refactor(gameplay): replace entt components with SparseVector for player data

Refactor client world to use a custom SparseVector for player data instead of entt registry. Consolidate Transform, ViewAngles, and related structs into Position, Orientation, WalkPose. Introduce PlayerData and PlayerRenderData. Remove the unused move_system.cpp. Unify player render and shadow render into a single function.
This commit is contained in:
2026-07-27 20:21:44 +08:00
parent 6d0e60e241
commit 15d5af34b9
9 changed files with 477 additions and 208 deletions

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@@ -8,10 +8,12 @@
#include "Cubed/gameplay/client_player.hpp" #include "Cubed/gameplay/client_player.hpp"
#include "Cubed/gameplay/game_time.hpp" #include "Cubed/gameplay/game_time.hpp"
#include "Cubed/gameplay/network_client.hpp" #include "Cubed/gameplay/network_client.hpp"
#include "Cubed/gameplay/player_data.hpp"
#include "Cubed/gameplay/world.hpp" #include "Cubed/gameplay/world.hpp"
#include "Cubed/input/event.hpp" #include "Cubed/input/event.hpp"
#include "Cubed/tools/cubed_random.hpp" #include "Cubed/tools/cubed_random.hpp"
#include "Cubed/tools/priority_thread_pool.hpp" #include "Cubed/tools/priority_thread_pool.hpp"
#include "Cubed/tools/sparse_vector.hpp"
#include <absl/container/flat_hash_set.h> #include <absl/container/flat_hash_set.h>
#include <deque> #include <deque>
@@ -20,15 +22,6 @@
#include <tbb/concurrent_unordered_map.h> #include <tbb/concurrent_unordered_map.h>
namespace Cubed { namespace Cubed {
struct PlayerRenderData {
std::string name;
std::string uuid;
glm::vec3 render_pos;
float yaw;
float pitch;
Gait gait;
float angle;
};
class WorldScene; class WorldScene;
class ClientWorld : public World { class ClientWorld : public World {
public: public:
@@ -146,7 +139,10 @@ private:
std::vector<glm::vec4> m_planes; std::vector<glm::vec4> m_planes;
std::jthread m_client_thread; std::jthread m_client_thread;
mutable std::shared_mutex m_registry_mutex; mutable std::shared_mutex m_players_date_mutex;
using PlayerHandle = SparseVector<PlayerData>::Handle;
SparseVector<PlayerData> m_players_data;
std::unordered_map<std::string, PlayerHandle> m_players_handle;
tbb::concurrent_queue<std::unique_ptr<ClientChunk>> m_pending_upload_queue; tbb::concurrent_queue<std::unique_ptr<ClientChunk>> m_pending_upload_queue;
tbb::concurrent_queue<ChunkPos> m_dirty_chunk_queue; tbb::concurrent_queue<ChunkPos> m_dirty_chunk_queue;

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@@ -5,11 +5,18 @@
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <string> #include <string>
namespace Cubed { namespace Cubed {
struct Transform {
glm::vec3 pos{0, 0, 0}; using ModelID = uint32_t;
glm::vec3 render_pos{0, 0, 0};
struct Position {
glm::vec3 value{0.0f};
};
struct WalkPose {
Gait gait = Gait::STOP; Gait gait = Gait::STOP;
// for arm roll caculate
float walk_time = 0.0f; float walk_time = 0.0f;
// for sound play
float moving_time = 0.0f; float moving_time = 0.0f;
}; };
@@ -19,26 +26,22 @@ struct EntityInfo {
}; };
struct Model { struct Model {
std::string name; ModelID id;
}; };
struct Health { struct Health {
float hp = 0; float hp = 20;
float max_hp = 20; float max_hp = 20;
}; };
struct ViewAngles { struct Orientation {
float render_yaw = 0.0f;
float yaw = 0.0f; float yaw = 0.0f;
float render_pitch = 0.0f;
float pitch = 0.0f; float pitch = 0.0f;
float angle = 0.0f; float roll = 0.0f;
}; };
struct Velocity { struct Velocity {
float dx = 0.0f; glm::vec3 value{0.0f};
float dy = 0.0f;
float dz = 0.0f;
}; };
struct HitBoxes { struct HitBoxes {

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@@ -0,0 +1,20 @@
#pragma once
#include "Cubed/gameplay/entity.hpp"
namespace Cubed {
struct PlayerData {
