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28 Commits

Author SHA1 Message Date
Marc-Eric Martel
93062e49e2 client linux fonctionnel 2023-10-04 15:01:48 -04:00
Marc-Eric Martel
cddc59d6cf gitignore 2023-10-01 14:20:24 -04:00
Marc-Éric Martel
965e78309e Changements dans le CMakeLists du serveur pour la compatilité ARM 2023-10-01 14:17:42 -04:00
Marc-Eric Martel
0452920697 Enlevé l'erreur de narrowing 2023-10-01 14:02:43 -04:00
Marc-Eric Martel
8be8852596 Ajout CMakeLists.txt pour compiler le serveur en Linux 2023-10-01 11:52:07 -04:00
mduval76
bfda5e8948 Merge pull request #9 from CegepSTH/sqc_51-fin
Sqc 51 fin - Vérifié
2023-09-30 17:16:38 -04:00
mduval76
aacb3b4ceb Merge pull request #8 from CegepSTH/sqc_xxx_cleanup
Cleanup de l'objet Bullet - Vérifié
2023-09-30 17:16:10 -04:00
MarcEricMartel
09dd3d332f Update SQCSim2021.vcxproj 2023-09-30 15:01:20 -04:00
MarcEricMartel
ef8a050545 Cleanup un peu TOC 2023-09-30 14:54:39 -04:00
MarcEricMartel
033365c961 Indépendance! 2023-09-30 14:46:54 -04:00
MarcEricMartel
ace555a93e Ajouts dans netprotocol 2023-09-30 10:27:05 -04:00
MarcEricMartel
6bea176979 Cleanup de l'objet Bullet 2023-09-29 17:02:57 -04:00
Frederic Leger
2532dfb258 Merge pull request #7 from CegepSTH/sqc_xxx_cleanup
cleanup de fichiers en double
2023-09-29 12:16:43 -04:00
MarcEricMartel
954b976f27 cleanup de fichiers en double 2023-09-29 12:04:08 -04:00
Claudel-D-Roy
180fd39f2e Merge pull request #6 from CegepSTH/sqc_13_connexion_srv
Sqc 13 connexion srv
2023-09-28 12:47:43 -04:00
MarcEricMartel
7e043eb9f8 Cleanup 2023-09-28 09:15:39 -04:00
MarcEricMartel
df52d4a084 Redressage des classes; seed est reçue du serveur 2023-09-27 17:34:25 -04:00
MarcEricMartel
7eabee38ad Cleanup 2023-09-27 15:44:56 -04:00
MarcEricMartel
4dbcb08a11 OH YEAH. 2023-09-27 11:24:41 -04:00
MarcEricMartel
8bc74624c3 Socket côté client! 2023-09-25 17:17:17 -04:00
MarcEricMartel
3ff2634e51 Merge branch 'master' into sqc_13_connexion_srv 2023-09-25 16:30:49 -04:00
MarcEricMartel
4c2e8a12ad serialization 2023-09-25 16:30:03 -04:00
Frederic Leger
d96c2a45c2 Merge pull request #5 from CegepSTH/sqc7_server
Sqc7 server
2023-09-25 16:15:40 -04:00
Claudel-D-Roy
f0912614a4 Merge branch 'master' of https://github.com/CegepSTH/SQCSim2023 2023-09-25 16:05:52 -04:00
Claudel-D-Roy
421632a0d7 Booster Image 2023-09-25 16:05:41 -04:00
MarcEricMartel
035436c639 ajout errlog 2023-09-25 08:53:23 -04:00
MarcEricMartel
20d15a1559 Début protocole 2023-09-25 08:23:52 -04:00
MarcEricMartel
6b2f7face7 Merge branch 'master' into sqc_13_connexion_srv 2023-09-25 08:23:38 -04:00
66 changed files with 2048 additions and 5026 deletions

5
.gitignore vendored
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@@ -373,3 +373,8 @@ FodyWeavers.xsd
/x64/Release/SQCSim2023.exe /x64/Release/SQCSim2023.exe
/x64/Debug/SQCSim2023.exe /x64/Debug/SQCSim2023.exe
/x64/Debug/SQCSim2021.pdb /x64/Debug/SQCSim2021.pdb
/SQCSim-srv/cmake/*
!/SQCSim-srv/cmake/CMakeLists.txt
/SQCSim2021/cmake/*
!/SQCSim2021/cmake/CMakeLists.txt
/SQCSim2021/SQCSim-client

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@@ -137,6 +137,8 @@
<ClInclude Include="matrix4.h" /> <ClInclude Include="matrix4.h" />
<ClInclude Include="opensimplex.h" /> <ClInclude Include="opensimplex.h" />
<ClInclude Include="player.h" /> <ClInclude Include="player.h" />
<ClInclude Include="netprotocol.h" />
<ClInclude Include="transformation.h" />
<ClInclude Include="vector3.h" /> <ClInclude Include="vector3.h" />
<ClInclude Include="world.h" /> <ClInclude Include="world.h" />
</ItemGroup> </ItemGroup>
@@ -144,8 +146,10 @@
<ClCompile Include="blockinfo.cpp" /> <ClCompile Include="blockinfo.cpp" />
<ClCompile Include="bullet.cpp" /> <ClCompile Include="bullet.cpp" />
<ClCompile Include="chunk.cpp" /> <ClCompile Include="chunk.cpp" />
<ClCompile Include="netprotocol.cpp" />
<ClCompile Include="opensimplex.cpp" /> <ClCompile Include="opensimplex.cpp" />
<ClCompile Include="player.cpp" /> <ClCompile Include="player.cpp" />
<ClCompile Include="transformation.cpp" />
<ClCompile Include="world.cpp" /> <ClCompile Include="world.cpp" />
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

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@@ -48,6 +48,12 @@
<ClInclude Include="vector3.h"> <ClInclude Include="vector3.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="netprotocol.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="transformation.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="world.cpp"> <ClCompile Include="world.cpp">
@@ -68,5 +74,11 @@
<ClCompile Include="player.cpp"> <ClCompile Include="player.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="netprotocol.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="transformation.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@@ -1,10 +1,9 @@
#include "bullet.h" #include "bullet.h"
#include "world.h" #include "world.h"
Bullet::Bullet(Player& player) { Bullet::Bullet(Vector3f pos, Vector3f dir) : m_startpos(pos), m_currentpos(pos), m_velocity(dir) {}
m_startpos = m_currentpos = player.GetPOV() + player.GetDirection();
m_velocity = player.GetDirection(); Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_currentpos(pos), m_velocity(dir), m_tid(tid) {}
}
Bullet::~Bullet() {} Bullet::~Bullet() {}
@@ -30,3 +29,11 @@ void Bullet::Transpose(int& x, int& z) {
m_startpos.x -= x * CHUNK_SIZE_X; m_startpos.x -= x * CHUNK_SIZE_X;
m_startpos.z -= z * CHUNK_SIZE_Z; m_startpos.z -= z * CHUNK_SIZE_Z;
} }
Vector3f Bullet::getPos() {
return m_currentpos;
}
uint64_t Bullet::getTeamID(){
return m_tid;
}

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@@ -1,22 +1,27 @@
#ifndef BULLET_H__ #ifndef BULLET_H__
#define BULLET_H__ #define BULLET_H__
#include "player.h" #include "define.h"
#include "vector3.h"
class World; class World;
class Bullet { class Bullet {
public: public:
Bullet(Player& player); Bullet(Vector3f pos, Vector3f dir);
Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
~Bullet(); ~Bullet();
bool Update(World* world, float elapsedtime); bool Update(World* world, float elapsedtime);
void Transpose(int& x, int& z); void Transpose(int& x, int& z);
Vector3f getPos();
uint64_t getTeamID();
private: private:
Vector3f m_startpos; Vector3f m_startpos,
Vector3f m_currentpos; m_currentpos,
Vector3f m_velocity; m_velocity;
uint64_t m_tid = 0;
}; };
#endif // BULLET_H__ #endif // BULLET_H__

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@@ -1,13 +1,13 @@
#include "chunk.h" #include "chunk.h"
#include "world.h" #include "world.h"
Chunk::Chunk(unsigned int x, unsigned int y) : m_posX(x), m_posY(y) { Chunk::Chunk(unsigned int x, unsigned int y, int64_t seed) : m_posX(x), m_posY(y) {
//std::ostringstream pos; // V<>rifie l'existence d'un fichier .chunk avec sa position. //std::ostringstream pos; // V<>rifie l'existence d'un fichier .chunk avec sa position.
//pos << CHUNK_PATH << x << '_' << y << ".chunk"; //pos << CHUNK_PATH << x << '_' << y << ".chunk";
//std::ifstream input(pos.str(), std::fstream::binary); //std::ifstream input(pos.str(), std::fstream::binary);
//if (input.fail()) { //if (input.fail()) {
OpenSimplexNoise::Noise simplex = OpenSimplexNoise::Noise(SEED); OpenSimplexNoise::Noise simplex = OpenSimplexNoise::Noise(seed);
m_blocks.Reset(BTYPE_AIR); m_blocks.Reset(BTYPE_AIR);
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Montagnes for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Montagnes
@@ -98,14 +98,45 @@ Chunk::~Chunk() {
void Chunk::RemoveBlock(int x, int y, int z, World* world) { void Chunk::RemoveBlock(int x, int y, int z, World* world) {
m_blocks.Set(x, y, z, BTYPE_AIR); m_blocks.Set(x, y, z, BTYPE_AIR);
CheckNeighbors(x, y, world);
m_isDirty = true;
} }
void Chunk::SetBlock(int x, int y, int z, BlockType type, World* world) { void Chunk::SetBlock(int x, int y, int z, BlockType type, World* world) {
m_blocks.Set(x, y, z, type); m_blocks.Set(x, y, z, type);
if (world) CheckNeighbors(x, z, world); // Si nullptr, ne pas v<>rifier les chunks voisines.
m_isDirty = true;
} }
BlockType Chunk::GetBlock(int x, int y, int z) { return m_blocks.Get(x, y, z); } BlockType Chunk::GetBlock(int x, int y, int z) { return m_blocks.Get(x, y, z); }
void Chunk::CheckNeighbors(unsigned int x, unsigned int z, World* world) {
unsigned int cx, cy;
world->GetScope(cx, cy);
if (x == 0 && m_posX - cx >= 0 &&
world->ChunkAt((m_posX - cx - 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z))
world->ChunkAt((m_posX - cx - 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z)->MakeDirty();
else if (x == CHUNK_SIZE_X - 1 && m_posX - cx < WORLD_SIZE_X &&
world->ChunkAt((m_posX - cx + 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z))
world->ChunkAt((m_posX - cx + 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z)->MakeDirty();
if (z == 0 && m_posY - cy >= 0 &&
world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy - 1) * CHUNK_SIZE_Z))
world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy - 1) * CHUNK_SIZE_Z)->MakeDirty();
else if (z == CHUNK_SIZE_X - 1 && m_posY - cy < WORLD_SIZE_Y &&
world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy + 1) * CHUNK_SIZE_Z))
world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy + 1) * CHUNK_SIZE_Z)->MakeDirty();
}
void Chunk::GetPosition(unsigned int& x, unsigned int& y) const { x = m_posX; y = m_posY; } void Chunk::GetPosition(unsigned int& x, unsigned int& y) const { x = m_posX; y = m_posY; }
bool Chunk::IsDirty() const { return m_isDirty; }
void Chunk::MakeDirty() { m_isDirty = true; }
void Chunk::MakeClean() { m_isDirty = false; }
void Chunk::MakeModified() { m_isModified = true; } void Chunk::MakeModified() { m_isModified = true; }

View File

@@ -1,30 +1,36 @@
#ifndef CHUNK_H__ #ifndef CHUNK_H__
#define CHUNK_H__ #define CHUNK_H__
#include "define.h" #include "define.h"
#include "array3d.h"
#include "array2d.h" #include "array2d.h"
#include "array3d.h"
#include "blockinfo.h" #include "blockinfo.h"
#include "opensimplex.h" #include "opensimplex.h"
class World; class World;
class Chunk { class Chunk {
protected: private:
Array3d<BlockType> m_blocks = Array3d<BlockType>(CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z); Array3d<BlockType> m_blocks = Array3d<BlockType>(CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z);
bool m_isDirty = true;
bool m_isModified = false; bool m_isModified = false;
unsigned int m_posX; // Position du chunk dans l'array constituant le monde. unsigned int m_posX; // Position du chunk dans l'array constituant le monde.
unsigned int m_posY; unsigned int m_posY;
public: public:
Chunk(unsigned int x, unsigned int y); Chunk(unsigned int x, unsigned int y, int64_t seed);
~Chunk(); ~Chunk();
void RemoveBlock(int x, int y, int z, World* world); void RemoveBlock(int x, int y, int z, World* world);
void SetBlock(int x, int y, int z, BlockType type, World* world); void SetBlock(int x, int y, int z, BlockType type, World* world);
BlockType GetBlock(int x, int y, int z); BlockType GetBlock(int x, int y, int z);
void CheckNeighbors(unsigned int x, unsigned int z, World* world);
void GetPosition(unsigned int& x, unsigned int& y) const; void GetPosition(unsigned int& x, unsigned int& y) const;
bool IsDirty() const;
void MakeDirty();
void MakeClean();
void MakeModified(); void MakeModified();
}; };

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@@ -2,51 +2,64 @@
#define DEFINE_H__ #define DEFINE_H__
#include <iostream> #include <iostream>
#include <chrono>
#define CHUNK_SIZE_X 16
#define CHUNK_SIZE_Y 128
#define CHUNK_SIZE_Z 16
#define MAX_SELECTION_DISTANCE 5
#define SEED 12345
#define SRV_PORT 1025 #define SRV_PORT 1025
#define CLI_PORT 1026 #define CLI_PORT 1026
#ifdef _DEBUG #define CHUNK_SIZE_X 4
#define CHUNK_SIZE_Y 64
#define CHUNK_SIZE_Z 4
#define MAX_SELECTION_DISTANCE 5
#define SEED 0
#define COUNTDOWN 300
#define WORLD_SIZE_X 64 #define WORLD_SIZE_X 64
#define WORLD_SIZE_Y 64 #define WORLD_SIZE_Y 64
#define FRAMES_RENDER_CHUNKS 4
#define FRAMES_UPDATE_CHUNKS 4
#define FRAMES_DELETE_CHUNKS 4
#define THREADS_GENERATE_CHUNKS 1
#define THREADS_UPDATE_CHUNKS 1
#define THREADS_DELETE_CHUNKS 1
#define VIEW_DISTANCE 256
#define TEXTURE_SIZE 128
#define MAX_BULLETS 64
#endif
#ifdef NDEBUG
#define WORLD_SIZE_X 16
#define WORLD_SIZE_Y 16
#define FRAMES_RENDER_CHUNKS 1 #define FRAMES_RENDER_CHUNKS 1
#define FRAMES_UPDATE_CHUNKS 1 #define FRAMES_UPDATE_CHUNKS 1
#define FRAMES_DELETE_CHUNKS 1 #define FRAMES_DELETE_CHUNKS 1
#define THREADS_GENERATE_CHUNKS 12 #define THREADS_GENERATE_CHUNKS 8
#define THREADS_UPDATE_CHUNKS 5 #define THREADS_UPDATE_CHUNKS 3
#define THREADS_DELETE_CHUNKS 2 #define THREADS_DELETE_CHUNKS 3
#define VIEW_DISTANCE 1024 #define VIEW_DISTANCE 512 // Si les chunks arr<72>tent de s'afficher pendant une game et qu'il y a un access violation quand tu quitte, il faut augmenter ce chiffre.
#define TEXTURE_SIZE 512 #define TEXTURE_SIZE 512
#define MAX_BULLETS 512 #define MAX_BULLETS 512
#endif
typedef uint8_t BlockType; typedef uint8_t BlockType;
enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_LAST }; enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_LAST };
typedef uint64_t Timestamp;
#ifdef _WIN32
#pragma comment(lib,"wsock32.lib") // Pour pouvoir faire fonctionner le linker sans le vcxproject
#pragma comment(lib,"ws2_32.lib")
#include <ws2tcpip.h>
#include <Windows.h>
#include <cstdio>
#include <ctime>
#define popen _popen
#define pclose _pclose
#else // Pas _WIN32
#include <unistd.h>
#include <time.h>
#include <stdio.h>
#include <sys/socket.h>
#include <arpa/inet.h>
#include <netinet/in.h>
#include <cstring>
#define SOCKET int
#define INVALID_SOCKET -1
#define closesocket close
#endif // _WIN32
#endif // DEFINE_H__ #endif // DEFINE_H__

