Files
Cubed/include/Cubed/gameplay/client_world.hpp
zhenyan121 8a4081cf9c 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
2026-07-05 17:18:40 +08:00

154 lines
5.2 KiB
C++

#pragma once
#include "Cubed/gameplay/block.hpp"
#include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/gameplay/client_chunk.hpp"
#include "Cubed/gameplay/client_player.hpp"
#include "Cubed/gameplay/game_time.hpp"
#include "Cubed/gameplay/network_client.hpp"
#include "Cubed/tools/priority_thread_pool.hpp"
#include <absl/container/flat_hash_set.h>
#include <deque>
#include <tbb/concurrent_hash_map.h>
#include <tbb/concurrent_queue.h>
#include <tbb/concurrent_unordered_map.h>
namespace Cubed {
struct PlayerInfo {
std::string name;
std::string uuid;
glm::vec3 render_pos;
glm::vec3 target_pos;
float render_yaw;
float yaw;
float render_pitch;
float pitch;
Gait gait;
float angle = 0.0f;
float walk_time = 0.0f;
};
struct PlayerRenderData {
std::string name;
std::string uuid;
glm::vec3 render_pos;
float yaw;
float pitch;
Gait gait;
float angle;
};
class ClientWorld {
public:
ClientWorld();
~ClientWorld();
void init(std::string_view player_name,
std::shared_ptr<NetworkClient> client);
void update(float delta_time);
const std::optional<LookBlock>& get_look_block_pos() const;
ClientPlayer& get_player();
const ClientPlayer& get_player() const;
int get_block(const glm::ivec3& block_pos) const;
bool is_solid(const glm::ivec3& block_pos) const;
bool can_pass_block(const glm::ivec3& block_pos) const;
BlockType get_block_tpye(const glm::ivec3& block_pos) const;
void rebuild_world();
void push_delete_vbo(GLuint vbo);
void push_delete_vao(GLuint vao);
// void hot_reload();
// void rebuild_world();
void report_block_change(const glm::ivec3& pos, unsigned id) const;
void receive_block_change(const BlockChangeRsp& rsp);
void receive_time(const UpdateTime& rsp);
void receive_remote_player(const PlayerInfoRsp& rsp);
void receive_player_logout(const LogoutRsp& rsp);
int rendering_distance() const;
void rendering_distance(int rendering_distance);
int get_chunk_task_id() const;
void start_client_thread(std::string_view uuid);
void stop_client_thread();
void start_thread_pool();
void stop_thread_pool();
void change_pool_threads(int threads);
void hot_reload();
void request_chunk();
std::vector<glm::vec4>& planes();
const std::vector<const ChunkRenderSnapshot*>& render_snapshots() const;
const std::vector<PlayerRenderData>& render_player_data() const;
std::vector<PlayerRenderData>& render_player_data();
glm::vec3 sunlight_dir() const;
bool sphere_collide_world(glm::vec3 center, float radius) const;
void receive_chunk(std::vector<uint8_t> data, PacketHeader header);
void request_exit();
bool is_receive_exit();
int chunk_size() const;
static AABB get_block_aabb(const glm::ivec3& pos);
template <typename Fn>
void register_timer(std::string_view id, TickType threshold, Fn&& f) {
m_timers.emplace(std::piecewise_construct,
std::forward_as_tuple(std::string(id)),
std::forward_as_tuple(threshold, std::forward<Fn>(f)));
}
private:
enum class ChunkLoadStyle { RANDOM, CENTER };
using ChunkHashMap =
tbb::concurrent_hash_map<ChunkPos, std::shared_ptr<ClientChunk>,
ChunkPos::TBBHash>;
using ChunkPosSet = absl::flat_hash_set<ChunkPos, ChunkPos::Hash>;
using ChunkPosVector = std::vector<ChunkPos>;
using OtherPlayerHashMap = std::unordered_map<std::string, PlayerInfo>;
using chunk_acc = ChunkHashMap::accessor;
using chunk_cacc = ChunkHashMap::const_accessor;
static constexpr int WORLD_EXIT_TIMEOUT = 200;
static constexpr int MAX_UPLOAD_CHUNK_SUM = 16;
ClientPlayer m_player;
OtherPlayerHashMap m_player_info;
ChunkHashMap m_chunks;
std::vector<glm::vec4> m_planes;
std::jthread m_client_thread;
std::mutex m_delete_vbo_mutex;
std::mutex m_delete_vao_mutex;
mutable std::shared_mutex m_player_info_mutex;
tbb::concurrent_queue<std::unique_ptr<ClientChunk>> m_pending_upload_queue;
tbb::concurrent_queue<ChunkPos> m_dirty_chunk_queue;
std::vector<GLuint> m_pending_delete_vbo;
std::vector<GLuint> m_pending_delete_vao;
std::deque<ChunkPos> m_dirty_queue;
std::vector<const ChunkRenderSnapshot*> m_render_snapshots;
std::vector<PlayerRenderData> m_render_player_data;
tbb::concurrent_unordered_map<std::string, Timer> m_timers;
std::atomic<bool> m_game_running{false};
std::atomic<bool> m_receive_exit{false};
std::atomic<int> m_rendering_distance{24};
std::atomic<TickType> m_game_ticks{0};
std::atomic<TickType> m_day_tick{6000};
std::atomic<bool> m_requesting_chunk{false};
std::atomic<bool> m_is_rebuilding{false};
std::atomic<int> m_chunk_task_id{0};
std::shared_ptr<NetworkClient> m_client;
ChunkLoadStyle m_chunk_load_style{ChunkLoadStyle::CENTER};
std::atomic<std::shared_ptr<PriorityThreadPool>> m_thread_pool;
void client_run(std::stop_token token);
void report_player_info();
void set_block(const glm::ivec3& pos, unsigned id);
void update_chunk(const ChunkPosSet& old, const ChunkPosSet& now);
};
} // namespace Cubed