module minermain; import dlangui; import dlangui.graphics.scene.scene3d; import dlangui.graphics.scene.camera; import dlangui.graphics.scene.mesh; import dlangui.graphics.scene.material; import dlangui.graphics.scene.effect; import dlangui.graphics.scene.model; import dlangui.graphics.scene.node; import dlangui.graphics.scene.light; import dlangui.graphics.glsupport; import dlangui.graphics.gldrawbuf; import dlangui.graphics.scene.effect; version (Android) { //enum SUPPORT_LEGACY_OPENGL = false; public import EGL.eglplatform : EGLint; public import EGL.egl; //public import GLES2.gl2; public import GLES3.gl3; } else { //enum SUPPORT_LEGACY_OPENGL = true; import derelict.opengl3.gl3; import derelict.opengl3.gl; } import dminer.core.minetypes; import dminer.core.blocks; import dminer.core.world; import dminer.core.generators; import dminer.core.chunk; mixin APP_ENTRY_POINT; /// entry point for dlangui based application extern (C) int UIAppMain(string[] args) { // embed resources listed in views/resources.list into executable embeddedResourceList.addResources(embedResourcesFromList!("resources.list")()); //embeddedResourceList.dumpEmbeddedResources(); // create window Window window = Platform.instance.createWindow("DlangUI Voxel RPG", null, WindowFlag.Resizable, 600, 500); window.mainWidget = new UiWidget(); //MeshPart part = new MeshPart(); // show window window.show(); // run message loop return Platform.instance.enterMessageLoop(); } class UiWidget : VerticalLayout, CellVisitor { this() { super("OpenGLView"); layoutWidth = FILL_PARENT; layoutHeight = FILL_PARENT; alignment = Align.Center; try { parseML(q{ { margins: 0 padding: 0 //backgroundImageId: "tx_fabric.tiled" backgroundColor: 0x000000; layoutWidth: fill layoutHeight: fill VerticalLayout { id: glView margins: 0 padding: 0 layoutWidth: fill layoutHeight: fill TextWidget { text: "MinerD example"; textColor: "red"; fontSize: 150%; fontWeight: 800; fontFace: "Arial" } VSpacer { layoutWeight: 30 } TextWidget { id: lblPosition; text: ""; backgroundColor: 0x80202020; textColor: 0xFFE0E0 } } } }, "", this); } catch (Exception e) { Log.e("Failed to parse dml", e); } // assign OpenGL drawable to child widget background childById("glView").backgroundDrawable = DrawableRef(new OpenGLDrawable(&doDraw)); _scene = new Scene3d(); _cam = new Camera(); _cam.translate(vec3(0, 14, -7)); _scene.activeCamera = _cam; dirLightNode = new Node3d(); dirLightNode.rotateY(-15); dirLightNode.translateX(2); dirLightNode.translateY(3); dirLightNode.translateZ(0); dirLightNode.light = Light.createPoint(vec3(1.0, 1.0, 1.0), 35); //Light.createDirectional(vec3(1, 0.5, 0.5)); //dirLightNode.light = Light.createDirectional(vec3(1, 0.5, 0.5)); dirLightNode.light.enabled = true; _scene.addChild(dirLightNode); int x0 = 0; int y0 = 0; int z0 = 0; _minerMesh = new Mesh(VertexFormat(VertexElementType.POSITION, VertexElementType.NORMAL, VertexElementType.COLOR, VertexElementType.TEXCOORD0)); _world = new World(); initWorldTerrain(_world); int cy0 = 3; for (int y = CHUNK_DY - 1; y > 0; y--) if (!_world.canPass(Vector3d(0, y, 0))) { cy0 = y; break; } _world.camPosition = Position(Vector3d(0, cy0, 0), Vector3d(0, 0, 1)); _world.setCell(5, cy0 + 5, 7, BlockId.face_test); _world.setCell(-5, cy0 + 5, 7, BlockId.face_test); _world.setCell(5, cy0 + 5, -7, BlockId.face_test); _world.setCell(3, cy0 + 5, 13, BlockId.face_test); //_world.makeCastleWall(Vector3d(25, cy0 - 5, 12), Vector3d(1, 0, 0), 12, 30, 4, BlockId.brick); _world.makeCastle(Vector3d(0, cy0, 60), 30, 12); //_world.setCellRange(Vector3d(3, 11, 5), Vector3d(1, 100, 1), 1); //_world.setCellRange(Vector3d(13, 11, -5), Vector3d(1, 100, 1), 3); //_world.setCellRange(Vector3d(-6, 11, 10), Vector3d(1, 100, 1), 4); //_world.setCellRange(Vector3d(-8, 11, 15), Vector3d(1, 100, 1), 5); //_world.setCellRange(Vector3d(12, 11, -7), Vector3d(1, 100, 1), 6); //_world.setCellRange(Vector3d(5, 11, 9), Vector3d(1, 100, 1), 7); //_world.setCellRange(Vector3d(9, 11, 5), Vector3d(1, 100, 1), 7); //_world.setCellRange(Vector3d(-5, 11, 9), Vector3d(1, 100, 1), 7); //_world.setCellRange(Vector3d(9, 11, -5), Vector3d(1, 100, 1), 7); //_world.setCellRange(Vector3d(5, 