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@@ -0,0 +1,506 @@
#include "netprotocol.h"
void netprot::Serialize(Input* in, char* buf[], uint32_t* buflen) {
*buf[0] = netprot::PACKET_TYPE::INPUT;
uint64_t time = in->timestamp;
uint8_t time8[sizeof(uint64_t)] = {(time >> 56) & 0xFF,
(time >> 48) & 0xFF,
(time >> 40) & 0xFF,
(time >> 32) & 0xFF,
(time >> 24) & 0xFF,
(time >> 16) & 0xFF,
(time >> 8 ) & 0xFF,
time & 0xFF};
memcpy(*buf + 1, time8, sizeof(uint64_t));
uint64_t sid = in->sid;
uint8_t sid8[sizeof(uint64_t)] = {(sid >> 56) & 0xFF,
(sid >> 48) & 0xFF,
(sid >> 40) & 0xFF,
(sid >> 32) & 0xFF,
(sid >> 24) & 0xFF,
(sid >> 16) & 0xFF,
(sid >> 8 ) & 0xFF,
sid & 0xFF};
memcpy(*buf + sizeof(uint64_t) + 1, sid8, sizeof(uint64_t));
Keys keys = in->keys;
uint8_t keys8 = // Reste un bit.
keys.forward & 0b10000000 |
keys.backward & 0b01000000 |
keys.left & 0b00100000 |
keys.right & 0b00010000 |
keys.jump & 0b00001000 |
keys.shoot & 0b00000100 |
keys.block & 0b00000010 ;
memcpy(*buf + sizeof(uint64_t) + 2, &keys8, sizeof(uint8_t));
uint32_t vec[3];
memcpy(vec, &in->direction, sizeof(Vector3f)); // Pour d<>naturer les floats.
uint8_t vec8[3 * sizeof(uint32_t)] = {
(vec[0] >> 24) & 0xFF,
(vec[0] >> 16) & 0xFF,
(vec[0] >> 8) & 0xFF,
vec[0] & 0xFF,
(vec[1] >> 24) & 0xFF,
(vec[1] >> 16) & 0xFF,
(vec[1] >> 8) & 0xFF,
vec[1] & 0xFF,
(vec[2] >> 24) & 0xFF,
(vec[2] >> 16) & 0xFF,
(vec[2] >> 8) & 0xFF,
vec[2] & 0xFF};
memcpy(*buf + sizeof(uint64_t) + 3, vec8, sizeof(uint32_t) * 3);
*buflen = sizeof(uint64_t) + 3 + sizeof(uint32_t) * 3;
}
void netprot::Serialize(Output* out, char* buf[], uint32_t* buflen) {
}
void netprot::Serialize(Sync* sync, char* buf[], uint32_t* buflen) {
}
void netprot::Serialize(TeamInfo* tinfo, char* buf[], uint32_t* buflen) {
*buf[0] = netprot::PACKET_TYPE::TEAMINF;
size_t namesize = std::strlen(tinfo->name) + 1;
memcpy(*buf + 1, &tinfo->name, namesize);
uint64_t tid = tinfo->id;
uint8_t tid8[sizeof(uint64_t)] = {
(tid >> 56) & 0xFF,
(tid >> 48) & 0xFF,
(tid >> 40) & 0xFF,
(tid >> 32) & 0xFF,
(tid >> 24) & 0xFF,
(tid >> 16) & 0xFF,
(tid >> 8) & 0xFF,
tid & 0xFF
};
memcpy(*buf + namesize + 2, tid8, sizeof(uint64_t));
*buflen = namesize + sizeof(uint64_t) + 2;
}
void netprot::Serialize(LoginInfo* linfo, char* buf[], uint32_t* buflen) {
*buf[0] = netprot::PACKET_TYPE::LOGINF;
size_t namesize = std::strlen(linfo->name) + 1;
memcpy(*buf + 1, &linfo->name, namesize);
uint64_t sid = linfo->sid;
uint8_t sid8[sizeof(uint64_t)] = {
(sid >> 56) & 0xFF,
(sid >> 48) & 0xFF,
(sid >> 40) & 0xFF,
(sid >> 32) & 0xFF,
(sid >> 24) & 0xFF,
(sid >> 16) & 0xFF,
(sid >> 8) & 0xFF,
sid & 0xFF
};
memcpy(*buf + namesize + 2, sid8, sizeof(uint64_t));
uint64_t tid = linfo->tid;
uint8_t tid8[sizeof(uint64_t)] = {
(tid >> 56) & 0xFF,
(tid >> 48) & 0xFF,
(tid >> 40) & 0xFF,
(tid >> 32) & 0xFF,
(tid >> 24) & 0xFF,
(tid >> 16) & 0xFF,
(tid >> 8) & 0xFF,
tid & 0xFF
};
memcpy(*buf + namesize + 2 + sizeof(uint64_t), tid8, sizeof(uint64_t));
*buflen = namesize + sizeof(uint64_t) * 2 + 2;
}
void netprot::Serialize(PlayerInfo* pinfo, char* buf[], uint32_t* buflen) {
*buf[0] = netprot::PACKET_TYPE::PLAYINF;
size_t namesize = std::strlen(pinfo->name) + 1;
memcpy(*buf + 1, &pinfo->name, namesize);
uint64_t id = pinfo->id;
uint8_t id8[sizeof(uint64_t)] = {
(id >> 56) & 0xFF,
(id >> 48) & 0xFF,
(id >> 40) & 0xFF,
(id >> 32) & 0xFF,
(id >> 24) & 0xFF,
(id >> 16) & 0xFF,
(id >> 8) & 0xFF,
id & 0xFF
};
memcpy(*buf + namesize + 2, id8, sizeof(uint64_t));
uint64_t tid = pinfo->tid;
uint8_t tid8[sizeof(uint64_t)] = {
(tid >> 56) & 0xFF,
(tid >> 48) & 0xFF,
(tid >> 40) & 0xFF,
(tid >> 32) & 0xFF,
(tid >> 24) & 0xFF,
(tid >> 16) & 0xFF,
(tid >> 8) & 0xFF,
tid & 0xFF
};
memcpy(*buf + namesize + 2 + sizeof(uint64_t), tid8, sizeof(uint64_t));
*buflen = namesize + sizeof(uint64_t) * 2 + 2;
}
void netprot::Serialize(GameInfo* ginfo, char* buf[], uint32_t* buflen) {
*buf[0] = netprot::PACKET_TYPE::GAMEINFO;
uint64_t game = ginfo->seed;
uint8_t seed8[sizeof(uint64_t)] = {
(game >> 56) & 0xFF,
(game >> 48) & 0xFF,
(game >> 40) & 0xFF,
(game >> 32) & 0xFF,
(game >> 24) & 0xFF,
(game >> 16) & 0xFF,
(game >> 8) & 0xFF,
game & 0xFF
};
memcpy(*buf + 1, seed8, sizeof(uint64_t));
game = ginfo->countdown;
uint8_t count8[sizeof(uint64_t)] = {
(game >> 56) & 0xFF,
(game >> 48) & 0xFF,
(game >> 40) & 0xFF,
(game >> 32) & 0xFF,
(game >> 24) & 0xFF,
(game >> 16) & 0xFF,
(game >> 8) & 0xFF,
game & 0xFF
};
memcpy(*buf + sizeof(uint64_t) + 1, count8, sizeof(uint64_t));
game = ginfo->countdown;
uint8_t gtype8[sizeof(uint64_t)] = {
(game >> 56) & 0xFF,
(game >> 48) & 0xFF,
(game >> 40) & 0xFF,
(game >> 32) & 0xFF,
(game >> 24) & 0xFF,
(game >> 16) & 0xFF,
(game >> 8) & 0xFF,
game & 0xFF
};
memcpy(*buf + sizeof(uint64_t) + 1, gtype8, sizeof(uint64_t));
*buflen = sizeof(uint64_t) * 3 + 1;
}
void netprot::Serialize(Chat* chat, char* buf[], uint32_t* buflen) {
*buf[0] = netprot::PACKET_TYPE::CHAT;
uint64_t src = chat->src_id;
uint8_t src8[sizeof(uint64_t)] = {
(src >> 56) & 0xFF,
(src >> 48) & 0xFF,
(src >> 40) & 0xFF,
(src >> 32) & 0xFF,
(src >> 24) & 0xFF,
(src >> 16) & 0xFF,
(src >> 8) & 0xFF,
src & 0xFF
};
memcpy(*buf + 1, src8, sizeof(uint64_t));
uint64_t dst = chat->dest_id;
uint8_t dst8[sizeof(uint64_t)] = {
(dst >> 56) & 0xFF,
(dst >> 48) & 0xFF,
(dst >> 40) & 0xFF,
(dst >> 32) & 0xFF,
(dst >> 24) & 0xFF,
(dst >> 16) & 0xFF,
(dst >> 8) & 0xFF,
dst & 0xFF
};
memcpy(*buf + 1 + sizeof(uint64_t), dst8, sizeof(uint64_t));
uint64_t dstteam = chat->dest_id;
uint8_t dstt8[sizeof(uint64_t)] = {
(dstteam >> 56) & 0xFF,
(dstteam >> 48) & 0xFF,
(dstteam >> 40) & 0xFF,
(dstteam >> 32) & 0xFF,
(dstteam >> 24) & 0xFF,
(dstteam >> 16) & 0xFF,
(dstteam >> 8) & 0xFF,
dstteam & 0xFF
};
memcpy(*buf + 1 + sizeof(uint64_t) * 2, dstt8, sizeof(uint64_t));
size_t messize = std::strlen(chat->mess) + 1;
memcpy(*buf + 1 + sizeof(uint64_t) * 3, &chat->mess, messize);
*buflen = messize + sizeof(uint64_t) * 3 + 2;
}
void netprot::Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen) {
*buf[0] = netprot::PACKET_TYPE::ERRLOG;
size_t messize = std::strlen(errlog->mess) + 1;
memcpy(*buf + 1, &errlog->mess, messize);
memcpy(*buf + 1 + messize, &errlog->is_fatal, sizeof(bool));
*buflen = messize + sizeof(bool) + 1;
}
bool netprot::Deserialize(Input* in, char* buf, const uint32_t buflen) {
return false;
}
bool netprot::Deserialize(Output* out, char* buf, const uint32_t buflen) {
return false;
}
bool netprot::Deserialize(Sync* sync, char* buf, const uint32_t buflen) {
return false;
}
bool netprot::Deserialize(TeamInfo* tinfo, char* buf, const uint32_t buflen) {
if (buflen <= sizeof(LoginInfo))
return false;
size_t namesize = std::strlen(buf) + 1;
if (namesize > 32)
return false;
memcpy(&tinfo->name, &buf[1], namesize);
uint8_t diff[sizeof(uint64_t)] = { 0,0,0,0,0,0,0,0 };
memcpy(diff, &buf[namesize + 1], sizeof(uint64_t));
tinfo->id =
(uint64_t)diff[0] << 56 |
(uint64_t)diff[1] << 48 |
(uint64_t)diff[2] << 40 |
(uint64_t)diff[3] << 32 |
(uint64_t)diff[4] << 24 |
(uint64_t)diff[5] << 16 |
(uint64_t)diff[6] << 8 |
(uint64_t)diff[7];
return true;
}
bool netprot::Deserialize(LoginInfo* linfo, char* buf, const uint32_t buflen) {
if (buflen <= sizeof(LoginInfo))
return false;
size_t namesize = std::strlen(buf) + 1;
if (namesize > 32)
return false;
memcpy(&linfo->name, &buf[1], namesize);
uint8_t diff[sizeof(uint64_t)] = { 0,0,0,0,0,0,0,0 };
memcpy(diff, &buf[namesize + 1], sizeof(uint64_t));
linfo->sid =
(uint64_t)diff[0] << 56 |
(uint64_t)diff[1] << 48 |
(uint64_t)diff[2] << 40 |
(uint64_t)diff[3] << 32 |
(uint64_t)diff[4] << 24 |
(uint64_t)diff[5] << 16 |
(uint64_t)diff[6] << 8 |
(uint64_t)diff[7];
memcpy(diff, &buf[namesize + sizeof(uint64_t) + 1], sizeof(uint64_t));
linfo->tid =
(uint64_t)diff[0] << 56 |
(uint64_t)diff[1] << 48 |
(uint64_t)diff[2] << 40 |
(uint64_t)diff[3] << 32 |
(uint64_t)diff[4] << 24 |
(uint64_t)diff[5] << 16 |
(uint64_t)diff[6] << 8 |
(uint64_t)diff[7];
return true;
}
bool netprot::Deserialize(PlayerInfo* pinfo, char* buf, const uint32_t buflen) {
if (buflen <= sizeof(PlayerInfo))
return false;
size_t namesize = std::strlen(buf) + 1;
if (namesize > 32)
return false;
memcpy(&pinfo->name, &buf[1], namesize);
uint8_t diff[sizeof(uint64_t)] = { 0,0,0,0,0,0,0,0 };
memcpy(diff, &buf[namesize + 1], sizeof(uint64_t));
pinfo->id =
(uint64_t)diff[0] << 56 |
(uint64_t)diff[1] << 48 |
(uint64_t)diff[2] << 40 |
(uint64_t)diff[3] << 32 |
(uint64_t)diff[4] << 24 |
(uint64_t)diff[5] << 16 |
(uint64_t)diff[6] << 8 |
(uint64_t)diff[7];
memcpy(diff, &buf[namesize + sizeof(uint64_t) + 1], sizeof(uint64_t));
pinfo->tid =
(uint64_t)diff[0] << 56 |
(uint64_t)diff[1] << 48 |
(uint64_t)diff[2] << 40 |
(uint64_t)diff[3] << 32 |
(uint64_t)diff[4] << 24 |
(uint64_t)diff[5] << 16 |
(uint64_t)diff[6] << 8 |
(uint64_t)diff[7];
return true;
}
bool netprot::Deserialize(GameInfo* ginfo, char* buf, const uint32_t buflen) {
if (buflen <= sizeof(GameInfo))
return false;
uint8_t diff[sizeof(uint64_t)] = { 0,0,0,0,0,0,0,0 };
memcpy(diff, &buf[1], sizeof(uint64_t));
ginfo->seed =
(uint64_t)diff[0] << 56 |
(uint64_t)diff[1] << 48 |
(uint64_t)diff[2] << 40 |
(uint64_t)diff[3] << 32 |
(uint64_t)diff[4] << 24 |
(uint64_t)diff[5] << 16 |
(uint64_t)diff[6] << 8 |
(uint64_t)diff[7];
memcpy(diff, &buf[sizeof(uint64_t) + 1], sizeof(uint64_t));
ginfo->countdown =
(uint64_t)diff[0] << 56 |
(uint64_t)diff[1] << 48 |
(uint64_t)diff[2] << 40 |
(uint64_t)diff[3] << 32 |
(uint64_t)diff[4] << 24 |
(uint64_t)diff[5] << 16 |
(uint64_t)diff[6] << 8 |
(uint64_t)diff[7];
memcpy(diff, &buf[sizeof(uint64_t) * 2 + 1], sizeof(uint64_t));
ginfo->gameType =
(uint64_t)diff[0] << 56 |
(uint64_t)diff[1] << 48 |
(uint64_t)diff[2] << 40 |
(uint64_t)diff[3] << 32 |
(uint64_t)diff[4] << 24 |
(uint64_t)diff[5] << 16 |
(uint64_t)diff[6] << 8 |
(uint64_t)diff[7];
return true;
}
bool netprot::Deserialize(Chat* chat, char* buf, const uint32_t buflen) {
if (buflen <= sizeof(Chat))
return false;
uint8_t src[sizeof(uint64_t)] = { 0,0,0,0,0,0,0,0 };
memcpy(src, &buf[1], sizeof(uint64_t));
chat->src_id =
(uint64_t)src[0] << 56 |
(uint64_t)src[1] << 48 |
(uint64_t)src[2] << 40 |
(uint64_t)src[3] << 32 |
(uint64_t)src[4] << 24 |
(uint64_t)src[5] << 16 |
(uint64_t)src[6] << 8 |
(uint64_t)src[7];
uint8_t dst[sizeof(uint64_t)] = { 0,0,0,0,0,0,0,0 };
memcpy(dst, &buf[1 + sizeof(uint64_t)], sizeof(uint64_t));
chat->dest_id =
(uint64_t)dst[0] << 56 |
(uint64_t)dst[1] << 48 |
(uint64_t)dst[2] << 40 |
(uint64_t)dst[3] << 32 |
(uint64_t)dst[4] << 24 |
(uint64_t)dst[5] << 16 |
(uint64_t)dst[6] << 8 |
(uint64_t)dst[7];
uint8_t dstt[sizeof(uint64_t)] = { 0,0,0,0,0,0,0,0 };
memcpy(dstt, &buf[1 + sizeof(uint64_t) * 2], sizeof(uint64_t));
chat->dest_team_id =
(uint64_t)dstt[0] << 56 |
(uint64_t)dstt[1] << 48 |
(uint64_t)dstt[2] << 40 |
(uint64_t)dstt[3] << 32 |
(uint64_t)dstt[4] << 24 |
(uint64_t)dstt[5] << 16 |
(uint64_t)dstt[6] << 8 |
(uint64_t)dstt[7];
size_t messsize = std::strlen(buf + sizeof(uint64_t) * 3) + 1;
if (messsize > 140)
return false;
memcpy(&chat->mess, &buf[1 + sizeof(uint64_t) * 3], messsize);
return true;
}
bool netprot::Deserialize(ErrorLog* errlog, char* buf, const uint32_t buflen) {
if (buflen <= sizeof(ErrorLog))
return false;
size_t messsize = std::strlen(buf) + 1;
if (messsize > 140)
return false;
memcpy(&errlog->mess, &buf[1], messsize);
memcpy(&errlog->is_fatal, &buf[1 + messsize], sizeof(bool));
return true;
}
netprot::PacketType netprot::getType(char* buf, const uint32_t buflen) {
if (buflen < 1 ||
buf[0] >= netprot::PACKET_TYPE::LAST_PACK ||
buf[0] <= netprot::PACKET_TYPE::ERR)
return netprot::PACKET_TYPE::ERR;
return buf[0];
}

