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Separation of concerns

This commit is contained in:
Sky Johnson 2025-09-09 20:52:46 -05:00
parent c39715b84c
commit a2452e3cf6
6 changed files with 371 additions and 73 deletions

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@ -3,7 +3,7 @@ CXXFLAGS = -std=c++20 -Wall -Wextra -O2 -I.
LDFLAGS = -lraylib -lboost_system -lpthread -lGL -lm -ldl -lrt -lX11
TARGET = game
SOURCES = main.cpp entity/Entity.cpp entity/player/PlayerController.cpp net/NetworkManager.cpp sky/Sky.cpp
SOURCES = main.cpp entity/Entity.cpp entity/player/PlayerController.cpp entity/player/PlayerRenderer.cpp net/NetworkManager.cpp sky/Sky.cpp
OBJECTS = $(SOURCES:.cpp=.o)
all: $(TARGET)

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@ -0,0 +1,96 @@
#include "PlayerRenderer.hpp"
#include "../../net/NetworkManager.hpp"
PlayerRenderer::PlayerRenderer() {
init();
}
PlayerRenderer::~PlayerRenderer() {
// Unload textures
for (auto& [color, texture] : playerTextures) {
UnloadTexture(texture);
}
// Unload models
UnloadModel(localPlayerModel);
for (auto& [id, model] : remotePlayerModels) {
UnloadModel(model);
}
}
void PlayerRenderer::init() {
// Load all player color textures
playerTextures["red"] = LoadTexture("../assets/textures/red.png");
playerTextures["green"] = LoadTexture("../assets/textures/green.png");
playerTextures["orange"] = LoadTexture("../assets/textures/orange.png");
playerTextures["purple"] = LoadTexture("../assets/textures/purple.png");
playerTextures["white"] = LoadTexture("../assets/textures/white.png");
// Create local player model
auto cubeMesh = GenMeshCube(1.0f, 2.0f, 1.0f);
localPlayerModel = LoadModelFromMesh(cubeMesh);
}
void PlayerRenderer::renderLocalPlayer(RenderContext& ctx, const Vector3& position, const std::string& color) {
// Set texture based on player color
if (playerTextures.count(color) > 0) {
localPlayerModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = playerTextures[color];
}
// Submit to render context
ctx.submitModel(localPlayerModel, position, 1.0f, WHITE, RenderContext::RenderLayer::ENTITIES);
}
void PlayerRenderer::renderRemotePlayers(RenderContext& ctx,
const std::unordered_map<uint32_t, RemotePlayer>& players) {
for (const auto& [id, player] : players) {
// Ensure model exists for this player
ensurePlayerModel(id);
// Update texture based on player color
if (remotePlayerModels.count(id) > 0 && playerTextures.count(player.color) > 0) {
remotePlayerModels[id].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = playerTextures[player.color];
// Submit to render context
ctx.submitModel(remotePlayerModels[id], player.position, 1.0f, WHITE,
RenderContext::RenderLayer::ENTITIES);
}
}
}
void PlayerRenderer::ensurePlayerModel(uint32_t playerId) {
if (remotePlayerModels.find(playerId) == remotePlayerModels.end()) {
// Create new model for this player
auto cubeMesh = GenMeshCube(1.0f, 2.0f, 1.0f);
remotePlayerModels[playerId] = LoadModelFromMesh(cubeMesh);
}
}
void PlayerRenderer::removePlayerModel(uint32_t playerId) {
auto it = remotePlayerModels.find(playerId);
if (it != remotePlayerModels.end()) {
UnloadModel(it->second);
remotePlayerModels.erase(it);
}
}
void PlayerRenderer::cleanupDisconnectedPlayers(const std::unordered_map<uint32_t, RemotePlayer>& currentPlayers) {
// Remove models for players who are no longer connected
for (auto it = remotePlayerModels.begin(); it != remotePlayerModels.end();) {
if (currentPlayers.find(it->first) == currentPlayers.end()) {
UnloadModel(it->second);
it = remotePlayerModels.erase(it);
} else {
++it;
}
}
}
Texture2D PlayerRenderer::getPlayerTexture(const std::string& color) const {
auto it = playerTextures.find(color);
if (it != playerTextures.end()) {
return it->second;
}
// Return a default texture or handle error
return Texture2D{};
}

