {
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renderer.get_ui().set_text("World", 2, format!("Chunk: {}, {}, {}", chunk_pos.x, chunk_pos.y, chunk_pos.z));
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let dir = chunk_pos - self.prev_chunk_pos.unwrap_or(chunk_pos); //TODO: clamp to -1,1
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if dir.x != 0 || dir.y != 0 || dir.z != 0 {
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// Shift world
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renderer.shift(dir * world::chunk::SIZE as i32);
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// Load chunks at the edge
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let center = chunk_pos.clone() + RENDER_DIST*dir;
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let mask = Vector3{x: dir.x.abs(), y: dir.y.abs(), z: dir.z.abs()};
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println!("Load at {:?}", center);
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for a in -RENDER_DIST..RENDER_DIST+1 {
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let pos = center + Vector3{x: mask.z*a, y: 0, z: mask.x*a};
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self.world.load_chunk_async(pos);
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// if self.world.load_chunk(pos) {
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// self.world.get_chunk(&pos).unwrap().dirty = true;
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// }
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}
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}
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self.prev_chunk_pos = Some(chunk_pos);
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}
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// Send dirty chunks to renderer
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// TODO: Only send chunks in rendering range
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// TODO: Unload chunks above certain radius
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self.world.update();
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for (pos, chunk) in self.world.all_chunks() {
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if chunk.dirty {
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chunk.write_to(renderer, pos * world::chunk::SIZE as i32);
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chunk.dirty = false;
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}
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}
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}
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pub fn input(&mut self, event: &Event<()>) {
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// Update camera controller
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self.player.camera_controller.handle_input(event);
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}
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pub fn update_state(&mut self, requested_state: GameState) -> &GameState {
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match requested_state {
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GameState::Paused => {
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self.player.camera_controller.set_enabled(false);
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}
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GameState::Running => {
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self.player.camera_controller.set_enabled(true);
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}
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};
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// Currently we are not preventing any state changes, just return requested state
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self.state = requested_state;
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&self.state
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}
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pub fn get_state(&self) -> &GameState {
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&self.state
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}
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} |