Test monde infini

This commit is contained in:
MarcEricMartel
2021-12-02 18:12:35 -05:00
parent 2ad6b7e2c6
commit 033f69465c
159 changed files with 332 additions and 327 deletions

View File

@@ -23,7 +23,6 @@ void Engine::Init() {
glEnable(GL_DEPTH_TEST);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_CULL_FACE);
@@ -32,26 +31,11 @@ void Engine::Init() {
glEnable(GL_BLEND);
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
// Light
GLfloat light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f };
GLfloat light0Amb[4] = { 0.2f, 0.2f, 0.2f, 1.f };
GLfloat light0Diff[4] = { 1.f, 1.f, 1.f, 1.f };
GLfloat light0Spec[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, light0Pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, light0Amb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0Diff);
glLightfv(GL_LIGHT0, GL_SPECULAR, light0Spec);
// Init manifeste de chunks render<65>s.
m_renderManifest.reserve(3000);
// Objet de skybox avec sa propre texture et son propre shader!
m_skybox.Init(0.00013f);
// Objet de musique!
//m_audio.ToggleMusicState();
m_audio.ToggleMusicState();
// Init Chunks
m_world.GetChunks().Reset(nullptr);
@@ -64,7 +48,6 @@ void Engine::Init() {
void Engine::DeInit() { }
void Engine::LoadResource() {
LoadTexture(m_textureFloor, TEXTURE_PATH "grass.png");
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png");
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp");
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp");
@@ -104,10 +87,8 @@ void Engine::UnloadResource() {}
void Engine::DrawHud(float elapsedTime) {
// Setter le blend function , tout ce qui sera noir sera transparent
glDisable(GL_LIGHTING);
glColor4f(1.f, 1.f, 1.f, 1.f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
//glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
@@ -154,9 +135,6 @@ void Engine::DrawHud(float elapsedTime) {
glTexCoord2f(0, 1);
glVertex2i(0, crossSize);
glEnd();
glEnable(GL_LIGHTING);
//glDisable(GL_BLEND);
//glBlendFuncSeparate(GL_SRC_COLOR, GL_ONE_MINUS_DST_COLOR, GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
@@ -210,105 +188,15 @@ void Engine::Render(float elapsedTime) {
m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
glDisable(GL_LIGHT0);
if (m_isSkybox) m_skybox.Render(skybox);
glEnable(GL_LIGHT0);
if (m_mouseL)
ChangeBlockAtCursor(BTYPE_DIRT);
m_world.ChangeBlockAtCursor(BTYPE_DIRT, m_player, m_block);
else if (m_mouseR)
ChangeBlockAtCursor(BTYPE_AIR);
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player, m_block);
// G<>n<EFBFBD>ration/Update des Chunks.
m_textureAtlas.Bind();
int cx = m_player.GetPosition().x;
int cy = m_player.GetPosition().z;
static int frameGenerate = 0;
static int frameUpdate = 0;
int side = 0;
if (frameGenerate > 0) --frameGenerate;
if (frameUpdate > 0) --frameUpdate;
if (!frameGenerate || !frameUpdate)
while (side * CHUNK_SIZE_X <= VIEW_DISTANCE * 2) {
int tx = -side, ty = -side;
for (; tx <= side; ++tx)
UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z);
for (; ty <= side; ++ty)
UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z);
for (; tx >= -side; --tx)
UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z);
for (; ty >= -side; --ty)
UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z);
++side;
}
// Rendering des Chunks.
m_shader01.Use();
m_renderCount = 0;
m_badHitCount = 0;
Vector3f angle;
Vector3f cursor;
Vector3f direct = m_player.GetDirection();
Vector3f pos = m_player.GetPosition() - direct;
direct.y = 0;
direct.Normalize();
pos.y = 1;
m_renderManifest.clear();
for (int dist = VIEW_DISTANCE; dist >= 0; dist -= CHUNK_SIZE_X) {
// Configuration du radar.