11, -9), Vector3d(1, 100, 1), 7); //_world.setCellRange(Vector3d(-9, 11, 5), Vector3d(1, 100, 1), 7); //_world.setCellRange(Vector3d(7, 11, 3), Vector3d(1, 100, 1), 8); //_world.setCellRange(Vector3d(-7, 11, 3), Vector3d(1, 100, 1), 8); //_world.setCellRange(Vector3d(7, 11, -3), Vector3d(1, 100, 1), 8); //_world.setCellRange(Vector3d(-7, 11, 3), Vector3d(1, 100, 1), 8); updateCamPosition(false); updateMinerMesh(); Material minerMaterial = new Material(EffectId("textured.vert", "textured.frag", null), "blocks"); minerMaterial.ambientColor = vec3(0.1,0.1,0.1); minerMaterial.textureLinear = false; //minerMaterial.specular = 10; Model minerDrawable = new Model(minerMaterial, _minerMesh); Node3d minerNode = new Node3d("miner", minerDrawable); _scene.addChild(minerNode); focusable = true; } /// process key event, return true if event is processed. override bool onMouseEvent(MouseEvent event) { if (event.action == MouseAction.ButtonDown) { if (event.button == MouseButton.Left) { int x = event.x; int y = event.y; int xindex = 0; if (x > width * 2 / 3) xindex = 2; else if (x > width * 1 / 3) xindex = 1; int yindex = 0; if (y > height * 2 / 3) yindex = 2; else if (y > height * 1 / 3) yindex = 1; int index = yindex * 3 + xindex; /* index: 0 1 2 3 4 5 6 7 8 */ switch(index) { default: case 1: case 4: //_world.camPosition.forward(1); //updateCamPosition(); startMoveAnimation(_world.camPosition.direction.forward); break; case 0: case 3: _world.camPosition.turnLeft(); updateCamPosition(); break; case 2: case 5: _world.camPosition.turnRight(); updateCamPosition(); break; case 7: //_world.camPosition.backward(1); //updateCamPosition(); startMoveAnimation(-_world.camPosition.direction.forward); break; case 6: //_world.camPosition.moveLeft(); //updateCamPosition(); startMoveAnimation(_world.camPosition.direction.left); break; case 8: //_world.camPosition.moveRight(); //updateCamPosition(); startMoveAnimation(_world.camPosition.direction.right); break; } } } else if (event.action == MouseAction.ButtonUp || event.action == MouseAction.Cancel) { stopMoveAnimation(); } return true; } /// process key event, return true if event is processed. override bool onKeyEvent(KeyEvent event) { if (event.action == KeyAction.KeyDown) { switch(event.keyCode) with(KeyCode) { case KEY_W: case UP: _world.camPosition.forward(1); updateCamPosition(); return true; case DOWN: case KEY_S: _world.camPosition.backward(1); updateCamPosition(); return true; case KEY_A: case LEFT: _world.camPosition.turnLeft(); updateCamPosition(); return true; case KEY_D: case RIGHT: _world.camPosition.turnRight(); updateCamPosition(); return true; case HOME: case KEY_E: _world.camPosition.moveUp(); updateCamPosition(); return true; case END: case KEY_Q: _world.camPosition.moveDown(); updateCamPosition(); return true; case KEY_Z: _world.camPosition.moveLeft(); updateCamPosition(); return true; case KEY_C: _world.camPosition.moveRight(); updateCamPosition(); return true; case KEY_F: flying = !flying; if (!flying) _world.camPosition.pos.y = CHUNK_DY - 3; updateCamPosition(); return true; case KEY_U: enableMeshUpdate = !enableMeshUpdate; updateCamPosition(); return true; default: return false; } } return false; } Node3d dirLightNode; void visit(World world, ref Position camPosition, Vector3d pos, cell_t cell, int visibleFaces) { BlockDef def = BLOCK_DEFS[cell]; def.createFaces(world, world.camPosition, pos, visibleFaces, _minerMesh); } bool flying = false; bool enableMeshUpdate = true; Vector3d _moveAnimationDirection; void animateMoving() { if (_moveAnimationDirection != Vector3d(0,0,0)) { Vector3d animPos = _world.camPosition.pos + _moveAnimationDirection; vec3 p = vec3(animPos.x + 0.5f, animPos.y + 0.5f, animPos.z + 0.5f); if ((_animatingPosition - p).length < 2) { _world.camPosition.pos += _moveAnimationDirection; updateCamPosition(true); } } } void updateCamPosition(bool animateIt = true) { import std.string; import std.conv : to; import std.utf : toUTF32; import std.format; if (!flying) { animateMoving(); while(_world.canPass(_world.camPosition.pos + Vector3d(0, -1, 0))) _world.camPosition.pos += Vector3d(0, -1, 0); if(!