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@ -0,0 +1,42 @@
#pragma once
#include <raylib.h>
#include <unordered_map>
#include <string>
#include <cstdint>
#include "../../render/RenderContext.hpp"
class PlayerRenderer {
private:
Model localPlayerModel;
std::unordered_map<uint32_t, Model> remotePlayerModels;
std::unordered_map<std::string, Texture2D> playerTextures;
public:
PlayerRenderer();
~PlayerRenderer();
// Initialize player models and textures
void init();
// Render local player
void renderLocalPlayer(RenderContext& ctx, const Vector3& position, const std::string& color);
// Render remote players
void renderRemotePlayers(RenderContext& ctx, const std::unordered_map<uint32_t, struct RemotePlayer>& players);
// Update player model for a specific player ID
void ensurePlayerModel(uint32_t playerId);
// Remove model for disconnected player
void removePlayerModel(uint32_t playerId);
// Clean up models for players not in the list
void cleanupDisconnectedPlayers(const std::unordered_map<uint32_t, struct RemotePlayer>& currentPlayers);
// Get texture for a color
Texture2D getPlayerTexture(const std::string& color) const;
};
// Forward declaration for RemotePlayer struct (defined in NetworkManager)
struct RemotePlayer;

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@ -7,15 +7,17 @@
#include <iostream>
#include <vector>
#include <fstream>
#include <unordered_map>
#include <cstdint>
#include <cstring>
#include <thread>
#include <chrono>
#include <memory>
#include "entity/player/PlayerController.hpp"
#include "entity/player/PlayerRenderer.hpp"
#include "net/NetworkManager.hpp"
#include "sky/Sky.hpp"
#include "render/RenderContext.hpp"
#include "utils/Coords.hpp"
constexpr int WORLD_SIZE = 100;
constexpr float WORLD_SCALE = 10.0f;
@ -110,15 +112,14 @@ enum GameState {
class Game {
PlayerController playerController;
std::unique_ptr<PlayerRenderer> playerRenderer;
RenderContext renderContext;
Model terrainModel;
Model playerModel;
Heightmap heightmap;
NetworkManager network;
std::unique_ptr<Sky> sky;
Vector3 playerPos{0, 0, 0};
Texture2D terrainTexture;
std::unordered_map<std::string, Texture2D> playerTextures;
std::unordered_map<uint32_t, Model> remotePlayerModels;
// Login UI state
GameState gameState = STATE_LOGIN;
@ -131,12 +132,17 @@ class Game {
float lastHeartbeatTime = 0.0f;
const float HEARTBEAT_INTERVAL = 5.0f; // Send heartbeat every 5 seconds
// Debug options
bool showDebugAxes = false;
bool showWorldBounds = false;
public:
Game() {
InitWindow(1280, 720, "Game");
SetTargetFPS(60);
// Initialize sky after window is created
// Initialize components after window is created
playerRenderer = std::make_unique<PlayerRenderer>();
sky = std::make_unique<Sky>();
// Load heightmap
@ -147,21 +153,10 @@ public:
// Load textures
terrainTexture = LoadTexture("../assets/textures/black.png");
// Load all player color textures
playerTextures["red"] = LoadTexture("../assets/textures/red.png");
playerTextures["green"] = LoadTexture("../assets/textures/green.png");
playerTextures["orange"] = LoadTexture("../assets/textures/orange.png");
playerTextures["purple"] = LoadTexture("../assets/textures/purple.png");
playerTextures["white"] = LoadTexture("../assets/textures/white.png");
// Create terrain model
auto terrainMesh = heightmap.generateMesh();
terrainModel = LoadModelFromMesh(terrainMesh);
terrainModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = terrainTexture;
// Create player cube (texture will be set when we know our color)
auto cubeMesh = GenMeshCube(1.0f, 2.0f, 1.0f);
playerModel = LoadModelFromMesh(cubeMesh);
}
~Game() {
@ -171,14 +166,7 @@ public:
}
UnloadTexture(terrainTexture);
for (auto& [color, texture] : playerTextures) {
UnloadTexture(texture);
}
UnloadModel(terrainModel);
UnloadModel(playerModel);
for (auto& [id, model] : remotePlayerModels) {
UnloadModel(model);
}
CloseWindow();
}
@ -244,38 +232,20 @@ private:
sky->setTimeOfDay(currentTime);
}
// Debug toggles
if (IsKeyPressed(KEY_F1)) showDebugAxes = !showDebugAxes;
if (IsKeyPressed(KEY_F2)) showWorldBounds = !showWorldBounds;