120
SQCSim-common/netprotocol.h Normal file
View File

@@ -0,0 +1,120 @@
#ifndef NETPROTOCOL_H__
#define NETPROTOCOL_H__
#include "define.h"
#include <string>
#include "vector3.h"
/* Protocole Particulier de Partie <20> Plusieurs Personnes (PPPPP) */
// Packet: packet[0] = PacketType, packet[1..n-1] = {packet}
namespace netprot {
typedef uint8_t PacketType;
enum PACKET_TYPE {
ERR, INPUT, OUTPUT, SYNC,
TEAMINF, SELFINF, PLAYINF, LOGINF,
CHUNKMOD, PLAYERMOD, PICKUPMOD,
GAMEINFO, ENDINFO , CHAT, ERRLOG,
LAST_PACK
};
struct Keys {
bool forward,
backward,
left,
right,
jump,
shoot,
block;
};
struct States {
bool jumping,
shooting,
hit,
powerup;
};
struct Input { // cli -> srv UDP ~frame
Timestamp timestamp;
uint64_t sid = 0;
Keys keys; // 0bFBLRJS__ bit-packing de bool.
Vector3f direction;
};
struct Output { // srv -> cli UDP ~frame
Timestamp timestamp;
uint64_t id = 0;
Vector3f position,
direction;
States states; // 0bJSH_____ bit-packing de bool.
};
struct Sync { // srv -> cli TCP ~second
Timestamp timestamp;
uint64_t sid = 0;
uint32_t timer = 0;
uint16_t ammo = 0;
uint8_t hp = 0;
Vector3f position;
};
struct TeamInfo { // cli <-> srv TCP once
char name[32];
uint64_t id = 0;
};
struct LoginInfo { // cli <-> srv TCP once
char name[32];
uint64_t sid = 0,
tid = 0;
};
struct PlayerInfo { // cli <-> srv TCP once
char name[32];
uint64_t id = 0,
tid = 0;
};
struct GameInfo { // cli <-> srv TCP event (before game start)/ once
uint64_t seed;
uint32_t countdown;
uint8_t gameType; // TOOD: enum.
};
struct Chat { // cli <-> srv TCP event
uint64_t src_id = 0,
dest_id = 0,
dest_team_id = 0;
char mess[140]; // Good 'nough for twitr, good 'nough for me.
};
struct ErrorLog { // srv -> cli TCP event
char mess[140];
bool is_fatal;
};
void Serialize(Input* in, char* buf[], uint32_t* buflen); // cli
void Serialize(Output* out, char* buf[], uint32_t* buflen); // srv
void Serialize(Sync* sync, char* buf[], uint32_t* buflen); // srv
void Serialize(TeamInfo* tinfo, char* buf[], uint32_t* buflen); // cli/srv
void Serialize(LoginInfo* linfo, char* buf[], uint32_t* buflen); // cli/srv
void Serialize(PlayerInfo* pinfo, char* buf[], uint32_t* buflen); // srv
void Serialize(GameInfo* ginfo, char* buf[], uint32_t* buflen); // cli/srv
void Serialize(Chat* chat, char* buf[], uint32_t* buflen); // cli/srv
void Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen); // srv
bool Deserialize(Input* in, char* buf, const uint32_t buflen); // srv
bool Deserialize(Output* out, char* buf, const uint32_t buflen); // cli
bool Deserialize(Sync* sync, char* buf, const uint32_t buflen); // cli
bool Deserialize(TeamInfo* tinfo, char* buf, const uint32_t buflen); // cli/srv
bool Deserialize(LoginInfo* linfo, char* buf, const uint32_t buflen); // cli/srv
bool Deserialize(PlayerInfo* pinfo, char* buf, const uint32_t buflen); // cli
bool Deserialize(GameInfo* ginfo, char* buf, const uint32_t buflen); // cli
bool Deserialize(Chat* chat, char* buf, const uint32_t buflen); // srv/cli
bool Deserialize(ErrorLog* errlog, char* buf, const uint32_t buflen); // srv
PacketType getType(char* buf, uint32_t buflen); // srv/cli
}
#endif

View File

@@ -4,6 +4,8 @@
Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) { Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) {
m_velocity = Vector3f(0, 0, 0); m_velocity = Vector3f(0, 0, 0);
m_airborne = true; m_airborne = true;
m_hp = 0.75f; //TODO: Remettre <20> 1.0f
m_username = "Zelda Bee-Bop";
} }
void Player::TurnLeftRight(float value) { void Player::TurnLeftRight(float value) {
@@ -64,7 +66,8 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum
return delta; return delta;
} }
void Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime) { Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime) {
Player::Sound snd = Player::Sound::NOSOUND;
static float timing = 0.f; static float timing = 0.f;
/* Gestion de collisions */ /* Gestion de collisions */
BlockType bt1, bt2, bt3; BlockType bt1, bt2, bt3;
@@ -85,6 +88,7 @@ void Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime) {
if (bt3 != BTYPE_AIR) { if (bt3 != BTYPE_AIR) {
m_velocity.y = 0; m_velocity.y = 0;
if (timing == 0.f) { if (timing == 0.f) {
if (m_airborne) snd = Player::Sound::FALL;
timing = .3f; timing = .3f;
} }
m_airborne = false; m_airborne = false;
@@ -137,10 +141,10 @@ void Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime) {
m_velocity.x += input.x * 2.f * elapsedTime; m_velocity.x += input.x * 2.f * elapsedTime;
m_velocity.z += input.z * 2.f * elapsedTime; m_velocity.z += input.z * 2.f * elapsedTime;
if (input.x == 0.f) if (input.x == 0.f)
m_velocity.x *= .8f; m_velocity.x *= .8f;
if (input.z == 0.f) if (input.z == 0.f)
m_velocity.z *= .8f; m_velocity.z *= .8f;
} }
else { else {
@@ -160,6 +164,30 @@ void Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime) {
m_velocity.y = vy; m_velocity.y = vy;
m_position += m_velocity; m_position += m_velocity;
static float bobbingtime = 0; // Gestion de la cam<61>ra
static bool leftright = false;
static bool isStep = false;
if (bobbingtime <= 360.f)
bobbingtime += elapsedTime * 20.f; else bobbingtime = 0;
if ((sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) < -.2f && !m_airborne) {
if (!isStep) {
snd = Player::Sound::STEP;
}
isStep = true;
}
else isStep = false;
m_POV = m_position.y;
m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f;
return snd;
}
void Player::ApplyTransformation(Transformation& transformation, bool rel) const {
transformation.ApplyRotation(-m_rotX, 1, 0, 0);
transformation.ApplyRotation(-m_rotY, 0, 1, 0);
if (rel) transformation.ApplyTranslation(-GetPOV());
} }
Vector3f Player::GetPosition() const { return Vector3f(m_position.x + CHUNK_SIZE_X * WORLD_SIZE_X / 2, m_position.y, m_position.z + CHUNK_SIZE_Z * WORLD_SIZE_Y / 2); } Vector3f Player::GetPosition() const { return Vector3f(m_position.x + CHUNK_SIZE_X * WORLD_SIZE_X / 2, m_position.y, m_position.z + CHUNK_SIZE_Z * WORLD_SIZE_Y / 2); }
@@ -170,6 +198,10 @@ Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPos
Vector3f Player::GetDirection() const { return m_direction; } Vector3f Player::GetDirection() const { return m_direction; }
std::string Player::GetUsername() const { return m_username; }
float Player::GetHP() const { return m_hp; }
void Player::Teleport(int& x, int& z) { void Player::Teleport(int& x, int& z) {
m_position.x -= x * CHUNK_SIZE_X; m_position.x -= x * CHUNK_SIZE_X;
m_position.z -= z * CHUNK_SIZE_Z; m_position.z -= z * CHUNK_SIZE_Z;

View File

@@ -1,33 +1,44 @@
#ifndef _PLAYER_H__ #ifndef PLAYER_H__
#define _PLAYER_H__ #define PLAYER_H__
#include "vector3.h"
#include <cmath>
class World; #include <cmath>
#include "transformation.h"
#include "vector3.h"
class World;
class Player { class Player {
public: public:
enum Sound { NOSOUND, STEP, FALL };
Player(const Vector3f& position, float rotX = 0, float rotY = 0); Player(const Vector3f& position, float rotX = 0, float rotY = 0);
void TurnLeftRight(float value); void TurnLeftRight(float value);
void TurnTopBottom(float value); void TurnTopBottom(float value);
Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime); Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
void ApplyPhysics(Vector3f input, World* world, float elapsedTime); Sound ApplyPhysics(Vector3f input, World* world, float elapsedTime);
void ApplyTransformation(Transformation& transformation, bool rel = true) const;
Vector3f GetPosition() const; Vector3f GetPosition() const;
Vector3f GetDirection() const; Vector3f GetDirection() const;
Vector3f GetVelocity() const; Vector3f GetVelocity() const;
Vector3f GetPOV() const; Vector3f GetPOV() const;
std::string GetUsername() const;
float GetHP() const;
void Teleport(int& x, int& z); void Teleport(int& x, int& z);
protected: private:
Vector3f m_position; Vector3f m_position;
Vector3f m_velocity; Vector3f m_velocity;
Vector3f m_direction; Vector3f m_direction;
std::string m_username;
float m_rotX = 0; float m_rotX = 0;
float m_rotY = 0; float m_rotY = 0;
float m_POV; float m_POV;
float m_hp;
bool m_airborne; bool m_airborne;
}; };
#endif //_PLAYER_H__ #endif //_PLAYER_H__

View File

@@ -51,10 +51,10 @@ void Transformation::ApplyScale(const Vector3f& v)
ApplyScale(v.x, v.y, v.z); ApplyScale(v.x, v.y, v.z);
} }
void Transformation::Use() const //void Transformation::Use() const
{ //{
glLoadMatrixf(m_stack.top().GetInternalValues()); // glLoadMatrixf(m_stack.top().GetInternalValues());
} //}
const Matrix4f& Transformation::GetMatrix() const const Matrix4f& Transformation::GetMatrix() const
{ {

View File

@@ -1,9 +1,10 @@
#ifndef TRANSFORMATION_H__ #ifndef TRANSFORMATION_H__
#define TRANSFORMATION_H__ #define TRANSFORMATION_H__
#include <stack>
#include "define.h"
#include "matrix4.h" #include "matrix4.h"
#include "vector3.h" #include "vector3.h"
#include <stack>
class Transformation class Transformation
{ {
@@ -24,7 +25,7 @@ class Transformation
void ApplyScale(float x, float y, float z); void ApplyScale(float x, float y, float z);
void ApplyScale(const Vector3f& v); void ApplyScale(const Vector3f& v);
void Use() const; //void Use() const;
const Matrix4f& GetMatrix() const; const Matrix4f& GetMatrix() const;