_world.canPass(_world.camPosition.pos + Vector3d(0, -1, 0))) { if (_world.canPass(_world.camPosition.pos + Vector3d(0, 1, 0))) _world.camPosition.pos += Vector3d(0, 1, 0); else if (_world.canPass(_world.camPosition.pos + Vector3d(1, 0, 0))) _world.camPosition.pos += Vector3d(1, 0, 0); else if (_world.canPass(_world.camPosition.pos + Vector3d(-1, 0, 0))) _world.camPosition.pos += Vector3d(-1, 0, 0); else if (_world.canPass(_world.camPosition.pos + Vector3d(0, 0, 1))) _world.camPosition.pos += Vector3d(0, 0, 1); else if (_world.canPass(_world.camPosition.pos + Vector3d(0, 0, -1))) _world.camPosition.pos += Vector3d(0, 0, -1); while(_world.canPass(_world.camPosition.pos + Vector3d(0, -1, 0))) _world.camPosition.pos += Vector3d(0, -1, 0); } } setPos(vec3(_world.camPosition.pos.x + 0.5f, _world.camPosition.pos.y + 0.5f, _world.camPosition.pos.z + 0.5f), animateIt); setAngle(_world.camPosition.direction.angle, animateIt); Widget w = childById("lblPosition"); string dir = _world.camPosition.direction.dir.to!string; dstring s = format("pos(%d,%d) h=%d %s [F]lying: %s [U]pdateMesh: %s", _world.camPosition.pos.x, _world.camPosition.pos.z, _world.camPosition.pos.y, dir, flying, enableMeshUpdate).toUTF32; w.text = s; if (enableMeshUpdate) updateMinerMesh(); } void startMoveAnimation(Vector3d direction) { _moveAnimationDirection = direction; updateCamPosition(); } void stopMoveAnimation() { _moveAnimationDirection = Vector3d(0, 0, 0); updateCamPosition(); } void updateMinerMesh() { _minerMesh.reset(); long ts = currentTimeMillis; _world.visitVisibleCells(_world.camPosition, this); long duration = currentTimeMillis - ts; Log.d("DiamondVisitor finished in ", duration, " ms ", "Vertex count: ", _minerMesh.vertexCount); invalidate(); //for (int i = 0; i < 20; i++) // Log.d("vertex: ", _minerMesh.vertex(i)); } World _world; vec3 _position; float _angle; vec3 _animatingPosition; float _animatingAngle; void setPos(vec3 newPos, bool animateIt = false) { if (animateIt) { _position = newPos; } else { _animatingPosition = newPos; _position = newPos; } } void setAngle(float newAngle, bool animateIt = false) { if (animateIt) { _angle = newAngle; } else { _animatingAngle = newAngle; _angle = newAngle; } } /// returns true is widget is being animated - need to call animate() and redraw @property override bool animating() { return true; } /// animates window; interval is time left from previous draw, in hnsecs (1/10000000 of second) override void animate(long interval) { //Log.d("animating"); animateMoving(); if (_animatingAngle != _angle) { float delta = _angle - _animatingAngle; if (delta > 180) delta -= 360; else if (delta < -180) delta += 360; float dist = delta < 0 ? -delta : delta; if (dist < 5) { _animatingAngle = _angle; } else { float speed = 360; float step = speed * interval / 10000000.0f; //Log.d("Rotate animation delta=", delta, " dist=", dist, " elapsed=", interval, " step=", step); if (step > dist) step = dist; delta = delta * (step /dist); _animatingAngle += delta; } } if (_animatingPosition != _position) { vec3 delta = _position - _animatingPosition; float dist = delta.length; if (dist < 0.01) { _animatingPosition = _position; // done } else { float speed = 8; if (dist > 2) speed = (dist - 2) * 3 + speed; float step = speed * interval / 10000000.0f; //Log.d("Move animation delta=", delta, " dist=", dist, " elapsed=", interval, " step=", step); if (step > dist) step = dist; delta = delta * (step / dist); _animatingPosition += delta; } } invalidate(); } float angle = 0; Scene3d _scene; Camera _cam; Mesh _minerMesh; /// this is OpenGLDrawableDelegate implementation private void doDraw(Rect windowRect, Rect rc) { _cam.setPerspective(rc.width, rc.height, 45.0f, 0.3, MAX_VIEW_DISTANCE); _cam.setIdentity(); _cam.translate(_animatingPosition); _cam.rotateY(_animatingAngle); dirLightNode.setIdentity(); dirLightNode.translate(_animatingPosition); dirLightNode.rotateY(_animatingAngle); checkgl!glEnable(GL_CULL_FACE); //checkgl!glDisable(GL_CULL_FACE); checkgl!glEnable(GL_DEPTH_TEST); checkgl!glCullFace(GL_BACK); _scene.drawScene(false); checkgl!glDisable(GL_DEPTH_TEST); checkgl!glDisable(GL_CULL_FACE); } ~this() { destroy(_scene); destroy(_world); } }