angle.x = direct.z + direct.x;
angle.y = 0;
angle.z = direct.z - direct.x;
angle.Normalize();
float sinus = .01745240643; // sin(1 degr<67>)
float cosinus = .99984769515; // cos(1 degr<67>)
int echantillons = 90;
for (int radar = 0; radar < echantillons; ++radar) {
float x = angle.x;
float z = angle.z;
angle.x = x * cosinus - z * sinus;
angle.z = z * cosinus + x * sinus;
angle.Normalize();
cursor = pos - direct * CHUNK_SIZE_X * 2 + angle * dist;
if (cursor.y >= 128.f || cursor.y >= 0.f) cursor.y = 1;
bool valide = true;
if (m_world.ChunkAt(cursor)) {
int chx, chy;
m_world.ChunkAt(cursor)->GetPosition(chx, chy);
for (int index = 0; index < m_renderManifest.size(); ++index)
if (m_renderManifest[index] == Vector3i(chx, 0, chy)) {
valide = false;
++m_badHitCount;
}
if (valide) {
all.ApplyTranslation(chx * CHUNK_SIZE_X, 0, chy * CHUNK_SIZE_Z);
all.Use();
float dist = (pos - cursor).Length();
float blend = ((float)VIEW_DISTANCE - dist * 2.f + 128.f) / (float)VIEW_DISTANCE;
glBlendColor(0.f,0.f,0.f,blend);
m_world.GetChunks().Get(chx, chy)->Render();
all.ApplyTranslation(-chx * CHUNK_SIZE_X, 0, -chy * CHUNK_SIZE_Z);
m_renderManifest.push_back(Vector3i(chx, 0, chy));
++m_renderCount;
}
}
}
}
m_shader01.Disable();
m_world.Update(m_renderCount, m_badHitCount, m_player, all, m_shader01, m_textureAtlas, m_perlin, m_blockinfo);
if (m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
@@ -320,10 +208,10 @@ void Engine::Render(float elapsedTime) {
m_player = Player(Vector3f(0, CHUNK_SIZE_Y + 1.8f, 0)); // Respawn si le bonho- joueur tombe en bas du monde.
}
void Engine::KeyPressEvent(unsigned char key)
{
void Engine::KeyPressEvent(unsigned char key) {
switch (key) {
case 36: // ESC
m_world.CleanUpWorld(m_renderCount, true);
for (int x = 0; x < WORLD_SIZE_X; ++x) // Les destructeurs de Chunks ont de la mis<69>re je les aide un peu!
for (int y = 0; y < WORLD_SIZE_Y; ++y)
if (m_world.GetChunks().Get(x,y))
@@ -380,8 +268,7 @@ void Engine::KeyPressEvent(unsigned char key)
}
}
void Engine::KeyReleaseEvent(unsigned char key)
{
void Engine::KeyReleaseEvent(unsigned char key) {
switch (key) {
case 12:
m_audio.ToggleMusicState();
@@ -422,8 +309,7 @@ void Engine::KeyReleaseEvent(unsigned char key)
}
}
void Engine::MouseMoveEvent(int x, int y)
{
void Engine::MouseMoveEvent(int x, int y) {
m_player.TurnLeftRight(x - (Width() / 2));
m_player.TurnTopBottom(y - (Height() / 2));
@@ -482,8 +368,7 @@ void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
}
}
bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool stopOnError)
{
bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool stopOnError) {
texture.Load(filename);
if (!texture.IsValid())
{
@@ -496,153 +381,3 @@ bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool sto
return true;
}
bool Engine::GenerateChunk(int chx, int chy) {
if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z &&
chx >= 0 && chy >= 0)
if (!m_world.ChunkAt(chx, 1, chy)) {
std::ostringstream pos;
pos << CHUNK_PATH << chx / CHUNK_SIZE_X << '_' << chy / CHUNK_SIZE_Z << ".chunk";
std::ifstream input(pos.str().c_str(), std::fstream::binary);
if (input.fail()) {
m_world.GetChunks().Set(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z, new Chunk(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z));
Chunk* chunk = m_world.GetChunks().Get(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z);
for (int x = 0; x < CHUNK_SIZE_X; ++x)
for (int z = 0; z < CHUNK_SIZE_Z; ++z) {
Vector3f perlin;
perlin.z = x * CHUNK_SIZE_X + CHUNK_SIZE_X * chx;
perlin.y = 0;