Position pos{};
Position render_pos{};
EntityInfo entity{};
WalkPose walk{};
Orientation angle{};
Orientation render_angle{};
};
struct PlayerRenderData {
EntityInfo info{};
Position render_pos{};
Orientation angle{};
Gait gait{};
};
} // namespace Cubed

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@@ -13,8 +13,7 @@ public:
PlayerRenderer(Renderer& renderer); PlayerRenderer(Renderer& renderer);
~PlayerRenderer(); ~PlayerRenderer();
void init(); void init();
void render(const Shader& shader, ClientWorld& world); void render(const Shader& shader, ClientWorld& world, bool shadow_render);
void shadow_render(const Shader& shader, ClientWorld& world);
private: private:
struct PlayerVertex { struct PlayerVertex {

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@@ -0,0 +1,318 @@
#pragma once
#include <cassert>
#include <cstddef>
#include <cstdint>
#include <iterator>
#include <optional>
#include <utility>
#include <vector>
namespace Cubed {
template <typename T> class SparseVector {
private:
std::vector<std::optional<T>> m_data;
std::vector<uint32_t> m_free_list;
std::vector<uint32_t> m_generation;
std::vector<uint32_t> m_dense;
std::vector<uint32_t> m_dense_index;
public:
struct Handle {
uint32_t index;
uint32_t generation;
uint64_t value() const noexcept {
return (uint64_t(index) << 32) | generation;
}
bool operator==(const Handle&) const = default;
struct Hash {
size_t operator()(const Handle& h) const noexcept {
return h.value();
}
};
};
using value_type = T;
using reference = T&;
using const_reference = const T&;
using pointer = T*;
using size_type = size_t;
class iterator { // NOLINT
private:
SparseVector* m_owner;
size_t m_index;
public:
using iterator_category = std::random_access_iterator_tag;
using iterator_concept = std::random_access_iterator_tag;
using value_type = T;
using difference_type = std::ptrdiff_t;
using pointer = T*;
using reference = T&;
iterator(SparseVector* owner, size_t index)
: m_owner(owner), m_index(index) {}
reference operator*() {
return m_owner->m_data[m_owner->m_dense[m_index]].value();
}
pointer operator->() { return &(**this); }
iterator& operator++() {
++m_index;
return *this;
}
iterator operator++(int) {
iterator tmp = *this;
++(*this);
return tmp;
}
iterator& operator--() {
--m_index;
return *this;
}
iterator operator--(int) {
iterator tmp = *this;
--(*this);
return tmp;
}
bool operator==(const iterator& other) const {
return m_owner == other.m_owner && m_index == other.m_index;
}
bool operator!=(const iterator& other) const {
return !(*this == other);
}
iterator operator+(difference_type n) const {
return iterator(m_owner, m_index + n);
}
iterator operator-(difference_type n) const {
return iterator(m_owner, m_index - n);
}
difference_type operator-(const iterator& other) const {
return static_cast<difference_type>(m_index) -
static_cast<difference_type>(other.m_index);
}
iterator& operator+=(difference_type n) {
m_index += n;
return *this;
}
iterator& operator-=(difference_type n) {
m_index -= n;
return *this;
}
reference operator[](difference_type n) const { return *(*this + n); }
bool operator<(const iterator& other) const {
return m_index < other.m_index;
}
bool operator>(const iterator& other) const {
return m_index > other.m_index;
}
bool operator<=(const iterator& other) const {
return m_index <= other.m_index;
}
bool operator>=(const iterator& other) const {
return m_index >= other.m_index;
}
friend iterator operator+(difference_type n, const iterator& it) {
return it + n;
}
};
class const_iterator { // NOLINT
private:
const SparseVector* m_owner;
size_t m_index;
public:
using iterator_category = std::random_access_iterator_tag;
using iterator_concept = std::random_access_iterator_tag;
using value_type = T;
