feat: player rendering (#27)

* refactor(player): extract player rendering into PlayerRenderer class

Move player rendering code from Renderer to new PlayerRenderer class.
Add normal and tangent vertex attributes for improved per-pixel lighting.


* feat(player-renderer): add shadow rendering and include local player data

* feat(gameplay): add player yaw/pitch synchronization and rendering

* refactor(player_renderer): split rendering into per-body-part VAOs and VBOs

Move `PlayerVertex` struct to header and replace single VAO/VBO with arrays of 6 parts. Implement head pitch rotation in `render()` and `shadow_render()` by applying a separate model matrix for the head (index 0). Remove old `vao()` and `sum()` accessors. Adjust model translation for consistency.

* feat(player): add texture mapping to player model using skin

* fix(player-renderer): correct player rendering rotation and texture coordinates

* feat(gameplay): add player gait system with limb animation

* fix(player): update leg UVs and remove yaw wrap

Update left and right leg UV coordinates to align with updated player texture. Remove yaw modulo operation to allow unrestricted yaw rotation beyond 360 degrees.

* feat(camera): add third-person perspective and walk animation

- Introduce Perspective enum (FIRST_PERSON, THIRD_PERSON_BACK, THIRD_PERSON_FRONT) and m_front member for camera direction.
- Handle F5 key to cycle perspectives.
- Add angle and walk_time to ClientPlayer for walking animation.
- Update player rendering to skip local player only in first person and fix rotation sign.
- Remove redundant player info reporting; update player data with animation angle.

* fix(camera): replace magic number with constant and fix missing break

* fix(client-player): stop sprinting on forward key release

* feat: add camera collision and sphere collision for world

* fix(skin): update player001 texture

* refactor(gameplay): improve thread safety and remove debug logging

* refactor(shaders): extract shadow and normal logic into include files and add lighting to player shaders

* chore(shader): remove unused uniforms cameraPos and specularStrength

* fix: inlcude <array> header
This commit is contained in:
zhenyan121
2026-07-05 17:18:40 +08:00
committed by GitHub
parent 0f75144b2f
commit 8a4081cf9c
31 changed files with 1194 additions and 371 deletions