perlin.x = z * CHUNK_SIZE_Z + CHUNK_SIZE_Z * chy;
perlin.Normalize();
float height = m_perlin.Get(perlin.x, perlin.z) * 3 - 32;
for (int y = 0; y <= (int)height % CHUNK_SIZE_Y; ++y) {
chunk->SetBlock(x, y, z, BTYPE_METAL, &m_world);
}
}
for (int x = 0; x < CHUNK_SIZE_X; ++x)
for (int z = 0; z < CHUNK_SIZE_Z; ++z) {
Vector3f perlin;
perlin.x = x * CHUNK_SIZE_X + CHUNK_SIZE_X * chx;
perlin.y = 0;
perlin.z = z * CHUNK_SIZE_Z + CHUNK_SIZE_Z * chy;
perlin.Normalize();
float height = m_perlin.Get(perlin.x, perlin.z) + 16;
for (int y = 0; y <= (int)height % CHUNK_SIZE_Y; ++y) {
if (chunk->GetBlock(x, y, z) == BTYPE_AIR)
chunk->SetBlock(x, y, z, BTYPE_GRASS, &m_world);
}
}
for (int x = 0; x < CHUNK_SIZE_X; ++x)
for (int z = 0; z < CHUNK_SIZE_Z; ++z) {
for (int y = 0; y <= 10; ++y) {
if (chunk->GetBlock(x, y, z) == BTYPE_AIR)
chunk->SetBlock(x, y, z, BTYPE_ICE, &m_world);
}
}
for (int x = 0; x < CHUNK_SIZE_X; ++x)
for (int z = 0; z < CHUNK_SIZE_Z; ++z) {
for (int y = 0; y < CHUNK_SIZE_Y; ++y) {
Vector3f perlin;
perlin.x = x * CHUNK_SIZE_X + CHUNK_SIZE_X * chx;
perlin.y = (x + z) * CHUNK_SIZE_Y;
perlin.z = z * CHUNK_SIZE_Z + CHUNK_SIZE_Z * chy;
perlin.Normalize();
float height = m_perlin.Get(perlin.x, perlin.y, perlin.z);
if (chunk->GetBlock(x, y, z) != BTYPE_AIR && height > 18)
chunk->SetBlock(x, y, z, BTYPE_DIRT, &m_world);
}
}
}
else {
input.seekg(0, std::ios_base::end);
int size = input.tellg();
input.seekg(0, std::ios_base::beg);
char* data = new char[size];
input.read(data, size);
input.close();
m_world.GetChunks().Set(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z, new Chunk(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z, data));
delete[] data;
}
std::cout << "Chunk generated: " << chx / CHUNK_SIZE_X << ", " << chy / CHUNK_SIZE_Z << std::endl;
return true;
}
return false;
}
void Engine::UpdateWorld(int& generates, int& updates, int chx, int chy) {
if (generates == 0 && GenerateChunk(chx, chy)) generates = FRAMES_RENDER_CHUNKS;
if (updates == 0 && m_world.ChunkAt(chx, 1, chy) &&
m_world.ChunkAt(chx, 1, chy)->IsDirty()) {
m_world.ChunkAt(chx, 1, chy)->Update(m_blockinfo, &m_world);
updates = FRAMES_UPDATE_CHUNKS;
}
}
void Engine::ChangeBlockAtCursor(BlockType blockType) {
Vector3f currentPos = m_player.GetPosition();
Vector3f currentBlock = currentPos;
Vector3f ray = m_player.GetDirection();
bool found = false;
if (m_block) return;
while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) {
currentBlock += ray / 10.f;
BlockType bt = m_world.BlockAt(currentBlock);
if (bt != BTYPE_AIR)
found = true;
}
if (found) {
if (blockType != BTYPE_AIR) {
found = false;
while ((currentPos - currentBlock).Length() >= 1.7f && !found) {
currentBlock -= ray / 10.f;
BlockType bt = m_world.BlockAt(currentBlock);
if (bt == BTYPE_AIR) { // V<>rification pour <20>tre s<>r que le bloc <20> changer n'est pas dans le joueur.
int Bx = (int)currentBlock.x;
int By = (int)currentBlock.y;
int Bz = (int)currentBlock.z;
int Px = (int)currentPos.x;
int PyA = (int)currentPos.y;
int PyB = (int)(currentPos.y - .9f);
int PyC = (int)(currentPos.y - 1.7f);
int Pz = (int)currentPos.z;
if (!(Bx == Px &&
(By == PyA ||
By == PyB ||
By == PyC) &&
Bz == Pz))
found = true;
}
}
}
}
if (found && (int)currentBlock.y < CHUNK_SIZE_Y) {
int bx = (int)currentBlock.x % CHUNK_SIZE_X;
int by = (int)currentBlock.y % CHUNK_SIZE_Y;
int bz = (int)currentBlock.z % CHUNK_SIZE_Z;
m_world.ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, &m_world);
m_world.ChunkAt(currentBlock)->MakeModified();
m_block = true;
}
}