// Get server position and update player controller
playerPos = network.getPosition();
// Clamp position to world bounds
playerPos = Coords::clampToWorldBounds(playerPos);
playerController.setPlayerPosition(playerPos);
// Set player texture based on assigned color
if (network.isConnected() && playerTextures.count(network.getPlayerColor()) > 0) {
playerModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = playerTextures[network.getPlayerColor()];
}
// Update remote player models
// Clean up disconnected player models
auto remotePlayers = network.getRemotePlayers();
for (const auto& [id, player] : remotePlayers) {
if (remotePlayerModels.find(id) == remotePlayerModels.end()) {
// Create new model for this player
auto cubeMesh = GenMeshCube(1.0f, 2.0f, 1.0f);
remotePlayerModels[id] = LoadModelFromMesh(cubeMesh);
}
// Always update texture in case color changed
if (playerTextures.count(player.color) > 0) {
remotePlayerModels[id].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = playerTextures[player.color];
}
}
// Remove models for players who left
for (auto it = remotePlayerModels.begin(); it != remotePlayerModels.end();) {
if (remotePlayers.find(it->first) == remotePlayers.end()) {
UnloadModel(it->second);
it = remotePlayerModels.erase(it);
} else {
++it;
}
}
playerRenderer->cleanupDisconnectedPlayers(remotePlayers);
// Update player controller (handles camera)
float deltaTime = GetFrameTime();
@ -404,36 +374,53 @@ private:
}
void renderGame() {
BeginMode3D(playerController.getCamera());
// Begin 3D rendering with render context
renderContext.begin3D(playerController.getCamera());
// Render skybox first (it will handle its own depth settings)
if (sky) {
sky->renderSkybox(playerController.getCamera());
}
// Draw terrain
DrawModel(terrainModel, {0, 0, 0}, 1.0f, WHITE);
// Draw player
if (network.isConnected()) {
DrawModel(playerModel, playerPos, 1.0f, WHITE);
}
// Draw remote players
auto remotePlayers = network.getRemotePlayers();
for (const auto& [id, player] : remotePlayers) {
if (remotePlayerModels.find(id) != remotePlayerModels.end()) {
DrawModel(remotePlayerModels[id], player.position, 1.0f, WHITE);
// Submit skybox first (lowest layer)
renderContext.submitCustom([this]() {
if (sky) {
sky->renderSkybox(playerController.getCamera());
}
}, RenderContext::RenderLayer::SKYBOX);
// Submit terrain
renderContext.submitModel(terrainModel, {0, 0, 0}, 1.0f, WHITE,
RenderContext::RenderLayer::TERRAIN);
// Submit players if connected
if (network.isConnected()) {
// Local player
playerRenderer->renderLocalPlayer(renderContext, playerPos, network.getPlayerColor());
// Remote players
auto remotePlayers = network.getRemotePlayers();
playerRenderer->renderRemotePlayers(renderContext, remotePlayers);
}
EndMode3D();
// Debug rendering
if (showDebugAxes) {
renderContext.submitCustom([this]() {
Coords::drawDebugAxes(playerPos, 2.0f);
// Draw world origin axes
Coords::drawDebugAxes({0, 0, 0}, 5.0f);
}, RenderContext::RenderLayer::TRANSPARENT);
}
if (showWorldBounds) {
renderContext.submitCustom([]() {
Coords::drawWorldBounds();
}, RenderContext::RenderLayer::TRANSPARENT);
}
// Execute all render commands in order
renderContext.end3D();
// UI
DrawText(TextFormat("Logged in as: %s", currentUsername.c_str()), 10, 10, 20, WHITE);
DrawText("WASD: Move | Q/E: Strafe | Right-Click: Rotate Camera", 10, 35, 20, WHITE);
DrawText("Left/Right Arrow: Change Color | Mouse Wheel: Zoom | ESC: Logout", 10, 60, 20, WHITE);
DrawText("T: Change Time of Day", 10, 85, 20, WHITE);
DrawText("T: Change Time | F1: Debug Axes | F2: World Bounds", 10, 85, 20, WHITE);
if (network.isConnected()) {
std::string colorText = "Your color: " + network.getPlayerColor();
DrawText(colorText.c_str(), 10, 110, 20, WHITE);
@ -445,7 +432,13 @@ private:
int minute = (int)((timeHour - hour) * 60);
DrawText(TextFormat("Time: %02d:%02d", hour, minute), 10, 135, 20, WHITE);
DrawFPS(10, 160);
// Show position if debug is on
if (showDebugAxes) {
DrawText(TextFormat("Pos: %.1f, %.1f, %.1f", playerPos.x, playerPos.y, playerPos.z),
10, 160, 20, YELLOW);
}
DrawFPS(10, showDebugAxes ? 185 : 160);
}
};