View File

@@ -6,6 +6,10 @@ World::~World() {}
Array2d<Chunk*>& World::GetChunks() { return m_chunks; } Array2d<Chunk*>& World::GetChunks() { return m_chunks; }
void World::SetSeed(uint64_t seed) {
m_seed = seed;
}
Chunk* World::ChunkAt(float x, float y, float z) const { Chunk* World::ChunkAt(float x, float y, float z) const {
int cx = (int)x / CHUNK_SIZE_X; int cx = (int)x / CHUNK_SIZE_X;
int cz = (int)z / CHUNK_SIZE_Z; int cz = (int)z / CHUNK_SIZE_Z;
@@ -38,23 +42,112 @@ BlockType World::BlockAt(const Vector3f& pos, BlockType defaultBlockType) const
return BlockAt(pos.x, pos.y, pos.z, defaultBlockType); return BlockAt(pos.x, pos.y, pos.z, defaultBlockType);
} }
void World::TransposeWorld(Vector3f& player, Bullet* bullets[MAX_BULLETS]) {
int x = 0, y = 0;
if (player.x > (WORLD_SIZE_X * CHUNK_SIZE_X) * .6f) ++x;
else if (player.x < (WORLD_SIZE_X * CHUNK_SIZE_X) * .4f) --x;
if (player.z > (WORLD_SIZE_Y * CHUNK_SIZE_Z) * .6f) ++y;
else if (player.z < (WORLD_SIZE_Y * CHUNK_SIZE_Z) * .4f) --y;
if (!x && !y) return;
if (x > 0) {
for (int ax = 0; ax < WORLD_SIZE_X; ++ax)
for (int ay = 0; ay < WORLD_SIZE_Y; ++ay)
if (ax - x >= 0) {
m_chunks.Set(ax - x, ay,
m_chunks.Remove(ax, ay));
if (ax == WORLD_SIZE_X - 1 && m_chunks.Get(ax - x, ay))
m_chunks.Get(ax - x, ay)->MakeDirty();
}
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
else if (x < 0) {
for (int ax = WORLD_SIZE_X - 1; ax >= 0; --ax)
for (int ay = WORLD_SIZE_Y - 1; ay >= 0; --ay)
if (ax - x < WORLD_SIZE_X) {
m_chunks.Set(ax - x, ay,
m_chunks.Remove(ax, ay));
if (ax == 0 && m_chunks.Get(ax - x, ay))
m_chunks.Get(ax - x, ay)->MakeDirty();
}
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
if (y > 0) {
for (int ax = 0; ax < WORLD_SIZE_X; ++ax)
for (int ay = 0; ay < WORLD_SIZE_Y; ++ay)
if (ay - y >= 0) {
m_chunks.Set(ax, ay - y,
m_chunks.Remove(ax, ay));
if (ay == WORLD_SIZE_Y - 1 && m_chunks.Get(ax, ay - y))
m_chunks.Get(ax, ay - y)->MakeDirty();
}
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
else if (y < 0) {
for (int ax = WORLD_SIZE_X - 1; ax >= 0; --ax)
for (int ay = WORLD_SIZE_Y - 1; ay >= 0; --ay)
if (ay - y < WORLD_SIZE_Y) {
m_chunks.Set(ax, ay - y,
m_chunks.Remove(ax, ay));
if (ay == 0 && m_chunks.Get(ax, ay - y))
m_chunks.Get(ax, ay - y)->MakeDirty();
}
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
m_center[0] += x; m_center[1] += y;
player.x -= x * CHUNK_SIZE_X;
player.z -= y * CHUNK_SIZE_Z;
for (int index = 0; index < MAX_BULLETS; ++index)
if (bullets[index]) bullets[index]->Transpose(x, y);
}
void World::CleanUpWorld(int& deleteframes, bool clear = false) {
if (clear) {
while (m_tbDeleted.size() > 0) {
delete m_tbDeleted.back();
m_tbDeleted.pop_back();
}
}
if (!m_tbDeleted.empty() && !deleteframes) {
int deleted = 0;
while (deleted < THREADS_DELETE_CHUNKS) {
}
delete m_tbDeleted.back();
m_tbDeleted.pop_back();
deleteframes = FRAMES_DELETE_CHUNKS;
}
}
void World::GetScope(unsigned int& x, unsigned int& y) { void World::GetScope(unsigned int& x, unsigned int& y) {
x = m_center[0]; x = m_center[0];
y = m_center[1]; y = m_center[1];
} }
void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) { void World::Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]) {
int bx = (int)pos.x % CHUNK_SIZE_X; UpdateWorld(player_pos, blockinfo);
int by = (int)pos.y % CHUNK_SIZE_Y; //TransposeWorld(player_pos, bullets);
int bz = (int)pos.z % CHUNK_SIZE_Z;
ChunkAt(pos)->SetBlock(bx, by, bz, blockType, this);
} }
//
//void World::UpdateChunk(int& updates, unsigned int chx, unsigned int chy, BlockInfo* blockinfo[BTYPE_LAST]) {
// if (updates == 0 && ChunkAt(chx, 1, chy) &&
// ChunkAt(chx, 1, chy)->IsDirty()) {
// ChunkAt(chx, 1, chy)->Update(blockinfo, this);
// updates = FRAMES_UPDATE_CHUNKS;
// }
//
//}
void World::ChangeBlockAtCursor(BlockType blockType, Player& player, bool& block) { void World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block) {
Vector3f currentPos = player.GetPosition(); Vector3f currentPos = player_pos;
Vector3f currentBlock = currentPos; Vector3f currentBlock = currentPos;
Vector3f ray = player.GetDirection(); Vector3f ray = player_dir;
bool found = false; bool found = false;
if (block) return; if (block) return;
@@ -76,7 +169,7 @@ void World::ChangeBlockAtCursor(BlockType blockType, Player& player, bool& block
BlockType bt = BlockAt(currentBlock); BlockType bt = BlockAt(currentBlock);
if (bt == BTYPE_AIR) { // V?rification pour ?tre s?r que le bloc ? changer n'est pas dans le joueur. if (bt == BTYPE_AIR) { // V<EFBFBD>rification pour <EFBFBD>tre s<EFBFBD>r que le bloc <EFBFBD> changer n'est pas dans le joueur.
int Bx = (int)currentBlock.x; int Bx = (int)currentBlock.x;
int By = (int)currentBlock.y; int By = (int)currentBlock.y;
int Bz = (int)currentBlock.z; int Bz = (int)currentBlock.z;
@@ -107,3 +200,211 @@ void World::ChangeBlockAtCursor(BlockType blockType, Player& player, bool& block
block = true; block = true;
} }
} }
void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) {
int bx = (int)pos.x % CHUNK_SIZE_X;
int by = (int)pos.y % CHUNK_SIZE_Y;
int bz = (int)pos.z % CHUNK_SIZE_Z;
ChunkAt(pos)->SetBlock(bx, by, bz, blockType, this);
ChunkAt(pos)->MakeModified();
}
void World::UpdateWorld(const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]) {
int cx = player.x;
int cy = player.z;
static int frameGenerate = 1;
static int frameUpdate = 2;
static int frameDelete = 3;
int side = 0;
int threads = 0;
std::future<Chunk*> genThList[THREADS_GENERATE_CHUNKS];
//std::future<void> delThList[THREADS_DELETE_CHUNKS];
if (frameGenerate > 0) --frameGenerate;
if (frameUpdate > 0) --frameUpdate;
if (frameDelete > 0) --frameDelete;
if (!frameGenerate)
while (side * CHUNK_SIZE_X <= VIEW_DISTANCE * 2 + CHUNK_SIZE_X) {
int tx = -side, ty = -side;
int chx = 0;
int chy = 0;
for (; tx <= side; ++tx) {
if (frameGenerate)
break;
chx = cx + tx * CHUNK_SIZE_X;
chy = cy + ty * CHUNK_SIZE_Z;
if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z &&
chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy))
genThList[threads++] = std::async(std::launch::async,
[](unsigned int x, unsigned int y, uint64_t seed) {
return new Chunk(x, y, seed); },
chx / CHUNK_SIZE_X + m_center[0],
chy / CHUNK_SIZE_Z + m_center[1],
m_seed);
if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS;
}
for (; ty <= side; ++ty) {
if (frameGenerate)
break;
chx = cx + tx * CHUNK_SIZE_X;
chy = cy + ty * CHUNK_SIZE_Z;
if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z &&
chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy))
genThList[threads++] = std::async(std::launch::async,
[](unsigned int x, unsigned int y, uint64_t seed) {
return new Chunk(x, y, seed); },
chx / CHUNK_SIZE_X + m_center[0],
chy / CHUNK_SIZE_Z + m_center[1],
m_seed);
if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS;
}
for (; tx >= -side; --tx) {
if (frameGenerate)
break;
chx = cx + tx * CHUNK_SIZE_X;
chy = cy + ty * CHUNK_SIZE_Z;
if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z &&
chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy))
genThList[threads++] = std::async(std::launch::async,
[](unsigned int x, unsigned int y, uint64_t seed) {
return new Chunk(x, y, seed); },
chx / CHUNK_SIZE_X + m_center[0],
chy / CHUNK_SIZE_Z + m_center[1],
m_seed);
if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS;
}
for (; ty >= -side; --ty) {
if (frameGenerate)
break;
chx = cx + tx * CHUNK_SIZE_X;
chy = cy + ty * CHUNK_SIZE_Z;
if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z &&
chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy))
genThList[threads++] = std::async(std::launch::async,
[](unsigned int x, unsigned int y, uint64_t seed) {
return new Chunk(x, y, seed); },
chx / CHUNK_SIZE_X + m_center[0],
chy / CHUNK_SIZE_Z + m_center[1],
m_seed);
if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS;
}
if (frameGenerate)
break;
++side;
}
if (threads > 0) {
for (int i = 0; i < threads; ++i)
genThList[i].wait();
for (int i = 0; i < threads; ++i) {
unsigned int x, y;
Chunk* chunk = genThList[i].get();
chunk->GetPosition(x, y);
m_chunks.Set(x - m_center[0], y - m_center[1], chunk);
}
}
side = 0;
threads = 0;
//if (!frameUpdate)
// while (side * CHUNK_SIZE_X <= VIEW_DISTANCE * 2) {
// int tx = -side, ty = -side;
// for (; tx <= side; ++tx) {
// if (frameUpdate)
// break;
// unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
// if (ChunkAt(chx, 1, chy) &&
// ChunkAt(chx, 1, chy)->IsDirty()) {
// updateThList[threads++] =
// std::async(std::launch::async,
// [](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
// chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this);
// if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
// }
// }
// for (; ty <= side; ++ty) {
// if (frameUpdate)
// break;
// unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
// if (ChunkAt(chx, 1, chy) &&
// ChunkAt(chx, 1, chy)->IsDirty()) {
// updateThList[threads++] =
// std::async(std::launch::async,
// [](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
// chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this);
// if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
// }
// }
// for (; tx >= -side; --tx) {
// if (frameUpdate)
// break;
// unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
// if (ChunkAt(chx, 1, chy) &&
// ChunkAt(chx, 1, chy)->IsDirty()) {
// updateThList[threads++] =
// std::async(std::launch::async,
// [](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
// chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this);
// if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
// }
// }
// for (; ty >= -side; --ty) {
// if (frameUpdate)
// break;
// unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
// if (ChunkAt(chx, 1, chy) &&
// ChunkAt(chx, 1, chy)->IsDirty()) {
// updateThList[threads++] =
// std::async(std::launch::async,
// [](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
// chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this);
// if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
// }
// }
// if (frameUpdate)
// break;
// ++side;
// }
//if (threads > 0) {
// for (int i = 0; i < threads; ++i) {
// updateThList[i].wait();
// Chunk* chunk = updateThList[i].get();
// chunk->FlushMeshToVBO();
// }
//}
threads = 0;
//int del = THREADS_DELETE_CHUNKS;
//while (!m_tbDeleted.empty() && del--) { // Moins rapide que le bout en dessous, mais -beaucoup- plus stable.
// m_tbDeleted.back()->FlushVBO();
// m_tbDeleted.back()->~Chunk();
// m_tbDeleted.pop_back();
//}
/*while (!m_tbDeleted.empty() && !frameDelete) {
if (m_tbDeleted.back()) {
m_tbDeleted.back()->FlushVBO();
delThList[threads] =
std::async(std::launch::async,
[](Chunk* chunk) { delete chunk; }, m_tbDeleted.back());
m_tbDeleted.pop_back();
if (++threads > THREADS_DELETE_CHUNKS) frameDelete = FRAMES_DELETE_CHUNKS;
}
else m_tbDeleted.pop_back();
}*/
/*for (int x = 0; x < threads; ++x) {
delThList[x].wait();
delThList[x].get();
}*/
}
int World::GettbDeleted() const { return m_tbDeleted.size(); }

View File

@@ -1,19 +1,18 @@
#ifndef WORLD_H__ #ifndef WORLD_H__
#define WORLD_H__ #define WORLD_H__
#include <fstream> #include <fstream>
#include <string> #include <string>
#include <vector> #include <vector>
#include <future> #include <future>
#include <thread> #include <thread>
#include "define.h" #include "define.h"
#include "chunk.h"
#include "array2d.h"
#include "vector3.h" #include "vector3.h"
#include "player.h" #include "array2d.h"
#include "bullet.h" #include "bullet.h"
#include "chunk.h"
class Chunk; class Chunk;
class Player;
class Bullet; class Bullet;
class World { class World {
@@ -23,23 +22,33 @@ public:
Array2d<Chunk*>& GetChunks(); Array2d<Chunk*>& GetChunks();
void SetSeed(uint64_t seed);
Chunk* ChunkAt(float x, float y, float z) const; Chunk* ChunkAt(float x, float y, float z) const;
Chunk* ChunkAt(const Vector3f& pos) const; Chunk* ChunkAt(const Vector3f& pos) const;
BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType = BTYPE_AIR) const; BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType = BTYPE_AIR) const;
BlockType BlockAt(const Vector3f& pos, BlockType defaultBlockType = BTYPE_AIR) const; BlockType BlockAt(const Vector3f& pos, BlockType defaultBlockType = BTYPE_AIR) const;
void Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]);
void GetScope(unsigned int& x, unsigned int& y); void GetScope(unsigned int& x, unsigned int& y);
void ChangeBlockAtCursor(BlockType blockType, Player& player, bool& block); void ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block);
void ChangeBlockAtPosition(BlockType blockType, Vector3f pos); void ChangeBlockAtPosition(BlockType blockType, Vector3f pos);
void CleanUpWorld(int& deleteframes, bool clear);
int GettbDeleted() const;
private: private:
Array2d<Chunk*> m_chunks = Array2d<Chunk*>(WORLD_SIZE_X, WORLD_SIZE_Y); Array2d<Chunk*> m_chunks = Array2d<Chunk*>(WORLD_SIZE_X, WORLD_SIZE_Y);
std::vector<Chunk*> m_tbDeleted; std::vector<Chunk*> m_tbDeleted;
uint64_t m_seed = 0;
unsigned int m_center[2] = { UINT16_MAX / 2 - WORLD_SIZE_X, UINT16_MAX / 2 - WORLD_SIZE_Y }; unsigned int m_center[2] = { UINT16_MAX / 2 - WORLD_SIZE_X, UINT16_MAX / 2 - WORLD_SIZE_Y };
void UpdateChunk(int& updates, unsigned int chx, unsigned int chy, BlockInfo* blockinfo[BTYPE_LAST]);
void UpdateWorld(const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]);
void TransposeWorld(Vector3f& player, Bullet* bullets[MAX_BULLETS]);
}; };
#endif // WORLD_H__ #endif // WORLD_H__