using difference_type = std::ptrdiff_t;
using pointer = const T*;
using reference = const T&;
const_iterator(const SparseVector* owner, size_t index)
: m_owner(owner), m_index(index) {}
reference operator*() const {
return m_owner->m_data[m_owner->m_dense[m_index]].value();
}
pointer operator->() const { return &(**this); }
const_iterator& operator++() {
++m_index;
return *this;
}
const_iterator operator++(int) {
const_iterator tmp = *this;
++(*this);
return tmp;
}
const_iterator& operator--() {
--m_index;
return *this;
}
const_iterator operator--(int) {
const_iterator tmp = *this;
--(*this);
return tmp;
}
bool operator==(const const_iterator& other) const {
return m_owner == other.m_owner && m_index == other.m_index;
}
bool operator!=(const const_iterator& other) const {
return !(*this == other);
}
const_iterator operator+(difference_type n) const {
return const_iterator(m_owner, m_index + n);
}
const_iterator operator-(difference_type n) const {
return const_iterator(m_owner, m_index - n);
}
difference_type operator-(const const_iterator& other) const {
return static_cast<difference_type>(m_index) -
static_cast<difference_type>(other.m_index);
}
const_iterator& operator+=(difference_type n) {
m_index += n;
return *this;
}
const_iterator& operator-=(difference_type n) {
m_index -= n;
return *this;
}
reference operator[](difference_type n) const { return *(*this + n); }
bool operator<(const const_iterator& other) const {
return m_index < other.m_index;
}
bool operator>(const const_iterator& other) const {
return m_index > other.m_index;
}
bool operator<=(const const_iterator& other) const {
return m_index <= other.m_index;
}
bool operator>=(const const_iterator& other) const {
return m_index >= other.m_index;
}
friend const_iterator operator+(difference_type n,
const const_iterator& it) {
return it + n;
}
};
template <class U> Handle insert(U&& value) {
uint32_t id;
if (!m_free_list.empty()) {
id = m_free_list.back();
m_free_list.pop_back();
m_data[id].emplace(std::forward<U>(value));
m_dense_index[id] = m_dense.size();
} else {
id = m_data.size();
m_data.push_back(std::forward<U>(value));
m_generation.push_back(1);
m_dense_index.emplace_back(m_dense.size());
}
m_dense.push_back(id);
return {id, m_generation[id]};
}
template <typename... Args> Handle emplace(Args&&... args) {
return insert(T(std::forward<Args>(args)...));
}
void erase(Handle h) {
if (!exists(h)) {
return;
}
uint32_t id = h.index;
m_free_list.push_back(id);
uint32_t index = m_dense_index[id];
uint32_t last_id = m_dense.back();
m_dense[index] = last_id;
m_dense_index[last_id] = index;
m_dense.pop_back();
m_data[id].reset();
++m_generation[id];
}
T& operator[](Handle h) {
assert(exists(h));
return m_data[h.index].value();
}
const T& operator[](Handle h) const {
assert(exists(h));
return m_data[h.index].value();
}
bool exists(Handle h) const {
return h.index < m_generation.size() &&
m_generation[h.index] == h.generation;
}
void reserve(size_t n) {
m_data.reserve(n);
m_generation.reserve(n);
m_dense.reserve(n);
m_dense_index.reserve(n);
}
size_t size() const { return m_dense.size(); }
bool empty() const { return m_dense.empty(); }
iterator begin() { return iterator(this, 0); }
iterator end() { return iterator(this, m_dense.size()); }
const_iterator begin() const { return const_iterator(this, 0); }
const_iterator end() const { return const_iterator(this, m_dense.size()); }
const_iterator cbegin() const { return begin(); }
const_iterator cend() const { return end(); }
};
} // namespace Cubed

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@@ -96,6 +96,5 @@ target_sources(${PROJECT_NAME}
render/model_manager.cpp render/model_manager.cpp
render/model_renderer.cpp render/model_renderer.cpp
