1094 lines
39 KiB
C++

/*
* Libpdw: Primitives Done Well!
* Copyright (C) 2022 Rebekah Rowe
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include <bitset>
#include <chrono>
#include <iostream>
#include <stdexcept>
#include <X11/Xutil.h>
#include <embed_resources.hpp>
#include <glm/gtx/color_space.hpp> // glm::rgbColor(its used for HSL to RGB)
#include <glez/detail/render.hpp>
#include <glez/color.hpp>
#include <glez/draw.hpp>
#include <glez/glez.hpp>
#include <hydride.h>
#include <thread>
// xorg conflict
#undef RootWindow
#include "libpdw/gui/widgets/slider.hpp"
#include "libpdw/gui/widgets/titlebar.hpp"
#include "libpdw/gui/canvas.hpp"
#include "libpdw/gui/widgets/basebutton.hpp"
#include "libpdw/gui/widgets/basewindow.hpp"
#include "libpdw/gui/widgets/checkbox.hpp"
#include "libpdw/gui/widgets/dropdown.hpp"
#include "libpdw/gui/ncc/logo.hpp"
#include "Root.h"
#include "ChatColor.h"
namespace x11 {
using RawKey = decltype(XK_2);
constexpr std::pair<std::string_view, RawKey> key_dict[] = { { "0", XK_0 }, { "1", XK_1 }, { "2", XK_2 },
{ "3", XK_3 }, { "4", XK_4 }, { "5", XK_5 },
{ "6", XK_6 }, { "7", XK_7 }, { "8", XK_8 },
{ "9", XK_9 }, { "a", XK_A }, { "b", XK_B },
{ "c", XK_C }, { "d", XK_D }, { "e", XK_E },
{ "f", XK_F }, { "g", XK_G }, { "h", XK_H },
{ "i", XK_I }, { "j", XK_J }, { "k", XK_K },
{ "l", XK_L }, { "m", XK_M }, { "n", XK_N },
{ "o", XK_O }, { "p", XK_P }, { "q", XK_Q },
{ "r", XK_R }, { "s", XK_S }, { "t", XK_T },
{ "u", XK_U }, { "v", XK_V }, { "w", XK_W },
{ "x", XK_X }, { "y", XK_Y }, { "z", XK_Z },
{ "escape", XK_Escape }, { "{", XK_bracketleft },
{ "}", XK_bracketright }, { ";", XK_semicolon },
{ "'", XK_apostrophe }, { ",", XK_apostrophe },
{ ".", XK_period }, { "/", XK_slash },
{ "\\", XK_backslash }, { "minus", XK_minus },
{ "=", XK_equal }, { "return", XK_Return },
{ "space", XK_space }, { "backspace", XK_BackSpace },
{ "tab", XK_Tab }, { "capslock", XK_Caps_Lock },
{ "insert", XK_Insert },
{ "delete", XK_Delete },
{ "home", XK_Home }, { "end", XK_End },
{ "pageup", XK_Page_Up }, { "pagedown", XK_Page_Down },
{ "shift_r", XK_Shift_L }, { "shift_r", XK_Shift_R },
{ "alt_l", XK_Alt_L }, { "alt_r", XK_Alt_R },
{ "control_l", XK_Control_L }, { "control_l", XK_Control_R },
{ "0_pad", XK_KP_0 }, { "1_pad", XK_KP_1 }, { "2_pad", XK_KP_2 },
{ "3_pad", XK_KP_3 }, { "4_pad", XK_KP_4 }, { "5_pad", XK_KP_5 },
{ "6_pad", XK_KP_6 }, { "7_pad", XK_KP_7 }, { "8_pad", XK_KP_8 },
{ "9_pad", XK_KP_9 },
{ "/_pad", XK_KP_Divide }, { "*_pad", XK_KP_Multiply },
{ "-_pad", XK_KP_Subtract }, { "+_pad", XK_KP_Add },
{ "enter_pad", XK_KP_Enter }, { "._pad", XK_KP_Decimal },
{ "up", XK_Up }, { "left", XK_Left },
{ "down", XK_Down }, { "right", XK_Right },
{ "f1", XK_F1 }, { "f2", XK_F2 }, { "f3", XK_F3 },
{ "f4", XK_F4 }, { "f5", XK_F5 }, { "f6", XK_F6 },
{ "f7", XK_F7 }, { "f8", XK_F8 }, { "f9", XK_F9 },
{ "f10", XK_F10 }, { "f11", XK_F11 }, { "f12", XK_F12 },
//{ "mouse_1", XK_Pointer_DfltBtnPrev },
//{ "mouse_2", XK_Pointer_DfltBtnNext }
{ "mouse_wheel_up", XK_Pointer_DfltBtnPrev },
{ "mouse_wheel_down", XK_Pointer_DfltBtnNext } };
constexpr auto key_dict_size = []() {
std::size_t ret = 0;
for (auto i : key_dict)
ret++;
return ret;
}();
std::pair<std::pair<int, int>, std::bitset<3>> QueryPointer(decltype(hydride_library.display) dis, decltype(hydride_library.window) win) {
Window root_return, child_return;
std::pair<int, int> mouse, root;