View File

@@ -0,0 +1,30 @@
cmake_minimum_required(VERSION 3.18.4)
project(SQCSim-Server VERSION 0.1)
add_compile_options("-Wno-narrowing")
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_STANDARD_REQUIRED True)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "../out")
set(SQCSIM_COMMON_DIR "../../SQCSim-common/")
add_library(SQCSim-common
"${SQCSIM_COMMON_DIR}blockinfo.cpp"
"${SQCSIM_COMMON_DIR}bullet.cpp"
"${SQCSIM_COMMON_DIR}chunk.cpp"
"${SQCSIM_COMMON_DIR}netprotocol.cpp"
"${SQCSIM_COMMON_DIR}opensimplex.cpp"
"${SQCSIM_COMMON_DIR}player.cpp"
"${SQCSIM_COMMON_DIR}transformation.cpp"
"${SQCSIM_COMMON_DIR}world.cpp"
)
add_executable(SQCSim-server
"../connection.cpp"
"../server.cpp"
"../main.cpp"
)
target_link_libraries(SQCSim-server PUBLIC SQCSim-common)

View File

@@ -1,48 +1,46 @@
#include "connection.h" #include "connection.h"
Connection::Connection(in_addr addr,
std::string name,
UINT64 id, Connection::Connection(SOCKET sock,
UINT64 self_id, sockaddr_in sockaddr,
UINT64 team_id): netprot::LoginInfo log,
m_addr(addr), netprot::PlayerInfo play):
m_id(id), m_sock(sock),
m_sid(self_id), m_addr(sockaddr),
m_tid(team_id), m_loginfo(log),
m_name(name) { m_playinfo(play) {
} }
Connection::~Connection() { Connection::~Connection() {
closesocket(m_sock);
} }
in_addr Connection::GetAddr() const { return m_addr; } uint64_t Connection::GetHash(bool self) const { return self? m_loginfo.sid: m_playinfo.id; }
UINT64 Connection::GetHash(bool self) const { return self? m_sid: m_id; } uint64_t Connection::GetTeamHash() const { return m_loginfo.tid; }
UINT64 Connection::GetTeamHash() const { return m_tid; } std::string Connection::GetName() const { return m_loginfo.name; }
std::string Connection::GetName() const { return m_name; } void Connection::AddInput(netprot::Input in) {
m_input_manifest.insert({ in.timestamp, in });
void Connection::AddInput(Input in) {
m_input_manifest.insert({in.timestamp, in});
} }
Output* Connection::getOutput(Timestamp time) { netprot::Output* Connection::getOutput(Timestamp time) {
auto out = m_output_manifest.find(time); auto out = m_output_manifest.find(time);
if (out != m_output_manifest.end()) if (out != m_output_manifest.end())
return &out->second; return &out->second;
return nullptr; return nullptr;
} }
Sync Connection::getSync(Timestamp time) { netprot::Sync Connection::getSync(Timestamp time) {
Sync sync; netprot::Sync sync;
auto out = m_output_manifest.find(time); auto out = m_output_manifest.find(time);
if (out != m_output_manifest.end()) { if (out != m_output_manifest.end()) {
sync.timestamp = out->second.timestamp; sync.timestamp = out->second.timestamp;
sync.position = out->second.position; sync.position = out->second.position;
sync.sid = m_sid; sync.sid = m_loginfo.sid;
} }
return sync; return sync;
} }

View File

@@ -1,60 +1,42 @@
#ifndef CONNECTION_H__ #ifndef CONNECTION_H__
#define CONNECTION_H__ #define CONNECTION_H__
#include <deque> #include <deque>
#include <map> #include <map>
#include "../SQCSim-common/player.h" #include "../SQCSim-common/player.h"
#include "../SQCSim-common/vector3.h" #include "../SQCSim-common/vector3.h"
#include "../SQCSim-common/netprotocol.h"
#include "define.h" #include "define.h"
struct Input {
Timestamp timestamp;
UINT8 keys; // 0bFBLRJS__
Vector3f direction;
};
struct Output {
Timestamp timestamp;
UINT64 id = 0;
Vector3f position, direction;
bool is_shooting, is_jumping;
};
struct Sync {
Timestamp timestamp;
UINT64 sid = 0;
Vector3f position;
};
class Connection { class Connection {
public: public:
Connection( Connection(
in_addr addr, SOCKET sock,
std::string name, sockaddr_in sockaddr,
UINT64 hash, netprot::LoginInfo log,
UINT64 self_hash, netprot::PlayerInfo play);
UINT64 team_hash);
~Connection(); ~Connection();
Player* player = nullptr; Player* player = nullptr;
in_addr GetAddr() const; uint64_t GetHash(bool self = true) const;
UINT64 GetHash(bool self = true) const; uint64_t GetTeamHash() const;
UINT64 GetTeamHash() const;
std::string GetName() const; std::string GetName() const;
void AddInput(Input in); void AddInput(netprot::Input in);
Output* getOutput(Timestamp time); netprot::Output* getOutput(Timestamp time);
Sync getSync(Timestamp time); netprot::Sync getSync(Timestamp time);
void CleanInputManifest(Timestamp time); void CleanInputManifest(Timestamp time);
private: private:
std::map<Timestamp, Input> m_input_manifest; std::map<Timestamp, netprot::Input> m_input_manifest;
std::map<Timestamp, Output> m_output_manifest; std::map<Timestamp, netprot::Output> m_output_manifest;
in_addr m_addr; std::map<Timestamp, netprot::Chat> m_chatlog;
UINT64 m_id,
m_sid, SOCKET m_sock;
m_tid; sockaddr_in m_addr;
std::string m_name; netprot::LoginInfo m_loginfo;
netprot::PlayerInfo m_playinfo;
}; };
#endif #endif

View File

@@ -6,38 +6,12 @@
#include <sstream> #include <sstream>
#include <cctype> #include <cctype>
#include <string> #include <string>
#include <chrono>
#define MAX_CONNECTIONS 16 #define MAX_CONNECTIONS 16
#define ID_LIST_SIZE 127
#define BUFFER_LENGTH 150
typedef unsigned char LogDest; typedef unsigned char LogDest;
enum LOG_DEST { CONSOLE, LOGFILE, LOG_LAST }; enum LOG_DEST { CONSOLE, LOGFILE, LOG_LAST };
typedef std::chrono::system_clock::time_point Timestamp;
#endif
#ifdef _WIN32
#pragma comment(lib,"wsock32.lib") // Pour pouvoir faire fonctionner le linker sans le vcxproject
#include <Windows.h>
#include <cstdio>
#include <ctime>
#define popen _popen
#define pclose _pclose
#else // Pas _WIN32
#include <unistd.h>
#include <time.h>
#include <stdio.h>
#include <sys/socket.h>
#include <arpa/inet.h>
#include <netinet/in.h>
#define SOCKET int
#define INVALID_SOCKET -1
#define closesocket close
#endif // _WIN32
#endif

View File

@@ -1,4 +1,3 @@
#include "define.h"
#include "server.h" #include "server.h"
int main() { int main() {

View File

@@ -61,9 +61,6 @@ int Server::Init() {
return 5; return 5;
} }
for (auto& conn : m_conn)
conn = nullptr;
return 0; return 0;
} }
@@ -73,24 +70,77 @@ int Server::Ready() {
return 1; return 1;
} }
char buffer[2048]; char* buf = new char[150];
uint32_t buflen = 150;
bool readystart = false; bool readystart = false;
srand(time(NULL));
Log("<EFBFBD> l'<27>coute sur le port: " + std::to_string(SRV_PORT), false, false); Log("<EFBFBD> l'<27>coute sur le port: " + std::to_string(SRV_PORT), false, false);
buildIdList(ID_LIST_SIZE);
m_game.countdown = 360;
m_game.gameType = 1;
m_game.seed = 9370707;
while (!readystart) { while (!readystart) {
sockaddr_in sockad;
Log("trololo", false, false); unsigned int addrlen = sizeof(sockad);
readystart = true; SOCKET sock = accept(m_sock_tcp, (sockaddr*)&sockad, &addrlen);
if (sock < 0)
Log("Erreur de connexion", true, false);
else if (sock > 0) {
std::string str = "Nouvelle connection provenant de: ";
char* strbuf = new char[BUFFER_LENGTH];
uint32_t strbuflen = BUFFER_LENGTH;
str.append(inet_ntop(AF_INET, &sockad.sin_addr, strbuf, strbuflen)).append(": ").append(std::to_string(sockad.sin_port));
if (recv(sock, buf, buflen, 0) > 0) {
netprot::LoginInfo log;
netprot::PlayerInfo play;
if (netprot::Deserialize(&log, buf, buflen)) {
log.sid = getUniqueId();
log.tid = 0;
str.append(" Nom: ").append(log.name);
Log(str, false, false);
str = "";
str.append(log.name).append(" SID: [").append(std::to_string(log.sid).append("]"));
Log(str, false, false);
//netprot::Serialize(&log, &buf, &buflen);
//send(sock, buf, buflen, 0);
//buflen = 150;
sendPack<netprot::LoginInfo>(sock, &log, &buf, &buflen);
play.id = getUniqueId();
memcpy(play.name, log.name, std::strlen(log.name) + 1);
play.tid = log.tid;
//netprot::Serialize(&m_game, &buf, &buflen);
//send(sock, buf, buflen, 0);
sendPack<netprot::GameInfo>(sock, &m_game, &buf, &buflen);
Connection* conn = new Connection(sock, sockad, log, play);
m_players[log.sid] = conn;
readystart = true;
}
}
}
} }
return 0; return 0;
} }
void Server::Run() { void Server::Run() {
Log("Partie en cours...", false, false); Log("Partie en cours...", false, false);
} }
inline std::string Server::Timestamp() { inline std::string Server::LogTimestamp() {
time_t rawtime; time_t rawtime;
struct tm timeinfo; struct tm timeinfo;
char buffer[80]; char buffer[80];
@@ -112,11 +162,11 @@ inline std::string Server::Timestamp() {
void Server::Log(std::string str, bool is_error = false, bool is_fatal = false) { void Server::Log(std::string str, bool is_error = false, bool is_fatal = false) {
switch (m_log) { switch (m_log) {
case LOG_DEST::LOGFILE: case LOG_DEST::LOGFILE:
m_logfile << Timestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl; m_logfile << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl;
break; break;
case LOG_DEST::CONSOLE: case LOG_DEST::CONSOLE:
default: default:
std::cout << Timestamp() << (is_fatal? "FATAL ": "") << (is_error ? "ERROR ": "") << str << std::endl; std::cout << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl;
break; break;
} }
@@ -131,6 +181,41 @@ void Server::Log(std::string str, bool is_error = false, bool is_fatal = false)
} }
} }
void Server::buildIdList(size_t size) {
std::set<uint64_t> lst;
do lst.insert(((uint64_t)rand() << 25) % 8675309); // EIGHT SIX SEVENFIVE THREE AUGHT NIIIIIIiIIiiIiINE!
while (lst.size() < size);
m_ids = std::vector<uint64_t>(lst.begin(), lst.end());
}
uint64_t Server::getUniqueId() {
uint64_t id = m_ids.back();
m_ids.pop_back();
return id;
}
// Test serialize/deserialize:
/*
netprot::LoginInfo log, log2;
std::cout << "Nom? ";
std::cin.getline(log.name, 32); // NO! STD::CIN >> VARIABLE;! EVEEEEEERRRR!!!
log.sid = 12345;
char* buf = new char[150];
uint32_t buflen = 150;
netprot::Serialize(&log, &buf, &buflen);
bool is_work = netprot::Deserialize(&log2, buf, buflen);
std::string str;
str.append(is_work ? "Y " : "N ").append(log2.name).append(": ").append(std::to_string(log2.sid));
Log(str, false, false);
*/
///* Recevoir paquet */ ///* Recevoir paquet */
//while (true) { //while (true) {
// char buffer[2048]; // char buffer[2048];

View File

@@ -3,8 +3,10 @@
#include <fstream> #include <fstream>
#include <vector> #include <vector>
#include <set>
#include <string> #include <string>
#include "../SQCSim-common/world.h" #include "../SQCSim-common/world.h"
#include "../SQCSim-common/netprotocol.h"
#include "define.h" #include "define.h"
#include "connection.h" #include "connection.h"
@@ -26,10 +28,27 @@ private:
LogDest m_log; LogDest m_log;
std::ofstream m_logfile; std::ofstream m_logfile;
Connection* m_conn[MAX_CONNECTIONS]; std::map<uint64_t, Connection*> m_players;
std::map <Timestamp, netprot::Chat> m_chatlog;
std::vector<uint64_t> m_ids;
netprot::GameInfo m_game;
World* m_world = nullptr; World* m_world = nullptr;
std::string Timestamp(); std::string LogTimestamp();
void Log(std::string str, bool is_error, bool is_fatal); void Log(std::string str, bool is_error, bool is_fatal);
void buildIdList(size_t size);
uint64_t getUniqueId();
template <class T> void sendPack(SOCKET sock, T* pack, char** buf, uint32_t* buflen);
}; };
template <class T>
void Server::sendPack(SOCKET sock, T* pack, char** buf, uint32_t* buflen) {
netprot::Serialize(pack, buf, buflen);
send(sock, *buf, *buflen, 0);
*buflen = BUFFER_LENGTH;
}
#endif #endif