gameplay/chunk.cpp gameplay/chunk.cpp
gameplay/move_system.cpp
gameplay/hitbox_manager.cpp gameplay/hitbox_manager.cpp
) )

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@@ -295,13 +295,11 @@ void ClientWorld::report_block_change(const glm::ivec3& pos,
unsigned id) const { unsigned id) const {
if (id != 0) { if (id != 0) {
AABB block_box = get_block_aabb(pos); AABB block_box = get_block_aabb(pos);
std::shared_lock lock(m_registry_mutex); std::shared_lock lock(m_players_date_mutex);
for (auto& [key, player] : m_player_entities) { for (const auto& player : m_players_data) {
auto [transform, entity_info] =
m_registry.get<Transform, EntityInfo>(player);
AABB box = ClientPlayer::get_aabb(transform.pos); AABB box = ClientPlayer::get_aabb(player.pos.value);
if (box.intersects(block_box)) { if (box.intersects(block_box)) {
return; return;
} }
@@ -333,22 +331,31 @@ void ClientWorld::receive_remote_player(const PlayerInfoRsp& rsp) {
auto pitch = rsp.pitch(); auto pitch = rsp.pitch();
auto yaw = rsp.yaw(); auto yaw = rsp.yaw();
{ {
std::lock_guard lock(m_registry_mutex); std::lock_guard lock(m_players_date_mutex);
glm::vec3 pos{rsp.pos().x(), rsp.pos().y(), rsp.pos().z()}; glm::vec3 pos{rsp.pos().x(), rsp.pos().y(), rsp.pos().z()};
auto it = m_player_entities.find(rsp.uuid()); auto it = m_players_handle.find(rsp.uuid());
if (it == m_player_entities.end()) { if (it == m_players_handle.end()) {
auto entity = PlayerData data{};
create_entity(EntityInfo{rsp.name(), rsp.uuid()}, data.entity.name = rsp.name();
Transform{pos, pos, get_gait_from_id(rsp.gait())}, data.entity.uuid = rsp.uuid();
ViewAngles{yaw, yaw, pitch, pitch}); data.angle.pitch = pitch;
m_player_entities.try_emplace(rsp.uuid(), entity); data.angle.yaw = yaw;
data.render_angle.pitch = pitch;
data.render_angle.yaw = yaw;
data.pos.value = pos;
data.render_pos.value = pos;
data.walk.gait = get_gait_from_id(rsp.gait());
auto handle = m_players_data.emplace(std::move(data));
m_players_handle.try_emplace(rsp.uuid(), handle);
} else { } else {
auto& transform = m_registry.get<Transform>(it->second); auto it = m_players_handle.find(rsp.uuid());
transform.pos = pos; if (it != m_players_handle.end()) {
transform.gait = get_gait_from_id(rsp.gait()); auto& data = m_players_data[it->second];
auto& view_angles = m_registry.get<ViewAngles>(it->second); data.pos.value = pos;
view_angles.yaw = yaw; data.walk.gait = get_gait_from_id(rsp.gait());
view_angles.pitch = pitch; data.angle.yaw = yaw;
data.angle.pitch = pitch;
}
} }
// Logger::info("Player {} pos Update", rsp.name()); // Logger::info("Player {} pos Update", rsp.name());
} }
@@ -364,13 +371,13 @@ void ClientWorld::receive_player_logout(const LogoutRsp& rsp) {
return; return;
} }
{ {
std::lock_guard lock(m_registry_mutex); std::lock_guard lock(m_players_date_mutex);
auto it = m_player_entities.find(rsp.uuid()); auto it = m_players_handle.find(rsp.uuid());
if (it == m_player_entities.end()) { if (it == m_players_handle.end()) {
Logger::warn("Player {} not find", rsp.uuid()); Logger::warn("Player {} not find", rsp.uuid());
} else { } else {
m_registry.destroy(it->second); m_players_data.erase(it->second);
m_player_entities.erase(rsp.uuid()); m_players_handle.erase(it);
Logger::info("Player {} erase", rsp.uuid()); Logger::info("Player {} erase", rsp.uuid());
} }
} }
@@ -480,8 +487,6 @@ void ClientWorld::init(std::string_view player_name,
Logger::info("Send Login Request"); Logger::info("Send Login Request");
m_client->send(make_packet(req), 0); m_client->send(make_packet(req), 0);
m_audio.play_bgm(); m_audio.play_bgm();
create_entity(Transform{glm::vec3{0.0f, 100.0f, 0.0f}},
Model{"model/creature/pig.glb"});
} }
void ClientWorld::receive_login_rsp(LoginRsp& rsp) { void ClientWorld::receive_login_rsp(LoginRsp& rsp) {