unsigned int mask_return;
if (!XQueryPointer(hydride_library.display, hydride_library.window, &root_return, &child_return, &root.first, &root.second, &mouse.first, &mouse.second, &mask_return))
throw std::runtime_error("Unable to query pointer from X11");
std::bitset<3> ret_buttons;
ret_buttons[0] = (mask_return & (Button1Mask));
ret_buttons[1] = (mask_return & (Button2Mask));
ret_buttons[2] = (mask_return & (Button3Mask));
return { mouse, ret_buttons };
}
using Keymap = std::array<char, 32>;
bool PickFromKeymap(decltype(hydride_library.display) dis, Keymap map, decltype(XK_2) k) {
int current_key = XKeysymToKeycode(dis, k);
return (map[current_key / 8] & (1 << (current_key % 8)));
}
Keymap QueryKeymap(decltype(hydride_library.display) dis) {
Keymap keys;
XQueryKeymap(dis, keys.data());
return keys;
}
bool QueryKey(decltype(hydride_library.display) dis, decltype(XK_2) k) {
auto map = QueryKeymap(dis);
return PickFromKeymap(dis, map, k);
}
template <int size>
class ChangeDetector { // generate async from sync
std::pair<int, int> previous_mouse { -1, -1 };
std::pair<int, int> previous_bounds { -1, -1 };
std::bitset<size> previous_states;
public:
ChangeDetector() {
this->previous_states.reset();
}
bool UpdateKey(std::size_t k, bool state) {
if (state == previous_states[k]) // Just to prevent issues, idk if we need this at runtime ;-;
return false;
previous_states.set(k, state);
return true;
}
decltype(previous_mouse) UpdateMouse(const decltype(previous_mouse)& state) {
if (state == previous_mouse) // Just to prevent issues, idk if we need this at runtime ;-;
return { 0, 0 };
decltype(previous_mouse) delta = { state.first - previous_mouse.first, state.second - previous_mouse.second };
previous_mouse = state;
return delta;
}
decltype(previous_bounds) UpdateBounds(const decltype(previous_bounds)& state) {
if (state == previous_bounds) // Just to prevent issues, idk if we need this at runtime ;-;
return { 0, 0 };
decltype(previous_bounds) delta = { state.first - previous_bounds.first, state.second - previous_bounds.second };
previous_bounds = state;
return delta;
}
};
class X11Poller {
ChangeDetector<key_dict_size> async_gen;
decltype(hydride_library.display) display;
decltype(hydride_library.window) window;
public:
X11Poller(decltype(hydride_library.display) display, decltype(hydride_library.window) window)
: display(display)
, window(window) {
UpdateKeys();
UpdateMouse();
}
std::vector<std::pair<std::string_view, bool>> UpdateKeys() {
const auto km = QueryKeymap(display);
std::vector<std::pair<std::string_view, bool>> ret;
for (std::size_t i = 0; i < key_dict_size; i++) {
bool key_state = PickFromKeymap(display, km, key_dict[i].second);
if (async_gen.UpdateKey(i, key_state))
ret.push_back({ key_dict[i].first, key_state });
}
return ret;
}
std::tuple<std::pair<int, int>, std::pair<int, int>, std::bitset<3>> UpdateMouse() {
const auto pointer_info = QueryPointer(this->display, this->window);
const auto delta = async_gen.UpdateMouse(pointer_info.first);
return { pointer_info.first, delta, pointer_info.second };
}
};
} // namespace x11
#include "util/geometry.hpp"
namespace qubel {
enum VoxelTypes {
kAir,
kStone,
kDirt,
kSand,
kGrass
};
enum CardinalDirections {
kNorth,
kSouth,
kEast,
kWest // ,
/*kUp,
kDown*/
};
class Chunk {
public:
// "typedefs" or templates go here lol
static constexpr uint _dim_length = 2; // its in 2d!