View File

@@ -19,46 +19,39 @@
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="array2d.h" />
<ClInclude Include="array3d.h" />
<ClInclude Include="audio.h" /> <ClInclude Include="audio.h" />
<ClInclude Include="blockinfo.h" /> <ClInclude Include="connector.h" />
<ClInclude Include="bullet.h" />
<ClInclude Include="chunk.h" />
<ClInclude Include="define.h" /> <ClInclude Include="define.h" />
<ClInclude Include="engine.h" /> <ClInclude Include="engine.h" />
<ClInclude Include="matrix4.h" /> <ClInclude Include="mesh.h" />
<ClInclude Include="openglcontext.h" /> <ClInclude Include="openglcontext.h" />
<ClInclude Include="opensimplex.h" />
<ClInclude Include="player.h" />
<ClInclude Include="shader.h" /> <ClInclude Include="shader.h" />
<ClInclude Include="skybox.h" /> <ClInclude Include="skybox.h" />
<ClInclude Include="texture.h" /> <ClInclude Include="texture.h" />
<ClInclude Include="textureatlas.h" /> <ClInclude Include="textureatlas.h" />
<ClInclude Include="tool.h" /> <ClInclude Include="tool.h" />
<ClInclude Include="transformation.h" />
<ClInclude Include="vector3.h" />
<ClInclude Include="vertexbuffer.h" /> <ClInclude Include="vertexbuffer.h" />
<ClInclude Include="world.h" /> <ClInclude Include="worldrenderer.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="audio.cpp" /> <ClCompile Include="audio.cpp" />
<ClCompile Include="blockinfo.cpp" /> <ClCompile Include="connector.cpp" />
<ClCompile Include="bullet.cpp" />
<ClCompile Include="chunk.cpp" />
<ClCompile Include="engine.cpp" /> <ClCompile Include="engine.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
<ClCompile Include="mesh.cpp" />
<ClCompile Include="openglcontext.cpp" /> <ClCompile Include="openglcontext.cpp" />
<ClCompile Include="opensimplex.cpp" />
<ClCompile Include="player.cpp" />
<ClCompile Include="shader.cpp" /> <ClCompile Include="shader.cpp" />
<ClCompile Include="skybox.cpp" /> <ClCompile Include="skybox.cpp" />
<ClCompile Include="texture.cpp" /> <ClCompile Include="texture.cpp" />
<ClCompile Include="textureatlas.cpp" /> <ClCompile Include="textureatlas.cpp" />
<ClCompile Include="tool.cpp" /> <ClCompile Include="tool.cpp" />
<ClCompile Include="transformation.cpp" />
<ClCompile Include="vertexbuffer.cpp" /> <ClCompile Include="vertexbuffer.cpp" />
<ClCompile Include="world.cpp" /> <ClCompile Include="worldrenderer.cpp" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\SQCSim-common\SQCSim-common.vcxproj">
<Project>{ee91ab12-4225-4a4d-931d-69d72f6d91fb}</Project>
</ProjectReference>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{A21FD938-1FEA-4687-AB86-0EABAC30877B}</ProjectGuid> <ProjectGuid>{A21FD938-1FEA-4687-AB86-0EABAC30877B}</ProjectGuid>
@@ -175,8 +168,8 @@
<FloatingPointModel>Fast</FloatingPointModel> <FloatingPointModel>Fast</FloatingPointModel>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Console</SubSystem> <SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>false</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>irrKlang.lib;sfml-main.lib;sfml-system.lib;sfml-window.lib;sfml-graphics.lib;GlU32.Lib;OpenGL32.Lib;DevIL.lib;ILU.lib;ILUT.lib;glew32.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>irrKlang.lib;sfml-main.lib;sfml-system.lib;sfml-window.lib;sfml-graphics.lib;GlU32.Lib;OpenGL32.Lib;DevIL.lib;ILU.lib;ILUT.lib;glew32.lib;%(AdditionalDependencies)</AdditionalDependencies>
@@ -197,8 +190,8 @@
<FloatingPointModel>Fast</FloatingPointModel> <FloatingPointModel>Fast</FloatingPointModel>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Console</SubSystem> <SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>false</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>irrKlang.lib;sfml-main.lib;sfml-system.lib;sfml-window.lib;sfml-graphics.lib;GlU32.Lib;OpenGL32.Lib;DevIL.lib;ILU.lib;ILUT.lib;glew32.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>irrKlang.lib;sfml-main.lib;sfml-system.lib;sfml-window.lib;sfml-graphics.lib;GlU32.Lib;OpenGL32.Lib;DevIL.lib;ILU.lib;ILUT.lib;glew32.lib;%(AdditionalDependencies)</AdditionalDependencies>

View File

@@ -11,51 +11,21 @@
</Filter> </Filter>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="array3d.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="blockinfo.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="chunk.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="define.h"> <ClInclude Include="define.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="engine.h"> <ClInclude Include="engine.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="matrix4.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="openglcontext.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="texture.h"> <ClInclude Include="texture.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="transformation.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="vector3.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="player.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="shader.h"> <ClInclude Include="shader.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="tool.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="vertexbuffer.h"> <ClInclude Include="vertexbuffer.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="array2d.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="skybox.h"> <ClInclude Include="skybox.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
@@ -65,23 +35,23 @@
<ClInclude Include="textureatlas.h"> <ClInclude Include="textureatlas.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="world.h"> <ClInclude Include="connector.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="bullet.h"> <ClInclude Include="openglcontext.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="opensimplex.h"> <ClInclude Include="tool.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="mesh.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="worldrenderer.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="blockinfo.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="chunk.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="engine.cpp"> <ClCompile Include="engine.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
@@ -94,18 +64,9 @@
<ClCompile Include="texture.cpp"> <ClCompile Include="texture.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="transformation.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="player.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="shader.cpp"> <ClCompile Include="shader.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="tool.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="vertexbuffer.cpp"> <ClCompile Include="vertexbuffer.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
@@ -118,13 +79,16 @@
<ClCompile Include="textureatlas.cpp"> <ClCompile Include="textureatlas.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="world.cpp"> <ClCompile Include="connector.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="bullet.cpp"> <ClCompile Include="tool.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="opensimplex.cpp"> <ClCompile Include="mesh.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="worldrenderer.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
</ItemGroup> </ItemGroup>

View File

@@ -1,61 +0,0 @@
#ifndef ARRAY2D_H__
#define ARRAY2D_H__
#include "define.h"
template <class T>
class Array2d {
public:
Array2d(int x, int y);
~Array2d();
Array2d(const Array2d& array);
void Set(int x, int y, T type);
T Get(int x, int y) const;
T Remove(int x, int y);
void Reset(T type);
private:
int m_x, m_y;
T* m_array;
int To1dIndex(int x, int y) const;
};
template <class T>
Array2d<T>::Array2d(int x, int y) : m_x(x), m_y(y) { m_array = new T[m_x * m_y]; }
template <class T>
Array2d<T>::~Array2d() { delete[] m_array; }
template <class T>
Array2d<T>::Array2d(const Array2d<T>& array) : m_x(array.m_x), m_y(array.m_y) {
m_array = new T[m_x * m_y];
for (int i = 0; i < m_x * m_y; ++i)
m_array[i] = array.m_array[i];
}
template <class T>
void Array2d<T>::Set(int x, int y, T type) { m_array[To1dIndex(x, y)] = type; }
template <class T>
T Array2d<T>::Get(int x, int y) const { return m_array[To1dIndex(x, y)]; }
template <class T>
T Array2d<T>::Remove(int x, int y) {
T thing = std::move(m_array[To1dIndex(x, y)]);
m_array[To1dIndex(x, y)] = nullptr;
return thing;
}
template <class T>
void Array2d<T>::Reset(T type) {
for (int i = 0; i < m_x * m_y; ++i)
m_array[i] = type;
}
template <class T>
int Array2d<T>::To1dIndex(int x, int y) const { return x + (y * m_x); }
#endif // ARRAY2D_H__

View File

@@ -1,55 +0,0 @@
#ifndef ARRAY3D_H__
#define ARRAY3D_H__
#include "define.h"
template <class T>
class Array3d {
public:
Array3d(int x, int y, int z);
~Array3d();
Array3d(const Array3d& array);
void Set(int x, int y, int z, T type);
T Get(int x, int y, int z) const;
void Reset(T type);
private:
int m_x, m_y, m_z;
T* m_array;
int To1dIndex(int x, int y, int z) const;
};
template <class T>
Array3d<T>::Array3d(int x, int y, int z) : m_x(x), m_y(y), m_z(z) { m_array = new T[m_x * m_y * m_z]; }
template <class T>
Array3d<T>::~Array3d() { delete[] m_array; }
template <class T>
Array3d<T>::Array3d(const Array3d<T>& array) : m_x(array.m_x), m_y(array.m_y), m_z(array.m_z) {
m_array = new T[m_x * m_y * m_z];
for (int i = 0; i < m_x * m_y * m_z; ++i)
m_array[i] = array.m_array[i];
}
template <class T>
void Array3d<T>::Set(int x, int y, int z, T type) {
m_array[To1dIndex(x, y, z)] = type;
}
template <class T>
T Array3d<T>::Get(int x, int y, int z) const { return m_array[To1dIndex(x, y, z)]; }
template <class T>
void Array3d<T>::Reset(T type) {
for (int i = 0; i < m_x * m_y * m_z; ++i)
m_array[i] = type;
}
template <class T>
int Array3d<T>::To1dIndex(int x, int y, int z) const { return x + (z * m_x) + (y * m_z * m_x); }
#endif // ARRAY3D_H__

View File

@@ -1,10 +1,16 @@
#ifndef AUDIO_H__ #ifndef AUDIO_H__
#define AUDIO_H__ #define AUDIO_H__
#ifdef _WIN32
#include <irrKlang.h> #include <irrKlang.h>
#include <ik_ISoundSource.h> #include <ik_ISoundSource.h>
#else
#include "./external/irrKlang-64bit-1.6.0/include/irrKlang.h"
#include "./external/irrKlang-64bit-1.6.0/include/ik_ISoundSource.h"
#endif
#include "../SQCSim-common/vector3.h"
#include "define.h" #include "define.h"
#include "vector3.h"
class Audio { class Audio {
private: private:
@@ -29,4 +35,4 @@ public:
void PauseEngine(); void PauseEngine();
}; };
#endif // AUDIO_H__ #endif // AUDIO_H__

View File

@@ -1,42 +0,0 @@
#include "blockinfo.h"
#include <iostream>
BlockInfo::BlockInfo(BlockType type, const std::string& name, float u, float v, float s, int dur) : m_type(type), m_name(name), m_u(u), m_v(v), m_s(s), m_durability(dur)
{
}
BlockInfo::~BlockInfo()
{
}
BlockType BlockInfo::GetType() const
{
return m_type;
}
void BlockInfo::SetDurability(int durability)
{
m_durability = durability;
}
int BlockInfo::GetDurability() const
{
return m_durability;
}
void BlockInfo::GetTexture(float& u, float& v, float& s)
{
u = m_u;
v = m_v;
s = m_s;
}
void BlockInfo::Show() const
{
std::cout << "Type: " << m_type << std::endl;
std::cout << "Nom: " << m_name << std::endl;
std::cout << "Durabilite: " << m_durability << std::endl;
std::cout << "Coordonnees Texture: " << m_u << ", " << m_v << ", " << m_s << std::endl;
}

View File

@@ -1,32 +0,0 @@
#ifndef BLOCKINFO_H__
#define BLOCKINFO_H__
#include <string>
#include "define.h"
class BlockInfo
{
public:
BlockInfo(BlockType type, const std::string& name, float u, float v, float s, int dur);
~BlockInfo();
BlockType GetType() const;
void SetDurability(int durability);
int GetDurability() const;
void GetTexture(float& u, float& v, float& s);
void Show() const;
private:
BlockType m_type;
float m_u;
float m_v;
float m_s;
std::string m_name;
int m_durability;
};
#endif // BLOCKINFO_H__

View File

@@ -1,32 +0,0 @@
#include "bullet.h"
#include "world.h"
Bullet::Bullet(Player& player) {
m_startpos = m_currentpos = player.GetPOV() + player.GetDirection();
m_velocity = player.GetDirection();
}
Bullet::~Bullet() {}
bool Bullet::Update(World* world, Transformation& tran, float elapsedtime) {
for (int x = 0; x < 1000; ++x) {
m_currentpos += m_velocity * elapsedtime;
if (!world->ChunkAt(m_currentpos))
return true;
else if (world->BlockAt(m_currentpos) != BTYPE_AIR) {
world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos);
return true;
}
else if ((m_currentpos - m_startpos).Length() > VIEW_DISTANCE) return true;
}
return false;
}
void Bullet::Transpose(int& x, int& z) {
m_currentpos.x -= x * CHUNK_SIZE_X;
m_currentpos.z -= z * CHUNK_SIZE_Z;
m_startpos.x -= x * CHUNK_SIZE_X;
m_startpos.z -= z * CHUNK_SIZE_Z;
}

View File

@@ -1,27 +0,0 @@
#ifndef BULLET_H__
#define BULLET_H__
#include "audio.h"
#include "player.h"
#include "vertexbuffer.h"
#include "texture.h"
class World;
class Bullet {
public:
Bullet(Player& player);
~Bullet();
bool Update(World* world, Transformation& tran, float elapsedtime);
void Transpose(int& x, int& z);
private:
Vector3f m_startpos;
Vector3f m_currentpos;
Vector3f m_velocity;
};
#endif // BULLET_H__