@@ -876,43 +881,43 @@ void ClientWorld::update(float delta_time) {
void ClientWorld::update_players(float dt) { void ClientWorld::update_players(float dt) {
auto update_renderinfo = [this, dt](entt::entity player) { auto update_renderinfo = [this, dt](PlayerData& player) {
auto& transform = m_registry.get<Transform>(player); player.render_pos.value =
transform.render_pos = glm::mix(player.render_pos.value, player.pos.value, 0.15f);
glm::mix(transform.render_pos, transform.pos, 0.15f); if (Math::distance2(player.render_pos.value,
if (Math::distance2(transform.render_pos, m_player.get_player_pos()) > m_player.get_player_pos()) >
m_rendering_distance * CHUNK_SIZE * m_rendering_distance * m_rendering_distance * CHUNK_SIZE * m_rendering_distance *
CHUNK_SIZE) { CHUNK_SIZE) {
return; return;
} }
auto& view_angles = m_registry.get<ViewAngles>(player); player.render_angle.yaw =
view_angles.render_yaw = glm::mix(player.render_angle.yaw, player.angle.yaw, 0.15);
glm::mix(view_angles.render_yaw, view_angles.yaw, 0.15); player.render_angle.pitch =
view_angles.render_pitch = glm::mix(player.render_angle.pitch, player.angle.pitch, 0.15);
glm::mix(view_angles.render_pitch, view_angles.pitch, 0.15);
if (transform.gait == Gait::WALK || transform.gait == Gait::RUN) { if (player.walk.gait == Gait::WALK || player.walk.gait == Gait::RUN) {
transform.walk_time += dt; player.walk.walk_time += dt;
float speed = transform.gait == Gait::RUN ? 14.0f : 8.0f; float speed = player.walk.gait == Gait::RUN ? 14.0f : 8.0f;
float amp = transform.gait == Gait::RUN ? 50.0f : 35.0f; float amp = player.walk.gait == Gait::RUN ? 50.0f : 35.0f;
// float amp = 90.0f; // float amp = 90.0f;
view_angles.angle = player.render_angle.roll =
glm::sin(transform.walk_time * speed) * glm::radians(amp); glm::sin(player.walk.walk_time * speed) * glm::radians(amp);
} else if (transform.gait == Gait::STOP) { } else if (player.walk.gait == Gait::STOP) {
float t = glm::clamp(dt * 10.0f, 0.0f, 1.0f); float t = glm::clamp(dt * 10.0f, 0.0f, 1.0f);
view_angles.angle = glm::mix(view_angles.angle, 0.0f, t); player.render_angle.roll =
glm::mix(player.render_angle.roll, 0.0f, t);
} }
// walking sound // walking sound
if (transform.gait == Gait::STOP) { if (player.walk.gait == Gait::STOP) {
transform.moving_time = 0.0f; player.walk.moving_time = 0.0f;
} else { } else {
transform.moving_time += dt; player.walk.moving_time += dt;
} }
auto play_walk_sound = [&]() { auto play_walk_sound = [&]() {
glm::ivec3 block = glm::floor(transform.render_pos); glm::ivec3 block = glm::floor(player.render_pos.value);
block.y -= 1; block.y -= 1;
BlockType id = get_block_tpye(block); BlockType id = get_block_tpye(block);
if (id == 0) { if (id == 0) {
@@ -920,31 +925,32 @@ void ClientWorld::update_players(float dt) {
} }
std::string name = BlockManager::name_form_id(id); std::string name = BlockManager::name_form_id(id);
std::string sound = "block/" + name + "/walk.ogg"; std::string sound = "block/" + name + "/walk.ogg";
m_audio.play_3d(sound, transform.render_pos); m_audio.play_3d(sound, player.render_pos.value);
}; };
if (transform.gait == Gait::WALK) { if (player.walk.gait == Gait::WALK) {
if (transform.moving_time >= ClientPlayer::WALK_SOUND_INTERVAL) { if (player.walk.moving_time >= ClientPlayer::WALK_SOUND_INTERVAL) {
transform.moving_time = 0.0f; player.walk.moving_time = 0.0f;
play_walk_sound(); play_walk_sound();
} }
} }
if (transform.gait == Gait::RUN) { if (player.walk.gait == Gait::RUN) {
if (transform.moving_time >= ClientPlayer::RUN_SOUND_INTERVAL) { if (player.walk.moving_time >= ClientPlayer::RUN_SOUND_INTERVAL) {
transform.moving_time = 0.0f; player.walk.moving_time = 0.0f;
play_walk_sound(); play_walk_sound();
} }