View File

@@ -51,7 +51,7 @@ const std::optional<LookBlock>& ClientWorld::get_look_block_pos() const {
}
ClientPlayer& ClientWorld::get_player() { return m_player; }
const ClientPlayer& ClientWorld::get_player() const { return m_player; }
int ClientWorld::get_block(const glm::ivec3& block_pos) const {
auto [chunk_x, chunk_z] = get_chunk_pos(block_pos.x, block_pos.z);
chunk_cacc cacc;
@@ -262,11 +262,11 @@ void ClientWorld::push_delete_vao(GLuint vao) {
void ClientWorld::report_block_change(const glm::ivec3& pos,
unsigned id) const {
{
if (id != 0) {
AABB block_box = get_block_aabb(pos);
std::shared_lock lock(m_other_players_mutex);
std::shared_lock lock(m_player_info_mutex);
for (auto& [uuid, player] : m_other_players) {
for (auto& [uuid, player] : m_player_info) {
AABB box = ClientPlayer::get_aabb(player.target_pos);
if (box.intersects(block_box)) {
return;
@@ -296,16 +296,23 @@ void ClientWorld::receive_time(const UpdateTime& rsp) {
}
void ClientWorld::receive_remote_player(const PlayerInfoRsp& rsp) {
auto pitch = rsp.pitch();
auto yaw = rsp.yaw();
{
std::lock_guard lock(m_other_players_mutex);
std::lock_guard lock(m_player_info_mutex);
glm::vec3 pos{rsp.pos().x(), rsp.pos().y(), rsp.pos().z()};
auto it = m_other_players.find(rsp.uuid());
if (it == m_other_players.end()) {
m_other_players.emplace(
auto it = m_player_info.find(rsp.uuid());
if (it == m_player_info.end()) {
m_player_info.emplace(
std::piecewise_construct, std::forward_as_tuple(rsp.uuid()),
std::forward_as_tuple(rsp.name(), pos, pos));
std::forward_as_tuple(rsp.name(), rsp.uuid(), pos, pos, yaw,
yaw, pitch, pitch,
get_gait_from_id(rsp.gait())));
} else {
it->second.target_pos = pos;
it->second.yaw = yaw;
it->second.pitch = pitch;
it->second.gait = get_gait_from_id(rsp.gait());
}
// Logger::info("Player {} pos Update", rsp.name());
}
@@ -321,8 +328,8 @@ void ClientWorld::receive_player_logout(const LogoutRsp& rsp) {
return;
}
{
std::lock_guard lock(m_other_players_mutex);
int sum = m_other_players.erase(rsp.uuid());
std::lock_guard lock(m_player_info_mutex);
int sum = m_player_info.erase(rsp.uuid());
if (sum == 0) {
Logger::warn("Player {} not find", rsp.uuid());
} else {
@@ -336,7 +343,7 @@ void ClientWorld::init(std::string_view player_name,
m_player.init(player_name);
m_client = client;
// timer
register_timer("player_pos", 1, [this]() { report_player_pos(); });
register_timer("player_pos", 1, [this]() { report_player_info(); });
LoginReq req;
req.set_name(m_player.get_name());
while (!client->is_connected()) {
@@ -427,19 +434,23 @@ void ClientWorld::client_run(std::stop_token stoken) {
}
}
void ClientWorld::report_player_pos() {
void ClientWorld::report_player_info() {
if (!m_client) {
return;
}
Arena arena;
auto* pos = Arena::Create<PlayerPos>(&arena);
pos->set_uuid(m_player.get_uuid());
auto* info = Arena::Create<C2S_PlayerInfo>(&arena);
info->set_uuid(m_player.get_uuid());
glm::vec3 player_pos = m_player.get_player_pos();
auto* v3 = pos->mutable_pos();
auto* v3 = info->mutable_pos();
v3->set_x(player_pos.x);
v3->set_y(player_pos.y);
v3->set_z(player_pos.z);
m_client->send(make_packet(*pos), 0);
info->set_yaw(m_player.yaw());
info->set_pitch(m_player.pitch());
info->set_gait(get_gait_id(m_player.get_gait()));
m_client->send(make_packet(*info), 0);
}
void ClientWorld::update_chunk(const ChunkPosSet& old, const ChunkPosSet& now) {
@@ -690,8 +701,8 @@ void ClientWorld::update(float delta_time) {
m_render_player_data.clear();
{
std::lock_guard lock(m_other_players_mutex);
for (auto& [uuid, player] : m_other_players) {
std::lock_guard lock(m_player_info_mutex);
for (auto& [uuid, player] : m_player_info) {
player.render_pos =
glm::mix(player.render_pos, player.target_pos, 0.15f);
if (Math::distance2(player.render_pos, m_player.get_player_pos()) >
@@ -699,7 +710,49 @@ void ClientWorld::update(float delta_time) {
CHUNK_SIZE) {
continue;
}
m_render_player_data.emplace_back(player.name, player.render_pos);
player.render_yaw = glm::mix(player.render_yaw, player.yaw, 0.15);
player.render_pitch =
glm::mix(player.render_pitch, player.pitch, 0.15);
if (player.gait == Gait::WALK || player.gait == Gait::RUN) {
player.walk_time += delta_time;
float speed = player.gait == Gait::RUN ? 14.0f : 8.0f;
float amp = player.gait == Gait::RUN ? 50.0f : 35.0f;
// float amp = 90.0f;
player.angle =
glm::sin(player.walk_time * speed) * glm::radians(amp);
} else if (player.gait == Gait::STOP) {
float t = glm::clamp(delta_time * 10.0f, 0.0f, 1.0f);
player.angle = glm::mix(player.angle, 0.0f, t);
}
m_render_player_data.emplace_back(
player.name, player.uuid, player.render_pos, player.render_yaw,
player.render_pitch, player.gait, player.angle);
}
{
auto gait = m_player.get_gait();
auto& walk_time = m_player.walk_time();
auto& angle = m_player.angle();
if (gait == Gait::WALK || gait == Gait::RUN) {
walk_time += delta_time;
float speed = gait == Gait::RUN ? 14.0f : 8.0f;
float amp = gait == Gait::RUN ? 50.0f : 35.0f;
// float amp = 90.0f;
angle = glm::sin(walk_time * speed) * glm::radians(amp);
} else if (gait == Gait::STOP) {
float t = glm::clamp(delta_time * 10.0f, 0.0f, 1.0f);
angle = glm::mix(angle, 0.0f, t);
}
m_render_player_data.emplace_back(
m_player.get_name(), m_player.get_uuid(),
m_player.get_player_pos(), m_player.yaw(), m_player.pitch(),
m_player.get_gait(), m_player.angle());
}
}
}
@@ -721,6 +774,33 @@ glm::vec3 ClientWorld::sunlight_dir() const {
return glm::normalize(-dir);
}
bool ClientWorld::sphere_collide_world(glm::vec3 center, float radius) const {
glm::ivec3 min = glm::floor(center - glm::vec3(radius));
glm::ivec3 max = glm::floor(center + glm::vec3(radius));
for (int x = min.x; x <= max.x; ++x) {
for (int y = min.y; y <= max.y; ++y) {
for (int z = min.z; z <= max.z; ++z) {
if (!is_solid({x, y, z}))
continue;
glm::vec3 closest;
closest.x = glm::clamp(center.x, float(x), float(x + 1));
closest.y = glm::clamp(center.y, float(y), float(y + 1));
closest.z = glm::clamp(center.z, float(z), float(z + 1));
glm::vec3 d = center - closest;
if (glm::dot(d, d) < radius * radius)
return true;
}
}
}
return false;
}
int ClientWorld::rendering_distance() const {
return m_rendering_distance.load();
}
@@ -738,8 +818,10 @@ const std::vector<const ChunkRenderSnapshot*>&
ClientWorld::render_snapshots() const {
return m_render_snapshots;
};
const std::vector<RemotePlayerRenderData>&
ClientWorld::render_player_data() const {
const std::vector<PlayerRenderData>& ClientWorld::render_player_data() const {
return m_render_player_data;
}
std::vector<PlayerRenderData>& ClientWorld::render_player_data() {
return m_render_player_data;
}
std::vector<glm::vec4>& ClientWorld::planes() { return m_planes; }