View File

@@ -1,234 +0,0 @@
#include "chunk.h"
#include "world.h"
Chunk::Chunk(unsigned int x, unsigned int y) : m_posX(x), m_posY(y) {
//std::ostringstream pos; // V<>rifie l'existence d'un fichier .chunk avec sa position.
//pos << CHUNK_PATH << x << '_' << y << ".chunk";
//std::ifstream input(pos.str(), std::fstream::binary);
//if (input.fail()) {
OpenSimplexNoise::Noise simplex = OpenSimplexNoise::Noise(SEED);
m_blocks.Reset(BTYPE_AIR);
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Montagnes
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
float xnoiz, ynoiz;
xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 4096.;
ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 4096.;
double height = 0;
for (int x = 0; x < 39; ++x) {
height += simplex.eval(xnoiz, ynoiz);
height *= .79;
xnoiz *= 1.139;
ynoiz *= 1.139;
}
height = height * 2000. * simplex.eval((double)(ix + x * CHUNK_SIZE_X) / 512., (double)(iz + y * CHUNK_SIZE_Z) / 512.);
height /= (CHUNK_SIZE_Y / 1.9);
height += 15.;
for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy)
SetBlock(ix, iy, iz, BTYPE_METAL, nullptr);
}
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Collines
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
float xnoiz, ynoiz;
xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 512.;
ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 512.;
float height = simplex.eval(xnoiz, ynoiz) * 50.f;// +1.f;
for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy) {
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
SetBlock(ix, iy, iz, BTYPE_GRASS, nullptr);
}
}
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // "Lacs"
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
for (int iy = 0; iy < 13; ++iy) {
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
SetBlock(ix, iy, iz, BTYPE_ICE, nullptr);
}
}
//for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // "Arbres"
// for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
// float xnoiz, ynoiz;
// xnoiz = (double)(iz * CHUNK_SIZE_Y + x * CHUNK_SIZE_X) / 256.;
// ynoiz = (double)(ix * CHUNK_SIZE_Y + y * CHUNK_SIZE_Z) / 256.;
// bool tree = (int)(abs(simplex.eval(xnoiz, ynoiz)) * 17933.f) % CHUNK_SIZE_Y > 126 ? true : false;
// for (int iy = 0; iy < CHUNK_SIZE_Y - 10; ++iy)
// if (GetBlock(ix, iy, iz) == BTYPE_AIR)
// if (GetBlock(ix, iy - 1, iz) == BTYPE_GRASS)
// if (tree) {
// for (int i = 0; i < (int)(abs(simplex.eval(xnoiz, ynoiz) * 4)) % 42 + 1; ++i)
// SetBlock(ix, iy + i, iz, BTYPE_DIRT, nullptr);
// break;
// }
// }
/* }
else {
input.seekg(0, std::ios_base::end);
int size = input.tellg();
input.seekg(0, std::ios_base::beg);
char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z];
input.read(data, size);
input.close();
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix)
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz)
for (int iy = 0; iy < CHUNK_SIZE_Y; ++iy)
m_blocks.Set(ix, iy, iz, data[ix + (iz * CHUNK_SIZE_X) + (iy * CHUNK_SIZE_Z * CHUNK_SIZE_X)]);
}*/
}
Chunk::~Chunk() {
/*if (m_isModified) {
char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z];
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)
data[x + (z * CHUNK_SIZE_X) + (y * CHUNK_SIZE_Z * CHUNK_SIZE_X)] = (char)GetBlock(x, y, z);
std::ostringstream pos;
pos << CHUNK_PATH << m_posX << '_' << m_posY << ".chunk";
std::ofstream output(pos.str(), std::fstream::binary);
output.write(data, sizeof(data));
output.close();
}*/
}
void Chunk::RemoveBlock(int x, int y, int z, World* world) {
m_blocks.Set(x, y, z, BTYPE_AIR);
CheckNeighbors(x, y, world);
m_isDirty = true;
}
void Chunk::SetBlock(int x, int y, int z, BlockType type, World* world) {
m_blocks.Set(x, y, z, type);
if (world) CheckNeighbors(x, z, world); // Si nullptr, ne pas v<>rifier les chunks voisines.
m_isDirty = true;
}
BlockType Chunk::GetBlock(int x, int y, int z) { return m_blocks.Get(x, y, z); }
void Chunk::CheckNeighbors(unsigned int x, unsigned int z, World* world) {
unsigned int cx, cy;
world->GetScope(cx, cy);
if (x == 0 && m_posX - cx >= 0 &&
world->ChunkAt((m_posX - cx - 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z))
world->ChunkAt((m_posX - cx - 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z)->MakeDirty();
else if (x == CHUNK_SIZE_X - 1 && m_posX - cx < WORLD_SIZE_X &&
world->ChunkAt((m_posX - cx + 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z))
world->ChunkAt((m_posX - cx + 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z)->MakeDirty();
if (z == 0 && m_posY - cy >= 0 &&
world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy - 1) * CHUNK_SIZE_Z))
world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy - 1) * CHUNK_SIZE_Z)->MakeDirty();
else if (z == CHUNK_SIZE_X - 1 && m_posY - cy < WORLD_SIZE_Y &&
world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy + 1) * CHUNK_SIZE_Z))
world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy + 1) * CHUNK_SIZE_Z)->MakeDirty();
}
void Chunk::GetPosition(unsigned int& x, unsigned int& y) const { x = m_posX; y = m_posY; }
void Chunk::FlushMeshToVBO() {
m_vertexBuffer.SetMeshData(m_vd, m_vcount);
m_vcount = 0;
delete[] m_vd;
}
void Chunk::FlushVBO() {
m_vertexBuffer.Flush();
}
void Chunk::Update(BlockInfo* blockinfo[BTYPE_LAST], World* world) {
float u, v, s;
// Update mesh
if (m_isDirty) {
int maxVertexCount = (CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z) * (6 * 4);
m_vd = new VertexBuffer::VertexData[maxVertexCount];
m_vcount = 0;
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) {
if (m_vcount > USHRT_MAX)
break;
BlockType bt = GetBlock(x, y, z);
if (bt != BTYPE_AIR) {
blockinfo[bt]->GetTexture(u, v, s);
AddBlockToMesh(m_vd, m_vcount, bt, x, y, z, u, v, s, world);
}
}
}
}
if (m_vcount > USHRT_MAX) {
m_vcount = USHRT_MAX;
std::cout << "[ Chunk :: Update ] Chunk data truncaned , too much vertices to have a 16 bit index " << std::endl;
}
}
m_isDirty = false;
}
void Chunk::AddBlockToMesh(VertexBuffer::VertexData* vd, int& count, BlockType bt,
int x, int y, int z, float u, float v, float s, World* world) {
unsigned int cex, cey;
world->GetScope(cex, cey);
int cx = x + (m_posX - cex) * CHUNK_SIZE_X, cy = z + (m_posY - cey) * CHUNK_SIZE_Z;
if (y == CHUNK_SIZE_Y - 1 || GetBlock(x, y + 1, z) == BTYPE_AIR) { // y
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, .8f, .8f, .8f, u, v);
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .8f, .8f, .8f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .8f, .8f, .8f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, .8f, .8f, .8f, u + s, v);
}
if (y == 0 || GetBlock(x, y - 1, z) == BTYPE_AIR) { // -y
vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .2f, .2f, .2f, u, v);
vd[count++] = VertexBuffer::VertexData(x, y, z, .2f, .2f, .2f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, .2f, .2f, .2f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .2f, .2f, .2f, u + s, v);
}
if (world->BlockAt(cx + 1, y, cy) == BTYPE_AIR) { // x
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, .9f, .9f, .9f, u, v);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, .9f, .9f, .9f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .9f, .9f, .9f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .9f, .9f, .9f, u + s, v);
}
if (world->BlockAt(cx - 1, y, cy) == BTYPE_AIR) { // -x
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .5f, .5f, .5f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, .5f, .5f, .5f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x, y, z, .5f, .5f, .5f, u + s, v);
vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .5f, .5f, .5f, u, v);
}
if (world->BlockAt(cx, y, cy + 1) == BTYPE_AIR) { // z
vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .4f, .4f, .4f, u, v);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .4f, .4f, .4f, u + s, v);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .4f, .4f, .4f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .4f, .4f, .4f, u, v + s);
}
if (world->BlockAt(cx, y, cy - 1) == BTYPE_AIR) { // -z
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, 1.f, 1.f, 1.f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, 1.f, 1.f, 1.f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z , 1.f, 1.f, 1.f, u + s, v);
vd[count++] = VertexBuffer::VertexData(x, y, z , 1.f, 1.f, 1.f, u, v);
}
}
void Chunk::Render() const { m_vertexBuffer.Render(); }
bool Chunk::IsDirty() const { return m_isDirty; }
void Chunk::MakeDirty() { m_isDirty = true; }
void Chunk::MakeModified() { m_isModified = true; }

View File

@@ -1,49 +0,0 @@
#ifndef CHUNK_H__
#define CHUNK_H__
#include "define.h"
#include "array3d.h"
#include "array2d.h"
#include "vertexbuffer.h"
#include "blockinfo.h"
#include "opensimplex.h"
class World;
class Chunk {
private:
Array3d<BlockType> m_blocks = Array3d<BlockType>(CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z);
VertexBuffer m_vertexBuffer;
bool m_isDirty = true;
bool m_isModified = false;
unsigned int m_posX; // Position du chunk dans l'array constituant le monde.
unsigned int m_posY;
VertexBuffer::VertexData* m_vd;
int m_vcount;
void AddBlockToMesh(VertexBuffer::VertexData* vd, int& count, BlockType bt, int x, int y, int z, float u, float v, float s, World* world);
public:
Chunk(unsigned int x, unsigned int y);
~Chunk();
void RemoveBlock(int x, int y, int z, World* world);
void SetBlock(int x, int y, int z, BlockType type, World* world);
BlockType GetBlock(int x, int y, int z);
void CheckNeighbors(unsigned int x, unsigned int z, World* world);
void GetPosition(unsigned int& x, unsigned int& y) const;
void Update(BlockInfo* blockinfo[BTYPE_LAST], World* world);
void FlushMeshToVBO();
void FlushVBO();
void Render() const;
bool IsDirty() const;
void MakeDirty();
void MakeModified();
};
#endif // CHUNK_H__

View File

@@ -0,0 +1,68 @@
cmake_minimum_required(VERSION 3.18.4)
project(SQCSim-Client VERSION 0.8)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_STANDARD_REQUIRED True)
set(CMAKE_BUILD_DIRECTORY "./build")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "../")
set(SQCSIM_COMMON_DIR "../../SQCSim-common/")
set(SQCSIM_EXTERN_DIR "../external/")
find_package(SFML COMPONENTS system window graphics REQUIRED)
find_package(DevIL REQUIRED)
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
find_library(IRRKLANG_LIBRARY
NAMES libIrrKlang.so
PATHS "${SQCSIM_EXTERN_DIR}/irrKlang-64bit-1.6.0/lib/linux-gcc-64/")
include_directories(
${SQCSIM_EXTERN_DIR}/irrKlang-64bit-1.6.0/include/
${SFML_INCLUDE_DIRS}
${IL_INCLUDE_DIR}
)
add_library(SQCSim-common
"${SQCSIM_COMMON_DIR}blockinfo.cpp"
"${SQCSIM_COMMON_DIR}bullet.cpp"
"${SQCSIM_COMMON_DIR}chunk.cpp"
"${SQCSIM_COMMON_DIR}netprotocol.cpp"
"${SQCSIM_COMMON_DIR}opensimplex.cpp"
"${SQCSIM_COMMON_DIR}player.cpp"
"${SQCSIM_COMMON_DIR}transformation.cpp"
"${SQCSIM_COMMON_DIR}world.cpp"
)
add_executable(SQCSim-client
"../audio.cpp"
"../connector.cpp"
"../engine.cpp"
"../mesh.cpp"
"../openglcontext.cpp"
"../shader.cpp"
"../skybox.cpp"
"../texture.cpp"
"../textureatlas.cpp"
"../tool.cpp"
"../vertexbuffer.cpp"
"../worldrenderer.cpp"
"../main.cpp"
)
target_link_libraries(SQCSim-client PUBLIC SQCSim-common
${IRRKLANG_LIBRARY}
sfml-system
sfml-window
sfml-graphics
GL
GLU
GLEW
${IL_LIBRARIES}
${ILU_LIBRARIES}
)

101
SQCSim2021/connector.cpp Normal file
View File

@@ -0,0 +1,101 @@
#include "connector.h"
Connector::Connector() {}
Connector::~Connector() {}
int Connector::Init() {
#ifdef _WIN32
if (WSAStartup(MAKEWORD(2, 2), &m_wsaData) != 0) { /* Initialisation de l'environnement reseau (Windows only) */
std::cout << "Initialisation WinSock." << std::endl;
return 1;
}
#endif
m_sock_udp = socket(AF_INET, SOCK_DGRAM, 0);
if (m_sock_udp == INVALID_SOCKET) { /* Creation du socket UDP */
std::cout << "Creation Socket UDP." << std::endl;
return 2;
}
m_sock_tcp = socket(AF_INET, SOCK_STREAM, 0);
if (m_sock_tcp == INVALID_SOCKET) { /* Creation du socket TCP */
std::cout << "Creation Socket TCP." << std::endl;
return 3;
}
/* Creation structure donnes descripteur du socket serveur */
sockaddr_in addr;
addr.sin_family = AF_INET;
addr.sin_port = htons(CLI_PORT);
addr.sin_addr.s_addr = htonl(INADDR_ANY);
if (bind(m_sock_udp, (sockaddr*)&addr, sizeof(addr)) != 0) { /* Associer le socket UDP au port */
std::cout << "Association Socket UDP." << std::endl;
return 4;
}
if (bind(m_sock_tcp, (sockaddr*)&addr, sizeof(addr)) != 0) { /* Associer le socket TCP au port */
std::cout << "Association Socket TCP." << std::endl;
return 5;
}
return 0;
}
int Connector::Connect(char* srv_addr, std::string name) {
sockaddr_in add;
m_srvsockaddr.sin_family = AF_INET;
m_srvsockaddr.sin_port = htons(SRV_PORT);
if (inet_pton(AF_INET, srv_addr, &m_srvsockaddr.sin_addr) <= 0) {
std::cout << "Addresse serveur invalide." << std::endl;
return 1;
}
if (connect(m_sock_tcp, (sockaddr*)&m_srvsockaddr, sizeof(m_srvsockaddr)) < 0) {
std::cout << "<EFBFBD>chec de la connexion." << std::endl;
}
char* buf = new char[150];
uint32_t buflen = 150;
netprot::LoginInfo log;
memcpy(&log.name, name.c_str(), name.size() + 1);
netprot::Serialize(&log, &buf, &buflen);
int se = send(m_sock_tcp, buf, buflen, 0);
delete[] buf;
buf = new char[150] {0};
buflen = 150;
int rpack = 0;
while (rpack < 2) {
recv(m_sock_tcp, buf, buflen, 0);
switch (netprot::getType(buf, buflen)) {
case netprot::PACKET_TYPE::LOGINF:
if (!netprot::Deserialize(&m_loginfo, buf, buflen)) {
std::cout << "Packet LoginInfo invalide." << std::endl;
return 2;
}
++rpack;
break;
case netprot::PACKET_TYPE::GAMEINFO:
if (!netprot::Deserialize(&m_gameinfo, buf, buflen)) {
std::cout << "Packet GameInfo invalide." << std::endl;
return 3;
}
++rpack;
break;
default:
std::cout << "Packet invalide." << std::endl;
break;
}
}
return 0;
}
uint64_t Connector::getId() const { return m_loginfo.sid; }
unsigned int Connector::getSeed() const { return m_gameinfo.seed; }

36
SQCSim2021/connector.h Normal file
View File

@@ -0,0 +1,36 @@
#ifndef CONNECTOR_H__
#define CONNECTOR_H__
#include <stdlib.h>
#include "../SQCSim-common/netprotocol.h"
#include "define.h"
class Connector {
public:
Connector();
~Connector();
int Init();
int Connect(char* srv_addr, std::string name);
uint64_t getId() const;
unsigned int getSeed() const;
//void SendInput();
//int Sync();
private:
#ifdef _WIN32
WSADATA m_wsaData;
#endif
std::map<Timestamp, netprot::Input> m_inputmanifest;
std::map<uint64_t, netprot::PlayerInfo> m_players;
std::map<uint64_t, netprot::TeamInfo> m_teams;
netprot::LoginInfo m_loginfo;
netprot::GameInfo m_gameinfo;
sockaddr_in m_srvsockaddr;
SOCKET m_sock_udp = 0,
m_sock_tcp = 0;
};
#endif

View File

@@ -1,44 +1,29 @@
#ifndef DEFINE_H__ #ifndef CLI_DEFINE_H__
#define DEFINE_H__ #define CLI_DEFINE_H__
#include <iostream>
#include <chrono>
#include <iomanip>
#include <GL/glew.h>
#include <SFML/Window.hpp> #include <SFML/Window.hpp>
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include <iostream> #include "../SQCSim-common/define.h"
#include <iomanip>
#ifdef _WIN32 #ifdef _WIN32
#include <windows.h>
#include <GL/glew.h>
#include <gl/GL.h> #include <gl/GL.h>
#include <gl/GLU.h> #include <gl/GLU.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#include <climits>
#endif #endif
#define CHUNK_SIZE_X 4 #define NETWORK_TEST false
#define CHUNK_SIZE_Y 64 #define SRV_ADDR "127.0.0.1"
#define CHUNK_SIZE_Z 4 #define COUNTDOWN 300
#define MAX_SELECTION_DISTANCE 5
#define BASE_WIDTH 640 #define BASE_WIDTH 640
#define BASE_HEIGHT 480 #define BASE_HEIGHT 480
#define SEED 12345
#define WORLD_SIZE_X 64
#define WORLD_SIZE_Y 64
#define FRAMES_RENDER_CHUNKS 1
#define FRAMES_UPDATE_CHUNKS 1
#define FRAMES_DELETE_CHUNKS 1
#define THREADS_GENERATE_CHUNKS 8
#define THREADS_UPDATE_CHUNKS 3
#define THREADS_DELETE_CHUNKS 3
#define VIEW_DISTANCE 512
#define TEXTURE_SIZE 512
#define MAX_BULLETS 512
typedef uint8_t BlockType;
enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_LAST };
#define TEXTURE_PATH "./media/textures/" #define TEXTURE_PATH "./media/textures/"
#define SHADER_PATH "./media/shaders/" #define SHADER_PATH "./media/shaders/"