} }
auto& player_info = m_registry.get<EntityInfo>(player); PlayerRenderData render_data;
m_render_player_data.emplace_back( render_data.render_pos = player.render_pos;
player_info.name, player_info.uuid, transform.render_pos, render_data.angle = player.render_angle;
view_angles.render_yaw, view_angles.render_pitch, transform.gait, render_data.gait = player.walk.gait;
view_angles.angle); render_data.info = player.entity;
m_render_player_data.emplace_back(std::move(render_data));
}; };
{ {
std::lock_guard lock(m_registry_mutex); std::lock_guard lock(m_players_date_mutex);
for (auto& [_, player] : m_player_entities) { for (auto& player : m_players_data) {
update_renderinfo(player); update_renderinfo(player);
} }
{ {
@@ -963,11 +969,15 @@ void ClientWorld::update_players(float dt) {
float t = glm::clamp(dt * 10.0f, 0.0f, 1.0f); float t = glm::clamp(dt * 10.0f, 0.0f, 1.0f);
angle = glm::mix(angle, 0.0f, t); angle = glm::mix(angle, 0.0f, t);
} }
PlayerRenderData render_data{};
m_render_player_data.emplace_back( render_data.render_pos.value = m_player.get_player_pos();
m_player.get_name(), m_player.get_uuid(), render_data.angle.yaw = m_player.yaw();
m_player.get_player_pos(), m_player.yaw(), m_player.pitch(), render_data.angle.pitch = m_player.pitch();
m_player.get_gait(), m_player.angle()); render_data.angle.roll = angle;
render_data.gait = m_player.get_gait();
render_data.info.name = m_player.get_name();
render_data.info.uuid = m_player.get_uuid();
m_render_player_data.emplace_back(std::move(render_data));
} }
} }
} }

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@@ -189,7 +189,8 @@ void PlayerRenderer::init() {
m_inited = true; m_inited = true;
} }
void PlayerRenderer::render(const Shader& shader, ClientWorld& world) { void PlayerRenderer::render(const Shader& shader, ClientWorld& world,
bool shadow_render) {
if (!m_inited) { if (!m_inited) {
Logger::error("Player Renderer isn't init"); Logger::error("Player Renderer isn't init");
return; return;
@@ -205,7 +206,7 @@ void PlayerRenderer::render(const Shader& shader, ClientWorld& world) {
for (auto& player : players) { for (auto& player : players) {
if (player.uuid == m_player.get_uuid()) { if (player.info.uuid == m_player.get_uuid()) {
if (camera.is_first_person()) { if (camera.is_first_person()) {
continue; continue;
} }
@@ -213,14 +214,14 @@ void PlayerRenderer::render(const Shader& shader, ClientWorld& world) {
glm::mat4 model(1.0f); glm::mat4 model(1.0f);
model = glm::translate(model, player.render_pos); model = glm::translate(model, player.render_pos.value);
// model = glm::translate(model, glm::vec3(0.5f, 0.0f, 0.5f)); // model = glm::translate(model, glm::vec3(0.5f, 0.0f, 0.5f));
// glm::rotate(..., +yaw, Y) follows the OpenGL righthanded coordinate // glm::rotate(..., +yaw, Y) follows the OpenGL righthanded coordinate
// system, where a positive angle means counterclockwise rotation. // system, where a positive angle means counterclockwise rotation.
// Therefore the model must use -yaw to align with the direction of // Therefore the model must use -yaw to align with the direction of
// m_front. // m_front.
model = glm::rotate(model, glm::radians(-player.yaw + 180.0f), model = glm::rotate(model, glm::radians(-player.angle.yaw + 180.0f),
glm::vec3(0, 1, 0)); glm::vec3(0, 1, 0));
model = glm::translate(model, glm::vec3(-0.5f, 0.0f, -0.5f)); model = glm::translate(model, glm::vec3(-0.5f, 0.0f, -0.5f));
@@ -234,99 +235,16 @@ void PlayerRenderer::render(const Shader& shader, ClientWorld& world) {
return mat; return mat;
}; };
for (int i = 0; i < BODY_PART_NUM; i++) { auto set_loc = [&](glm::mat4& model_matrix) {
switch (i) { if (!shadow_render) {
case 0: { glm::mat4 model_view = m_v_mat * model_matrix;
