forked from icexin/gocraft
-
Notifications
You must be signed in to change notification settings - Fork 0
/
player.go
159 lines (135 loc) · 2.99 KB
/
player.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
package main
import (
"log"
"github.com/faiface/glhf"
"github.com/faiface/mainthread"
"github.com/go-gl/glfw/v3.2/glfw"
"github.com/go-gl/mathgl/mgl32"
"github.com/icexin/gocraft-server/proto"
)
type PlayerState struct {
X, Y, Z float32
Rx, Ry float32
}
type playerState struct {
PlayerState
time float64
}
type Player struct {
s1, s2 playerState
shader *glhf.Shader
mesh *Mesh
}
// 线性插值计算玩家位置
func (p *Player) computeMat() mgl32.Mat4 {
t1 := p.s2.time - p.s1.time
t2 := glfw.GetTime() - p.s2.time
t := min(float32(t2/t1), 1)
x := mix(p.s1.X, p.s2.X, t)
y := mix(p.s1.Y, p.s2.Y, t)
z := mix(p.s1.Z, p.s2.Z, t)
rx := mix(p.s1.Rx, p.s2.Rx, t)
ry := mix(p.s1.Ry, p.s2.Ry, t)
front := mgl32.Vec3{
cos(radian(ry)) * cos(radian(rx)),
sin(radian(ry)),
cos(radian(ry)) * sin(radian(rx)),
}.Normalize()
right := front.Cross(mgl32.Vec3{0, 1, 0})
up := right.Cross(front).Normalize()
pos := mgl32.Vec3{x, y, z}
return mgl32.LookAtV(pos, pos.Add(front), up).Inv()
}
func (p *Player) UpdateState(s playerState) {
p.s1, p.s2 = p.s2, s
}
func (p *Player) Draw(mat mgl32.Mat4) {
mat = mat.Mul4(p.computeMat())
p.shader.SetUniformAttr(0, mat)
p.mesh.Draw()
}
func (p *Player) Release() {
p.mesh.Release()
}
type PlayerRender struct {
shader *glhf.Shader
texture *glhf.Texture
players map[int32]*Player
}
func NewPlayerRender() (*PlayerRender, error) {
var (
err error
)
img, rect, err := loadImage(*texturePath)
if err != nil {
return nil, err
}
r := &PlayerRender{
players: make(map[int32]*Player),
}
mainthread.Call(func() {
r.shader, err = glhf.NewShader(glhf.AttrFormat{
glhf.Attr{Name: "pos", Type: glhf.Vec3},
glhf.Attr{Name: "tex", Type: glhf.Vec2},
glhf.Attr{Name: "normal", Type: glhf.Vec3},
}, glhf.AttrFormat{
glhf.Attr{Name: "matrix", Type: glhf.Mat4},
}, playerVertexSource, playerFragmentSource)
if err != nil {
return
}
r.texture = glhf.NewTexture(rect.Dx(), rect.Dy(), false, img)
})
if err != nil {
return nil, err
}
return r, nil
}
func (r *PlayerRender) UpdateOrAdd(id int32, s proto.PlayerState) {
state := playerState{
PlayerState: PlayerState{
X: s.X,
Y: s.Y,
Z: s.Z,
Rx: s.Rx,
Ry: s.Ry,
},
time: glfw.GetTime(),
}
p, ok := r.players[id]
if !ok {
log.Printf("add new player %d", id)
cubeData := makeCubeData([]float32{}, [...]bool{true, true, true, true, true, true}, Vec3{0, 0, 0}, tex.Texture(64))
var mesh *Mesh
mainthread.Call(func() {
mesh = NewMesh(r.shader, cubeData)
})
p = &Player{
shader: r.shader,
mesh: mesh,
}
r.players[id] = p
p.s1 = state
}
p.UpdateState(state)
}
func (r *PlayerRender) Remove(id int32) {
log.Printf("remove player %d", id)
p, ok := r.players[id]
if ok {
mainthread.CallNonBlock(func() {
p.Release()
})
}
delete(r.players, id)
}
func (r *PlayerRender) Draw() {
mat := game.blockRender.get3dmat()
r.shader.Begin()
r.texture.Begin()
for _, p := range r.players {
p.Draw(mat)
}
r.texture.End()
r.shader.End()
}