static constexpr uint _size_in_power = 16; // 8x8 size
static constexpr std::size_t _chunk_array_size = _size_in_power * _size_in_power;
using BlockType = uint8_t;
// Using a single digit to locate the exact voxel's byte in the chunk, for very fast use.
using ChunkDataType = std::array<uint8_t, _chunk_array_size>;
using ChunkVecType = geo::internal::BVec2<uint8_t>;
ChunkDataType raw_chunk_data = {
kStone,
kStone,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kStone,
kStone,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kGrass,
kGrass,
kGrass,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kGrass,
kDirt,
kDirt,
kDirt,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kGrass,
kGrass,
kDirt,
kDirt,
kDirt,
kDirt,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kSand,
kSand,
kDirt,
kDirt,
kDirt,
kStone,
kStone,
kStone,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kSand,
kSand,
kDirt,
kDirt,
kStone,
kStone,
kStone,
kStone,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kSand,
kAir,
kSand,
kAir,
kSand,
kAir,
kAir,
kAir,
kSand,
kAir,
kSand,
kAir,
kSand,
kAir,
kAir,
kAir,
kSand,
kAir,
kSand,
kAir,
kSand,
kAir,
kSand,
kAir,
kSand,
kAir,
kSand,
kAir,
kSand,
kAir,
kAir,
kAir,
kSand,
kAir,
kSand,
kAir,
kAir,
kSand,
kAir,
kSand,
kAir,
kAir,
kSand,
kAir,
kSand,
kAir,
kAir,
kAir,
kAir,
kSand,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kSand,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kAir,
kStone,
};
class LocalVoxel {
public:
std::size_t pos; // yes a single integer, x y and z can all exist due to the way chunking keeps it localized and x + (z * 64) means the values co-exist.
// LocalVoxel(geo::internal::BVec2<uint8_t> raw_chunk_pos)
//: pos(raw_chunk_pos) { }
static LocalVoxel GetVoxelFromPosInChunk(geo::internal::BVec2<uint8_t> in_pos) { // basicly your 2d/3d position to a index, make sure ur in the chunk! lol
assert(in_pos.x < _size_in_power && in_pos.y < _size_in_power);
LocalVoxel index;
index.pos = 0;
return index.AddPos(in_pos);
}
LocalVoxel& AddPos(geo::internal::BVec2<uint8_t> in_pos) {
this->pos += in_pos.x;
this->pos += in_pos.y * _size_in_power;
// if constexpr (_dim_length >= 3) // We gotta move these to a seperate class all-together... do this once the templates are split.
// index.pos += in_pos.z * (_size_in_power * _size_in_power);
return *this;
}
ChunkVecType ExtractVec() const {
ChunkVecType ret_pos;
ret_pos.x = this->pos % _size_in_power;
ret_pos.y = (this->pos / _size_in_power) % _size_in_power;
// ret_pos.z = ((this->pos / _size_in_power) / _size_in_power) % _size_in_power;
return ret_pos;
}
// tmp, TODO replace/add with chunk pointer or chunk x and y... both??? oof if so
// need good way to keep the handle associated.
// Local HANDLES AND "standard voxel"/global voxel in other words one for chunk and one inheriting with the extra details? ah genious!
};
static LocalVoxel GetVoxelFromPosInChunk(geo::internal::BVec2<uint8_t> in_pos) {
return LocalVoxel::GetVoxelFromPosInChunk(in_pos);
}
BlockType GetVoxelType(LocalVoxel v) const {
return raw_chunk_data[v.pos];
}
class AxisIterator {
public:
bool end_flagged = false;
ChunkVecType cur;
using VecMaskType = glm::bvec2;
const VecMaskType mask, reverse_mask; // stick it in reverse spongebob!