glm::mat4 head_model = model;
head_model = glm::translate(head_model, HEAD_PIVOT);
head_model =
glm::rotate(head_model, glm::radians(-player.pitch),
glm::vec3(1, 0, 0));
head_model = glm::translate(head_model, -HEAD_PIVOT);
glm::mat4 head_mv = m_v_mat * head_model;
shader.set_loc("norm_matrix",
glm::transpose(glm::inverse(head_mv)));
shader.set_loc("modelMatrix", head_model);
shader.set_loc("mv_matrix", head_mv);
} break;
case 1: {
glm::mat4 mv_mat = m_v_mat * model;
shader.set_loc("norm_matrix",
glm::transpose(glm::inverse(mv_mat)));
shader.set_loc("modelMatrix", model);
shader.set_loc("mv_matrix", mv_mat);
} break;
case 2: { // left arm
glm::mat4 model_mat =
make_rotated(LEFT_ARM_PIVOT, player.angle);
glm::mat4 mv_mat = m_v_mat * model_mat;
shader.set_loc("norm_matrix",
glm::transpose(glm::inverse(mv_mat)));
shader.set_loc("modelMatrix", model_mat);
shader.set_loc("mv_matrix", mv_mat);
} break;
case 3: { // right arm
glm::mat4 model_mat =
make_rotated(RIGHT_ARM_PIVOT, -player.angle);
glm::mat4 mv_mat = m_v_mat * model_mat;
shader.set_loc("norm_matrix",
glm::transpose(glm::inverse(mv_mat)));
shader.set_loc("modelMatrix", model_mat);
shader.set_loc("mv_matrix", mv_mat);
} break;
case 4: { // left leg
glm::mat4 model_mat =
make_rotated(LEFT_LEG_PIVOT, -player.angle);
glm::mat4 mv_mat = m_v_mat * model_mat;
shader.set_loc("norm_matrix",
glm::transpose(glm::inverse(mv_mat)));
shader.set_loc("modelMatrix", model_mat);
shader.set_loc("mv_matrix", mv_mat);
} break;
case 5: { // right leg
glm::mat4 model_mat =
make_rotated(RIGHT_LEG_PIVOT, player.angle);
glm::mat4 mv_mat = m_v_mat * model_mat;
shader.set_loc("norm_matrix", shader.set_loc("norm_matrix",
glm::transpose(glm::inverse(mv_mat))); glm::transpose(glm::inverse(model_view)));
shader.set_loc("modelMatrix", model_mat); shader.set_loc("mv_matrix", model_view);
shader.set_loc("mv_matrix", mv_mat);
} break;
} }
glBindVertexArray(m_vao[i]); shader.set_loc("modelMatrix", model_matrix);
glEnable(GL_DEPTH_TEST);
glDrawArrays(GL_TRIANGLES, 0, m_vertices[i].size());
}
}
}
void PlayerRenderer::shadow_render(const Shader& shader, ClientWorld& world) {
if (!m_inited) {
Logger::error("Player Renderer isn't init");
return;
}
auto& players = world.render_player_data();
for (auto& player : players) {
glm::mat4 model(1.0f);
model = glm::translate(model, player.render_pos);
// model = glm::translate(model, glm::vec3(0.5f, 0.0f, 0.5f));
model = glm::rotate(model, glm::radians(-player.yaw + 180.0f),
glm::vec3(0, 1, 0));
model = glm::translate(model, glm::vec3(-0.5f, 0.0f, -0.5f));
auto make_rotated = [&](glm::vec3 pivot, float angle) {
glm::mat4 mat = model;
mat = glm::translate(mat, pivot);
mat = glm::rotate(mat, angle, glm::vec3(1, 0, 0));
mat = glm::translate(mat, -pivot);
return mat;
}; };
for (int i = 0; i < BODY_PART_NUM; i++) { for (int i = 0; i < BODY_PART_NUM; i++) {
@@ -335,33 +253,37 @@ void PlayerRenderer::shadow_render(const Shader& shader, ClientWorld& world) {
glm::mat4 head_model = model; glm::mat4 head_model = model;
head_model = glm::translate(head_model, HEAD_PIVOT); head_model = glm::translate(head_model, HEAD_PIVOT);
head_model = head_model =
glm::rotate(head_model, glm::radians(-player.pitch), glm::rotate(head_model, glm::radians(-player.angle.pitch),
glm::vec3(1, 0, 0)); glm::vec3(1, 0, 0));
head_model = glm::translate(head_model, -HEAD_PIVOT); head_model = glm::translate(head_model, -HEAD_PIVOT);
shader.set_loc("modelMatrix", head_model); set_loc(head_model);
} break; } break;
case 1: { case 1: {
shader.set_loc("modelMatrix", model); set_loc(model);
} break; } break;
case 2: { // left arm case 2: { // left arm
shader.set_loc("modelMatrix", glm::mat4 matrix =
make_rotated(LEFT_ARM_PIVOT, player.angle)); make_rotated(LEFT_ARM_PIVOT, player.angle.roll);
