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