constexpr AxisIterator(const ChunkVecType& src, std::pair<glm::bvec2, glm::bvec2> mask)
: AxisIterator(src, mask.first, mask.second) { }
constexpr AxisIterator(const ChunkVecType& src, glm::bvec2 mask, glm::bvec2 reverse_mask = { false, false })
: cur(src)
, mask(mask)
, reverse_mask(reverse_mask) { }
AxisIterator& operator++(int) {
// new_iter.cur.AddPos(this->GetPosToAdd()); we cant do this cause we have to test it ;-;
this->cur += this->GetPosToAdd();
if (!IsPosValidWithinChunk(this->cur))
this->end_flagged = true;
return *this;
}
bool operator==(const AxisIterator& other) const {
if (other.end_flagged)
return this->end_flagged;
return other.cur == this->cur && other.mask == this->mask && other.reverse_mask == this->reverse_mask;
}
bool operator!=(const AxisIterator& other) const {
return !(*this == other);
}
static constexpr AxisIterator end() {
AxisIterator ret({}, glm::bvec2 {});
ret.end_flagged = true;
return ret;
}
ChunkVecType GetPosToAdd() const {
ChunkVecType pos_to_add = { 0, 0 };
if (mask.x)
pos_to_add.x = 1;
if (mask.y)
pos_to_add.y = 1;
if (reverse_mask.x && pos_to_add.x)
pos_to_add.x = -pos_to_add.x;
if (reverse_mask.y && pos_to_add.y)
pos_to_add.y = -pos_to_add.y;
return pos_to_add;
}
static constexpr auto CreateCardinalMask(const CardinalDirections dir) {
VecMaskType mask = { false, false }, reverse_mask = { false, false };
switch (dir) {
case CardinalDirections::kNorth:
reverse_mask.y = true;
case CardinalDirections::kSouth:
mask.y = true;
break;
case CardinalDirections::kWest:
reverse_mask.x = true;
case CardinalDirections::kEast:
mask.x = true;
break;
default:
throw std::logic_error("Trying to access a cardinal Direction that does not work!");
}
return std::make_pair(mask, reverse_mask);
}
};
enum MesherComplexity {
kPlain,
kNieve,
kGreedy, // Just expand same type faces
kIntrinsicGreedy, // Using bitwise operations :O
kGlobalLattice // literally Impossible to recreate, meshing everything INCLUDING air, and rendering it straight up in shader
};
static constexpr float box_size = 25.0f;
// glez::vertex not verbose enough for us sadly...
struct ChunkMeshedQuad {
geo::Box<geo::Vec2> quad;
glez::rgba clr;
};
static constexpr glez::rgba chunk_textures[] = {
glez::rgba(0, 0, 0, 0),
glez::rgba(40, 40, 40),
glez::rgba(120, 40, 40),
glez::color::yellow,
glez::color::green
};
std::vector<ChunkMeshedQuad> MeshChunk(MesherComplexity cmplxity) const {
std::vector<ChunkMeshedQuad> finished_quads;
std::cout << "Start Meshing: ";
const auto start_time = std::chrono::high_resolution_clock::now();
switch (cmplxity) {
case MesherComplexity::kNieve: // I dont think this is possible in 2d for the time being...
case MesherComplexity::kPlain: {
std::cout << "Plain" << std::endl;
for (uint dim_x = 0; dim_x < _size_in_power; dim_x++) {
for (uint dim_y = 0; dim_y < _size_in_power; dim_y++) {
const LocalVoxel cube = GetVoxelFromPosInChunk({ dim_x, dim_y });
const auto type = this->GetVoxelType(cube);
if (type == VoxelTypes::kAir)
continue;
ChunkMeshedQuad new_face;
const auto start = geo::Vec2(dim_x * box_size, dim_y * box_size);
// auto end = /*start +*/ geo::Vec2(box_size, box_size);
const auto size = /*start +*/ geo::Vec2(box_size, box_size);
new_face.quad = geo::Box<geo::Vec2>(start, size);
new_face.clr = chunk_textures[type];
finished_quads.push_back(new_face);
std::cout << " *Added quad! : {" << start.x << ", " << start.y << "} with size {" << size.x << ", " << size.y << "}" << std::endl;
}
}
std::cout << "Plain ";
break;
}
/*case MesherComplexity::kNieve: {
} */
case MesherComplexity::kGreedy: { // https://www.youtube.com/watch?v=4xs66m1Of4A - Greedy Meshing Voxels Fast - Optimism in Design Handmade Seattle 2022
std::cout << "Greedy" << std::endl;
std::bitset<_chunk_array_size> chunk_finished_checksum;
const auto FindOpenSpace = [&]() -> std::pair<std::size_t, std::optional<decltype(chunk_finished_checksum)::reference>> {
for (std::size_t x = 0; x < _size_in_power; x++) {
for (std::size_t y = 0; y < _size_in_power; y++) {
auto vox = this->GetVoxelFromPosInChunk({ x, y });
if (!chunk_finished_checksum[vox.pos])
return { vox.pos, chunk_finished_checksum[vox.pos] };
}
}
return { std::size_t(-1), {} };
};
while (!chunk_finished_checksum.all()) {
const auto unmeshed_face = FindOpenSpace();
if (!unmeshed_face.second.has_value())
throw std::logic_error("Greedy ChunkMesher checksum thinks there is a unmeshed chunk but unable to find it!");
LocalVoxel cube;
cube.pos = unmeshed_face.first;
const auto type = this->GetVoxelType(cube);
if (type == VoxelTypes::kAir) {
chunk_finished_checksum[cube.pos] = true;
continue;
}
{
const auto ext_cube = cube.ExtractVec();
std::cout << "Greedy found Seed block \"" << (int)type << "\": {" << (int)ext_cube.x << ", " << (int)ext_cube.y << "}" << std::endl;
}
ChunkVecType block_quad_size = { 1, 1 };
const auto src_block_loc = cube.ExtractVec();
// Need a better "search line down" func... instead of one block we need to check multiple and return how many are the same.