set_loc(matrix);
} break; } break;
case 3: { // right arm case 3: { // right arm
shader.set_loc("modelMatrix", glm::mat4 matrix =
make_rotated(RIGHT_ARM_PIVOT, -player.angle)); make_rotated(RIGHT_ARM_PIVOT, -player.angle.roll);
set_loc(matrix);
} break; } break;
case 4: { // left leg case 4: { // left leg
shader.set_loc("modelMatrix", glm::mat4 matrix =
make_rotated(LEFT_LEG_PIVOT, -player.angle.roll);
make_rotated(LEFT_LEG_PIVOT, -player.angle)); set_loc(matrix);
} break; } break;
case 5: { // right leg case 5: { // right leg
shader.set_loc("modelMatrix", glm::mat4 matrix =
make_rotated(RIGHT_LEG_PIVOT, player.angle.roll);
make_rotated(RIGHT_LEG_PIVOT, player.angle)); set_loc(matrix);
} break; } break;
} }
glBindVertexArray(m_vao[i]); glBindVertexArray(m_vao[i]);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glDrawArrays(GL_TRIANGLES, 0, m_vertices[i].size()); glDrawArrays(GL_TRIANGLES, 0, m_vertices[i].size());

View File

@@ -3,7 +3,6 @@
#include "Cubed/camera.hpp" #include "Cubed/camera.hpp"
#include "Cubed/debug_collector.hpp" #include "Cubed/debug_collector.hpp"
#include "Cubed/gameplay/client_world.hpp" #include "Cubed/gameplay/client_world.hpp"
#include "Cubed/gameplay/entity.hpp"
#include "Cubed/render/renderer.hpp" #include "Cubed/render/renderer.hpp"
#include "Cubed/render/renderer_constants.hpp" #include "Cubed/render/renderer_constants.hpp"
#include "Cubed/scene/world_scene.hpp" #include "Cubed/scene/world_scene.hpp"
@@ -292,17 +291,18 @@ void WorldRenderer::render_outline(ClientWorld& world) {
void WorldRenderer::shadow_entity(ClientWorld& world, void WorldRenderer::shadow_entity(ClientWorld& world,
const glm::mat4& light_matrix) { const glm::mat4& light_matrix) {
auto& registry = world.get_registry();
auto view = registry.view<Transform, Model>();
auto& shader = m_renderer.get_shader("depth_model"); auto& shader = m_renderer.get_shader("depth_model");
shader.use(); shader.use();
shader.set_loc("lightSpaceMatrix", light_matrix); shader.set_loc("lightSpaceMatrix", light_matrix);
for (auto entity : view) { /*
auto [transform, model] = view.get<Transform, Model>(entity); auto& registry = world.get_registry();
m_renderer.model_renderer().shadow_pass(model.name, transform.pos, auto view = registry.view<Transform, Model>();
world.world_scene().camera()); for (auto entity : view) {
} auto [transform, model] = view.get<Transform, Model>(entity);
m_player_renderer.shadow_render(shader, world); m_renderer.model_renderer().shadow_pass(model.name, transform.pos,
world.world_scene().camera());
}*/
m_player_renderer.render(shader, world, true);
} }
void WorldRenderer::shadow_map_generate(ClientWorld& world) { void WorldRenderer::shadow_map_generate(ClientWorld& world) {
@@ -714,15 +714,17 @@ void WorldRenderer::render_entity(ClientWorld& world) {
m_depth_map_texture->bind(0); m_depth_map_texture->bind(0);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
auto& registry = world.get_registry(); /*
auto& registry = world.get_registry();
auto view = registry.view<Transform, Model>(); auto view = registry.view<Transform, Model>();
for (auto entity : view) { for (auto entity : view) {
auto [transform, model] = view.get<Transform, Model>(entity); auto [transform, model] = view.get<Transform, Model>(entity);
m_renderer.model_renderer().render_model(model.name, transform.pos, m_renderer.model_renderer().render_model(model.name, transform.pos,
world.world_scene().camera()); world.world_scene().camera());
} }
*/
m_player_renderer.render(shader, world); m_player_renderer.render(shader, world, false);
} }
glm::vec3 WorldRenderer::quantize_sun_direction(const glm::vec3& lightdir, glm::vec3 WorldRenderer::quantize_sun_direction(const glm::vec3& lightdir,