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@ -0,0 +1,104 @@
#pragma once
#include <algorithm>
#include <raylib.h>
#include <vector>
#include <functional>
class RenderContext {
public:
struct RenderLayer {
enum Type {
SKYBOX = 0,
TERRAIN = 100,
ENTITIES = 200,
TRANSPARENT = 300,
UI = 400
};
};
struct RenderCommand {
int layer;
std::function<void()> command;
bool operator<(const RenderCommand& other) const {
return layer < other.layer;
}
};
private:
std::vector<RenderCommand> commands;
Camera3D* activeCamera;
bool is3DMode;
public:
RenderContext() : activeCamera(nullptr), is3DMode(false) {}
void begin3D(Camera3D& camera) {
activeCamera = &camera;
is3DMode = true;
BeginMode3D(camera);
}
void end3D() {
executeCommands();
EndMode3D();
is3DMode = false;
activeCamera = nullptr;
}
void submitModel(const Model& model, const Vector3& position,
float scale = 1.0f, Color tint = WHITE,
int layer = RenderLayer::ENTITIES) {
commands.push_back({layer, [model, position, scale, tint]() {
DrawModel(model, position, scale, tint);
}});
}
void submitModelEx(const Model& model, const Vector3& position,
const Vector3& rotation, const Vector3& scale,
Color tint = WHITE, int layer = RenderLayer::ENTITIES) {
commands.push_back({layer, [model, position, rotation, scale, tint]() {
DrawModelEx(model, position, rotation, 0.0f, scale, tint);
}});
}
void submitCube(const Vector3& position, const Vector3& size,
Color color, int layer = RenderLayer::ENTITIES) {
commands.push_back({layer, [position, size, color]() {
DrawCube(position, size.x, size.y, size.z, color);
}});
}
void submitCubeWires(const Vector3& position, const Vector3& size,
Color color, int layer = RenderLayer::ENTITIES) {
commands.push_back({layer, [position, size, color]() {
DrawCubeWires(position, size.x, size.y, size.z, color);
}});
}
void submitLine3D(const Vector3& start, const Vector3& end,
Color color, int layer = RenderLayer::ENTITIES) {
commands.push_back({layer, [start, end, color]() {
DrawLine3D(start, end, color);
}});
}
void submitCustom(std::function<void()> renderFunc, int layer) {
commands.push_back({layer, renderFunc});
}
Camera3D* getActiveCamera() { return activeCamera; }
bool isIn3DMode() const { return is3DMode; }
private:
void executeCommands() {
std::sort(commands.begin(), commands.end());
for (const auto& cmd : commands) {
cmd.command();
}
commands.clear();
}
};

63
client/utils/Coords.hpp Normal file
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@ -0,0 +1,63 @@
#pragma once
#include <raylib.h>
#include <raymath.h>
class Coords {
public:
static constexpr float WORLD_BOUNDS = 50.0f;
static constexpr float WORLD_MIN_HEIGHT = 0.0f;
static constexpr float WORLD_MAX_HEIGHT = 100.0f;
static Vector3 worldToLocal(const Vector3& worldPos, const Vector3& origin) {
return Vector3Subtract(worldPos, origin);
}
static Vector3 localToWorld(const Vector3& localPos, const Vector3& origin) {
return Vector3Add(localPos, origin);
}
static Vector3 clampToWorldBounds(const Vector3& pos) {
return {
Clamp(pos.x, -WORLD_BOUNDS, WORLD_BOUNDS),
Clamp(pos.y, WORLD_MIN_HEIGHT, WORLD_MAX_HEIGHT),
Clamp(pos.z, -WORLD_BOUNDS, WORLD_BOUNDS)
};
}
static bool isInWorldBounds(const Vector3& pos) {
return pos.x >= -WORLD_BOUNDS && pos.x <= WORLD_BOUNDS &&
pos.y >= WORLD_MIN_HEIGHT && pos.y <= WORLD_MAX_HEIGHT &&
pos.z >= -WORLD_BOUNDS && pos.z <= WORLD_BOUNDS;
}
static Matrix buildTransformMatrix(const Vector3& position, const Vector3& rotation, const Vector3& scale) {
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
Matrix matRotation = MatrixRotateXYZ(rotation);
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
Matrix result = MatrixMultiply(matScale, matRotation);
result = MatrixMultiply(result, matTranslation);
return result;
}
static Vector3 forward() { return {0.0f, 0.0f, 1.0f}; }
static Vector3 backward() { return {0.0f, 0.0f, -1.0f}; }
static Vector3 right() { return {1.0f, 0.0f, 0.0f}; }
static Vector3 left() { return {-1.0f, 0.0f, 0.0f}; }
static Vector3 up() { return {0.0f, 1.0f, 0.0f}; }
static Vector3 down() { return {0.0f, -1.0f, 0.0f}; }
static void drawDebugAxes(const Vector3& position, float size = 1.0f) {
DrawLine3D(position, Vector3Add(position, Vector3Scale(right(), size)), RED);
DrawLine3D(position, Vector3Add(position, Vector3Scale(up(), size)), GREEN);
DrawLine3D(position, Vector3Add(position, Vector3Scale(forward(), size)), BLUE);
}
static void drawWorldBounds() {
Color boundsColor = {255, 255, 0, 100};
DrawCubeWires({0, WORLD_MAX_HEIGHT/2, 0},
WORLD_BOUNDS * 2, WORLD_MAX_HEIGHT, WORLD_BOUNDS * 2,
boundsColor);
}
};