constexpr auto south_dir_mask = AxisIterator::CreateCardinalMask(CardinalDirections::kSouth);
auto SearchLineSouthForSameTypes = [&](ChunkVecType src_line, std::uint8_t max_size = _size_in_power) -> std::uint8_t {
std::size_t alike_counter = 0;
const auto end = AxisIterator::end();
for (auto axis_crawl = AxisIterator(src_line, south_dir_mask); axis_crawl != end; axis_crawl++) {
const LocalVoxel block_to_check = GetVoxelFromPosInChunk(axis_crawl.cur);
auto below_block_type = this->GetVoxelType(block_to_check);
if (below_block_type != type)
break;
if (chunk_finished_checksum[block_to_check.pos])
break;
alike_counter++;
if (alike_counter >= max_size)
break;
}
return alike_counter;
};
const auto same_blocks_south_count = SearchLineSouthForSameTypes(src_block_loc);
assert(same_blocks_south_count);
block_quad_size.y = same_blocks_south_count;
std::cout << " Found blocks going south: " << (int)block_quad_size.y << std::endl;
const auto SearchLineEastForSameTypes = [&]() -> std::uint8_t {
std::size_t alike_counter = 1;
const auto end = AxisIterator::end();
constexpr auto east_dir_mask = AxisIterator::CreateCardinalMask(CardinalDirections::kEast);
auto side_axis_crawl = AxisIterator(src_block_loc, east_dir_mask);
side_axis_crawl++; // starting one ahead
// if (side_axis_crawl != end) {
std::cout << " Searching More East!!" << std::endl;
for (; side_axis_crawl != end; side_axis_crawl++) {
LocalVoxel side_block_to_check = GetVoxelFromPosInChunk(side_axis_crawl.cur);
auto below_block_type = this->GetVoxelType(side_block_to_check);
if (below_block_type != type)
break;
// here we go again, dip down to this max length
auto additional_same_blocks_south_count = SearchLineSouthForSameTypes(side_axis_crawl.cur, same_blocks_south_count);
assert(additional_same_blocks_south_count <= same_blocks_south_count);
if (additional_same_blocks_south_count < same_blocks_south_count)
break;
alike_counter++;
}
//}
return alike_counter;
};
if (uint(src_block_loc.x + 1) < _size_in_power) { // only if we have room to check!
const auto same_blocks_east_count = SearchLineEastForSameTypes();
block_quad_size.x = same_blocks_east_count;
std::cout << " Found blocks going east: " << (int)block_quad_size.x << std::endl;
}
ChunkMeshedQuad new_face;
const auto start = geo::Vec2(src_block_loc.x * box_size, src_block_loc.y * box_size);
const auto size = geo::Vec2(block_quad_size.x * box_size, block_quad_size.y * box_size);
new_face.quad = geo::Box<geo::Vec2>(start, size);
new_face.clr = chunk_textures[type];
std::cout << " *Added quad! : {" << start.x << ", " << start.y << "} with size {" << size.x << ", " << size.y << "}" << std::endl;
finished_quads.push_back(new_face);
const auto MarkAreaFinished = [&](ChunkVecType origin, ChunkVecType size) {
assert(size.x && size.y);
for (std::size_t x = 0; x < size.x; x++) {
for (std::size_t y = 0; y < size.y; y++) {
auto block_to_clear = origin + ChunkVecType(x, y);
std::cout << " ------Marking Block Finished: {" << (int)block_to_clear.x << ", " << (int)block_to_clear.y << "}" << std::endl;
chunk_finished_checksum[this->GetVoxelFromPosInChunk(block_to_clear).pos] = true;
}
}
};
MarkAreaFinished(src_block_loc, block_quad_size);
// mark it off of the chunk_finished_checksum by setting the chunk_finished_checksum[i] to 1
}
std::cout << "Greedy ";
break;
}
default:
// Do nothing, no fail just no-op any mesher un-implimented.
break;
};
auto end_time = std::chrono::high_resolution_clock::now(); // Calculate duration and convert to milliseconds
auto duration = std::chrono::duration_cast<std::chrono::microseconds>(end_time - start_time).count();
std::cout << "Meshing Finished!!! QuadCount: " << (int)finished_quads.size() << ", Within: " << duration << " microseconds" << std::endl;
return finished_quads;
}
static bool IsPosValidWithinChunk(ChunkVecType voxel_loc) {
if (voxel_loc.x >= _size_in_power)
return false;
if (voxel_loc.y >= _size_in_power)
return false;
return true;
}
};
} // namespace qubel
class QubelMeshingTestWindow : public CBaseWindow {
public:
CCheckbox* activate;
CCheckbox* wireframe;
CDropdown* dropdown;
QubelMeshingTestWindow(IWidget* parent)
: CBaseWindow(parent, "qubelmesh_test_settings") {
this->always_visible = false;
this->hover = false;
this->SetMaxSize(1270, 1000);
this->SetPositionMode(PositionMode::FLOATING);
this->Add<CTitleBar>("~SimpleQubelMeshingTester~");
this->Add<CTextLabel>("activate_label", "Activate Viewing:");
activate = this->Add<CCheckbox>("activate", false);
this->Add<CTextLabel>("spread_label", "VoxelSpread:");
this->Add<CSlider>("spread")->SetStep(0.1f);
this->Add<CTextLabel>("wireframe_label", "Wireframe Mesh:");
wireframe = this->Add<CCheckbox>("wireframe", true);
this->Add<CTextLabel>("wanted_mesher_label", "Meshing Algorithm:");
dropdown = this->Add<CDropdown>("wanted_mesher");
dropdown->AddValue("NoFaceOcclusion, Plain");
dropdown->AddValue("Nieve");
dropdown->AddValue("Greedy"); // Just expand same type faces
dropdown->AddValue("Intrinsic Greedy"); // Using bitwise operations :O
dropdown->AddValue("Global Lattice"); // literally Impossible to recreate, meshing everything INCLUDING air, and rendering it straight up in shader
dropdown->SetSize(150, 16);
dropdown->SetValue(2);
this->Add<CTextLabel>("binary_meshing_label", "Binary Meshing(ignore types):");
this->Add<CCheckbox>("binary_meshing", false);
}
};
using namespace qubel;
class QubelMeshingTestRenderingWindow : public CBaseWindow {
public:
const CTitleBar* titlebar;
const QubelMeshingTestWindow* settings;
Chunk world_slice;
class ChunkRenderer : public CBaseWidget {
public:
static constexpr std::pair<int, int> min_size = { 856, 480 };
const Chunk* world_slice;
const QubelMeshingTestWindow* settings;
ChunkRenderer(IWidget* parent, QubelMeshingTestWindow* settings, Chunk* world_slice)
: CBaseWidget("qubelmesh_test_renderer_sceneoutput", parent)
, world_slice(world_slice)
, settings(settings) {
assert(settings && world_slice);
settings->dropdown->SetCallback([&](CDropdown*, int value) {
current_render_quads.clear();
});
this->SetSize(min_size.first, min_size.second);
}
std::vector<Chunk::ChunkMeshedQuad> current_render_quads;
virtual void Draw(ICanvas* the_drawing_machine) override {
this->CBaseWidget::Draw(the_drawing_machine);
const auto ConvertGLMVecToSTDPairVec = [](const geo::Vec2& vec_in) -> std::pair<int, int> {
return std::pair<int, int>(vec_in.x, vec_in.y);
};
const auto ConvertGLMQuadToSTDPairQuad = [&](const geo::Box<geo::Vec2>& box_in) -> Canvas::TranslationMatrix {
return Canvas::TranslationMatrix(ConvertGLMVecToSTDPairVec(box_in.origin), ConvertGLMVecToSTDPairVec(box_in.GetSize()));
};
for (const Chunk::ChunkMeshedQuad& kinda_a_vert : current_render_quads)
the_drawing_machine->Rect(ConvertGLMQuadToSTDPairQuad(kinda_a_vert.quad), kinda_a_vert.clr);
if (this->settings->wireframe->Value()) {
for (const Chunk::ChunkMeshedQuad& kinda_a_vert : current_render_quads) {
the_drawing_machine->Rect({ ConvertGLMQuadToSTDPairQuad(kinda_a_vert.quad) }, glez::color::black, Canvas::RectType::Outline);
the_drawing_machine->Line({ ConvertGLMQuadToSTDPairQuad(kinda_a_vert.quad) }, glez::color::black);
}
}
}
virtual void Update() override {
this->CBaseWidget::Update();
if (current_render_quads.empty()) {
current_render_quads = world_slice->MeshChunk(Chunk::MesherComplexity(settings->dropdown->Value()));
std::pair<int, int> found_size;
for (const Chunk::ChunkMeshedQuad& kinda_a_vert : current_render_quads) {
const auto max_coord = kinda_a_vert.quad.GetMax();
if (max_coord.x > found_size.first)
found_size.first = max_coord.x;
if (max_coord.y > found_size.second)
found_size.second = max_coord.y;
}
std::cout << "Created mesh with pixel size: " << found_size.first << ", " << found_size.second << std::endl;
}
}
};
ChunkRenderer* render_scene;
class SkyRenderer : public CBaseWidget {
static constexpr bool debug_log = false;
public:
SkyRenderer(IWidget* parent)
: CBaseWidget("qubelmesh_test_renderer_skybox", parent) {
this->SetPositionMode(FLOATING);
this->zindex = -999;
this->UpdateTime(23000);
if (debug_log)
PrintDebug();
}
virtual void Update() override {
this->CBaseWidget::Update();
const auto psize = this->GetParent()->GetSize();
this->SetSize(psize.first, psize.second);
this->UpdateTime(this->curtime + 1);
if (debug_log)
PrintDebug();
}
virtual void Draw(ICanvas* the_drawing_machine) override {
this->CBaseWidget::Draw(the_drawing_machine);
the_drawing_machine->Rect({ { 0, 0 }, this->GetSize() }, this->GetAtmosphereColor());
}
void UpdateTime(int time_of_day) {
this->curtime = time_of_day;
this->cur_external_planetary_rotation_angle = CalcCelestialAngle(time_of_day);
this->brightness_modifier = CalcBrightnessModifier(this->GetCelestialAngle());
this->base_color = CalcBaseColor(this->GetBrightnessModifier());
this->fog_color = CalcFogColor(this->GetCelestialAngle());
this->atmosphere_color = this->CalcAtmosphereColor();
}
void PrintDebug() const {
auto PrintColor = [](const glez::rgba& clr) {
std::cout << "{ " << clr.r << ", " << clr.g << ", " << clr.b << ", " << clr.a << " }";
};
std::cout << "SkyboxDebug: "
<< "\n Curtime: " << this->curtime
<< "\n CelestialAngle: " << this->GetCelestialAngle()
<< "\n BrightnessModifier: " << this->GetBrightnessModifier();
std::cout << "\n FogColor: ";
PrintColor(this->GetWorldFogColor());
std::cout << "\n Base/SkyColor: ";
PrintColor(this->GetWorldSkyColor());
std::cout << "\n AirColor: ";
PrintColor(this->GetAtmosphereColor());
std::cout << std::endl;
}
float GetBrightnessModifier() const { return this->brightness_modifier; }
const glez::rgba& GetWorldSkyColor() const { return this->base_color; }
const glez::rgba& GetWorldFogColor() const { return this->fog_color; }
const glez::rgba& GetAtmosphereColor() const { return this->atmosphere_color; }
private:
float GetCelestialAngle() const { return this->cur_external_planetary_rotation_angle; }
int curtime;
float cur_external_planetary_rotation_angle;
float brightness_modifier;
glez::rgba base_color; // worldskycolor
glez::rgba fog_color;
glez::rgba atmosphere_color;
// Thank you very much for these foundational findings TrueCraft <3
// These algorithms are kinda hard to recreate and not rip out as is, its MIT so its supposidly safe to add.
// Please Please Please!!! Be sure to keep these credits as they put the impressive work in.
// https://github.com/ddevault/TrueCraft/blob/master/TrueCraft.Client/Modules/SkyModule.cs
static float CalcCelestialAngle(int time_of_day) {
float x = (time_of_day % 24000) / 24000.0f - 0.25f;
if (debug_log)
std::cout << "First X: " << x << std::endl;
if (x < 0)
x = 0;
if (x > 1)
x = 1;
return x + ((1 - (cos(x * glm::pi<float>()) + 1) / 2) - x) / 3;
}
static glez::rgba CalcBaseColor(float brightness_modifier) {
constexpr float temp = 0.8f / 3;
const auto raw_color = glm::rgbColor(glm::vec3(0.6222222f - temp * 0.05f, 0.5f + temp * 0.1f, brightness_modifier));
glez::rgba ret;
ret.r = raw_color.r;
ret.g = raw_color.g;
ret.b = raw_color.b;
ret.a = 1.0f;
return ret;
}
static float CalcBrightnessModifier(float celestial_angle) {
float mod = cos(celestial_angle * glm::two_pi<float>()) * 2 + 0.5f;
if (mod < 0)
mod = 0;
if (mod > 1)
mod = 1;
return mod;
}
static glez::rgba CalcFogColor(float celestial_angle) {
const float y = cos(celestial_angle * glm::two_pi<float>()) * 2 + 0.5f;
if (debug_log)
std::cout << "fog color y: " << y << std::endl;
glez::rgba fog_color;
fog_color.r = 0.7529412f * y * 0.94f + 0.06f;
fog_color.g = 0.8470588f * y * 0.94f + 0.06f;
fog_color.b = 1.0f * y * 0.91f + 0.09f;
fog_color.a = 1.0f;
return fog_color;
// TODO, Nether at a constant (0.2, 0.03, 0.03)
}
glez::rgba CalcAtmosphereColor() const {
constexpr float blend_factor = 0.29f; // TODO: Compute based on view distance
const auto blend = [&](float src, float dest) -> float {
return dest + (src - dest) * blend_factor;
};
const auto &fog = this->GetWorldFogColor(), sky = this->GetWorldSkyColor();
glez::rgba air_color;
air_color.r = blend(sky.r, fog.r);
air_color.g = blend(sky.g, fog.g);
air_color.b = blend(sky.b, fog.b);
air_color.a = 1.0f;
return air_color;
}
};
SkyRenderer* skybox;
public:
QubelMeshingTestRenderingWindow(IWidget* parent, QubelMeshingTestWindow* settings)
: CBaseWindow(parent, "qubelmesh_test_renderer_frame")
, settings(settings) {
assert(settings);
this->always_visible = false;
this->hover = false;
this->SetPositionMode(PositionMode::FLOATING);
this->SetMaxSize(1270, 1000);
this->zindex = -999;
titlebar = this->Add<CTitleBar>("QubelWorld Mesh Test uwu~");
render_scene = this->Add<ChunkRenderer>(settings, &world_slice);
skybox = this->Add<SkyRenderer>();
}
~QubelMeshingTestRenderingWindow() { }
virtual bool AlwaysVisible() const override {
return this->settings->activate->Value();
}
virtual bool IsVisible() const override {
return this->settings->activate->Value() && this->CBaseWindow::IsVisible();
}
public:
// std::chrono::time_point<std::chrono::system_clock> last_update;
};
int start_nyqubel_client() {
auto client_rendering_thread = std::thread([&]() {
hydride_init();
glez::init(hydride_library.width, hydride_library.height);
Canvas* canvas;
x11::X11Poller x11_poller(hydride_library.display, hydride_library.window);
{
input::RefreshInput();
hydride_draw_begin();
glez::begin();
canvas = new Canvas();
canvas->Setup();
glez::end();
hydride_draw_end();
}
canvas->Add<ncc::Logo>()->SetOffset(500, 525);
auto mesh_test_settings_window = canvas->Add<QubelMeshingTestWindow>();
auto mesh_test_rendering_window = canvas->Add<QubelMeshingTestRenderingWindow>(mesh_test_settings_window);
mesh_test_settings_window->SetOffset(2000, 400);
mesh_test_rendering_window->SetOffset(3000, 800);
bool client_exiting = false;
mesh_test_settings_window->Add<CBaseButton>("exit_button", "Press to Quit-rite", [&](CBaseButton*) {
client_exiting = true;
std::cout << "User Requested Client quit." << std::endl;
});
// Need a 856/480 size window.
hydride_show();
while (1) {
input::RefreshInput();
// Must be called in that order.
hydride_draw_begin();
glez::begin();
{
x11_poller.UpdateKeys();
x11_poller.UpdateMouse();
canvas->Update();
using namespace std::chrono_literals;
std::this_thread::sleep_for(18ms);
}
glez::end();
hydride_draw_end();
if (client_exiting)
break;
}
std::cout << "Client is Exiting!!!" << std::endl;
cRoot::Get()->BroadcastChat((AString)cChatColor::Red + "[WARNING] " + cChatColor::White + "Server is terminating!");
cRoot::Get()->QueueExecuteConsoleCommand("stop");
});
client_rendering_thread.detach();
return 0;
}