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@@ -0,0 +1 @@

View File

@@ -1,8 +1,4 @@
#include "engine.h" #include "engine.h"
#include <algorithm>
#include <cmath>
#include "transformation.h"
#include "player.h"
Engine::Engine() {} Engine::Engine() {}
@@ -21,11 +17,11 @@ void Engine::Init() {
abort(); abort();
} }
//glDisable(GL_FRAMEBUFFER_SRGB); glDisable(GL_FRAMEBUFFER_SRGB);
//glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
//glEnable(GL_STENCIL_TEST); glEnable(GL_STENCIL_TEST);
//glEnable(GL_POINT_SMOOTH); glEnable(GL_POINT_SMOOTH);
//glEnable(GL_BLEND); glEnable(GL_BLEND);
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
@@ -35,21 +31,38 @@ void Engine::Init() {
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE); gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
glShadeModel(GL_SMOOTH); glShadeModel(GL_SMOOTH);
//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
//glDisable(GL_BLEND); glDisable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glBlendEquation(GL_FUNC_SUBTRACT); glBlendEquation(GL_FUNC_SUBTRACT);
// //
// Objet de skybox avec sa propre texture et son propre shader! // Objet de skybox avec sa propre texture et son propre shader!
m_skybox.Init(0.2f); m_skybox.Init(0.2f);
// Objet de musique! // Objet de musique!
m_audio.ToggleMusicState(); //m_audio.ToggleMusicState();
// Array pour les balles. // Array pour les balles.
for (int x = 0; x < MAX_BULLETS; ++x) for (int x = 0; x < MAX_BULLETS; ++x)
m_bullets[x] = nullptr; m_bullets[x] = nullptr;
uint64_t seed = SEED;
std::string playname = "La Chienne <20> Jacques";
if (NETWORK_TEST) { // Test connexion r<>seau.
if (!m_conn.Init()) {
if (!m_conn.Connect(SRV_ADDR, playname)) {
// setup jeu en r<>seau.
std::cout << "ID re<72>u du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl;
std::cout << "Seed re<72>u du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
seed = m_conn.getSeed();
}
else std::cout << "Erreur de connexion." << std::endl;
}
else std::cout << "Erreur de cr<63>ation de socket." << std::endl;
}
m_world.SetSeed(seed);
// Init Chunks // Init Chunks
m_world.GetChunks().Reset(nullptr); m_world.GetChunks().Reset(nullptr);
@@ -192,7 +205,6 @@ void Engine::DisplayHud(int timer) {
ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60; ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
PrintText(Width() - Width() * 0.15, Height() - (Height() / 19.2), scale, ss.str()); PrintText(Width() - Width() * 0.15, Height() - (Height() / 19.2), scale, ss.str());
} }
void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
@@ -318,6 +330,7 @@ int Engine::GetCountdown(float elapsedTime) {
void Engine::Render(float elapsedTime) { void Engine::Render(float elapsedTime) {
//static float gameTime = elapsedTime; //static float gameTime = elapsedTime;
static irrklang::ISound* step; // Pour les sons de pas.
static float pollTime = 0; static float pollTime = 0;
static float bulletTime = 0; static float bulletTime = 0;
static BlockType bloc = 1; static BlockType bloc = 1;
@@ -329,6 +342,7 @@ void Engine::Render(float elapsedTime) {
Transformation all; Transformation all;
Transformation skybox; Transformation skybox;
Vector3f vstep;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Transformations initiales // Transformations initiales
@@ -338,8 +352,22 @@ void Engine::Render(float elapsedTime) {
if (bulletTime > 0.f) bulletTime -= elapsedTime; if (bulletTime > 0.f) bulletTime -= elapsedTime;
if (bulletTime < 0.f) bulletTime = 0.f; if (bulletTime < 0.f) bulletTime = 0.f;
static bool leftright = false;
if (pollTime >= .005f) { if (pollTime >= .005f) {
m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime, &m_audio); Player::Sound snd = m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime);
switch (snd) {
case Player::Sound::STEP:
if (leftright)
vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x);
else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x);
m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), .8f);
leftright = !leftright;
break;
case Player::Sound::FALL:
m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f);
break;
default: break;
}
m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et
// son vecteur de v<>locit<69> (pour l'effet Doppler) // son vecteur de v<>locit<69> (pour l'effet Doppler)
pollTime = 0; pollTime = 0;
@@ -358,16 +386,16 @@ void Engine::Render(float elapsedTime) {
if (m_mouseL) { if (m_mouseL) {
if (bloc != BTYPE_LAST) if (bloc != BTYPE_LAST)
m_world.ChangeBlockAtCursor(bloc, m_player, m_block); m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
else if (bulletTime <= 0.f) { else if (bulletTime <= 0.f) {
for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow"). for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
if (!m_bullets[x]) { if (!m_bullets[x]) {
m_bullets[x] = new Bullet(m_player); m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
break; break;
} }
else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi<6D>re balle de l'array. else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi<6D>re balle de l'array.
m_bullets[0]->~Bullet(); m_bullets[0]->~Bullet();
m_bullets[0] = new Bullet(m_player); m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
} }
bulletTime = .1f; bulletTime = .1f;
m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "windowsaccount.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f); m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "windowsaccount.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f);
@@ -380,16 +408,18 @@ void Engine::Render(float elapsedTime) {
} }
} }
else if (m_mouseR) else if (m_mouseR)
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player, m_block); m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
for (int x = 0; x < MAX_BULLETS; ++x) // Array de bullets en jeu. for (int x = 0; x < MAX_BULLETS; ++x) // Array de bullets en jeu.
if (m_bullets[x]) if (m_bullets[x])
if (m_bullets[x]->Update(&m_world, all, elapsedTime)) { if (m_bullets[x]->Update(&m_world, elapsedTime)) {
m_bullets[x]->~Bullet(); m_bullets[x]->~Bullet();
m_bullets[x] = nullptr; m_bullets[x] = nullptr;
} }
m_world.Update(m_renderCount, m_bullets, m_player, all, m_shader01, m_textureAtlas, m_blockinfo); m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
m_wrenderer.UpdateWorld(&m_world, m_player.GetPosition(), m_blockinfo);
if (m_isSkybox) m_skybox.Render(skybox); if (m_isSkybox) m_skybox.Render(skybox);

View File

@@ -1,20 +1,24 @@
#ifndef ENGINE_H__ #ifndef ENGINE_H__
#define ENGINE_H__ #define ENGINE_H__
#include <algorithm>
#include <cmath>
#include "../SQCSim-common/array2d.h"
#include "../SQCSim-common/blockinfo.h"
#include "../SQCSim-common/bullet.h"
#include "../SQCSim-common/chunk.h"
#include "../SQCSim-common/world.h"
#include "../SQCSim-common/transformation.h"
#include "../SQCSim-common/player.h"
#include "define.h" #include "define.h"
#include "openglcontext.h" #include "openglcontext.h"
#include "texture.h" #include "texture.h"
#include "transformation.h"
#include "shader.h" #include "shader.h"
#include "player.h"
#include "chunk.h"
#include "skybox.h" #include "skybox.h"
#include "audio.h" #include "audio.h"
#include "textureatlas.h" #include "textureatlas.h"
#include "blockinfo.h" #include "connector.h"
#include "array2d.h" #include "worldrenderer.h"
#include "world.h"
#include "bullet.h"
class Engine : public OpenglContext { class Engine : public OpenglContext {
public: public:
@@ -46,11 +50,13 @@ private:
void DrawHud(float elapsedTime, BlockType bloc); void DrawHud(float elapsedTime, BlockType bloc);
void PrintText(float x, float y, float scale, const std::string& t); void PrintText(float x, float y, float scale, const std::string& t);
Connector m_conn;
Shader m_shader01; Shader m_shader01;
BlockInfo* m_blockinfo[BTYPE_LAST]; BlockInfo* m_blockinfo[BTYPE_LAST];
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST); TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
World m_world = World(); World m_world = World();
WorldRenderer m_wrenderer = WorldRenderer();
Texture m_textureSkybox; Texture m_textureSkybox;
Texture m_textureFont; Texture m_textureFont;

View File

@@ -1,571 +0,0 @@
#ifndef MATRIX4_H__
#define MATRIX4_H__
#include <ostream>
#include <sstream>
#include <string>
#include "define.h"
#include "vector3.h"
#ifndef M_PI
#define M_PI 3.14159265f
#endif
#define DEGTORAD(x) ((x * M_PI) / 180.f)
#define RADTODEG(x) ((180.f * x) / M_PI)
template <class T>
class Matrix4
{
public:
typedef T Type;
public:
static const Matrix4<T> ZERO;
static const Matrix4<T> IDENTITY;
public:
Matrix4();
Matrix4(const T& v);
Matrix4(const Matrix4<T>& m);
Matrix4(const T& m_11, const T& m_12, const T& m_13, const T& m_14,
const T& m_21, const T& m_22, const T& m_23, const T& m_24,
const T& m_31, const T& m_32, const T& m_33, const T& m_34,
const T& m_41, const T& m_42, const T& m_43, const T& m_44);
const T& Get11() const;
const T& Get12() const;
const T& Get13() const;
const T& Get14() const;
const T& Get21() const;
const T& Get22() const;
const T& Get23() const;
const T& Get24() const;
const T& Get31() const;
const T& Get32() const;
const T& Get33() const;
const T& Get34() const;
const T& Get41() const;
const T& Get42() const;
const T& Get43() const;
const T& Get44() const;
Matrix4<T>& operator=(const Matrix4<T>& m);
Matrix4<T> operator+(const Matrix4<T>& m) const;
const Matrix4<T>& operator+=(const Matrix4<T>& m);
Matrix4<T> operator-(const Matrix4<T>& m) const;
Matrix4<T> operator-() const;
const Matrix4<T>& operator-=(const Matrix4<T>& m);
Matrix4<T> operator*(const Matrix4<T>& m) const;
Matrix4<T> operator*(const T& v) const;
const Matrix4<T>& operator*=(const Matrix4<T>& m);
const Matrix4<T>& operator*=(const T& v);
Matrix4<T> operator/(const T& v) const;
const Matrix4<T>& operator/=(const T& v);
bool operator==(const Matrix4<T>& m) const;
bool operator!=(const Matrix4<T>& m) const;
void SetZero();
void SetIdentity();
void SetPerspectiveProjection(const T& fov, const T& aspect, const T& nearPlane, const T& farPlane);
void SetOrthographicProjection(const T& left, const T& right, const T& bottom, const T& top, const T& nearPlane, const T& farPlane);
void SetLookAt(const Vector3<T>& eyePosition, const Vector3<T>& lookAtPosition, Vector3<T> upVector = Vector3<T>(T(0), T(1), T(0)));
bool IsZero() const;
bool IsIdentity() const;
void ApplyTranslation(const T& x, const T& y, const T& z);
void ApplyRotation(const T& angle, const T& x, const T& y, const T& z);
void ApplyScale(const T& x, const T& y, const T& z);
Vector3<T> GetTranslation() const;
const T* GetInternalValues() const;
T* GetInternalValues();
std::string ToString(const std::string& lineBegin = "|", const std::string& lineEnd = "|\n") const;
private:
union {
// column-major matrix
struct
{
T m_11, m_21, m_31, m_41, m_12, m_22, m_32, m_42, m_13, m_23, m_33, m_43, m_14, m_24, m_34, m_44;
};
T m_values[16];
};
};
typedef Matrix4<int> Matrix4i;
typedef Matrix4<float> Matrix4f;
typedef Matrix4<double> Matrix4d;
template <class T>
const Matrix4<T> Matrix4<T>::ZERO = Matrix4<T>(0);
template <class T>
const Matrix4<T> Matrix4<T>::IDENTITY = Matrix4<T>(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
template <class T>
std::ostream& operator<<(std::ostream& out, const Matrix4<T>& m)
{
out << m.ToString();
return out;
}
template <class T>
Matrix4<T>::Matrix4()
{
// Leave matrix uninitialized
}
template <class T>
Matrix4<T>::Matrix4(const T& v)
{
for(int i = 0; i < 16; ++i)
m_values[i] = v;
}
template <class T>
Matrix4<T>::Matrix4(const Matrix4<T>& m)
{
for(int i = 0; i < 16; ++i)
m_values[i] = m.m_values[i];
}
template <class T>
Matrix4<T>::Matrix4(const T& m_11, const T& m_12, const T& m_13, const T& m_14,
const T& m_21, const T& m_22, const T& m_23, const T& m_24,
const T& m_31, const T& m_32, const T& m_33, const T& m_34,
const T& m_41, const T& m_42, const T& m_43, const T& m_44)
{
this->m_11 = m_11;
this->m_12 = m_12;
this->m_13 = m_13;
this->m_14 = m_14;
this->m_21 = m_21;
this->m_22 = m_22;
this->m_23 = m_23;
this->m_24 = m_24;
this->m_31 = m_31;
this->m_32 = m_32;
this->m_33 = m_33;
this->m_34 = m_34;
this->m_41 = m_41;
this->m_42 = m_42;
this->m_43 = m_43;
this->m_44 = m_44;
}
template <class T>
const T& Matrix4<T>::Get11() const
{
return m_11;
}
template <class T>
const T& Matrix4<T>::Get12() const
{
return m_12;
}
template <class T>
const T& Matrix4<T>::Get13() const
{
return m_13;
}
template <class T>
const T& Matrix4<T>::Get14() const
{
return m_14;
}
template <class T>
const T& Matrix4<T>::Get21() const
{
return m_21;
}
template <class T>
const T& Matrix4<T>::Get22() const
{
return m_22;
}
template <class T>
const T& Matrix4<T>::Get23() const
{
return m_23;
}
template <class T>
const T& Matrix4<T>::Get24() const
{
return m_24;
}
template <class T>
const T& Matrix4<T>::Get31() const
{
return m_31;
}
template <class T>
const T& Matrix4<T>::Get32() const
{
return m_32;
}
template <class T>
const T& Matrix4<T>::Get33() const
{
return m_33;
}
template <class T>
const T& Matrix4<T>::Get34() const
{
return m_34;
}
template <class T>
const T& Matrix4<T>::Get41() const
{
return m_41;
}
template <class T>
const T& Matrix4<T>::Get42() const
{
return m_42;
}
template <class T>
const T& Matrix4<T>::Get43() const
{
return m_43;
}
template <class T>
const T& Matrix4<T>::Get44() const
{
return m_44;
}
template <class T>
Matrix4<T>& Matrix4<T>::operator=(const Matrix4<T>& m)
{
if(this != &m)
{
for(int i = 0; i < 16; ++i)
m_values[i] = m.m_values[i];
}
return *this;
}
template <class T>
Matrix4<T> Matrix4<T>::operator+(const Matrix4<T>& m) const
{
return Matrix4<T>(
m_11 + m.m_11, m_12 + m.m_12, m_13 + m.m_13, m_14 + m.m_14,
m_21 + m.m_21, m_22 + m.m_22, m_23 + m.m_23, m_24 + m.m_24,
m_31 + m.m_31, m_32 + m.m_32, m_33 + m.m_33, m_34 + m.m_34,
m_41 + m.m_41, m_42 + m.m_42, m_43 + m.m_43, m_44 + m.m_44);
}
template <class T>
const Matrix4<T>& Matrix4<T>::operator+=(const Matrix4<T>& m)
{
*this = *this + m;
return *this;
}
template <class T>
Matrix4<T> Matrix4<T>::operator-(const Matrix4<T>& m) const
{
return Matrix4<T>(
m_11 - m.m_11, m_12 - m.m_12, m_13 - m.m_13, m_14 - m.m_14,
m_21 - m.m_21, m_22 - m.m_22, m_23 - m.m_23, m_24 - m.m_24,
m_31 - m.m_31, m_32 - m.m_32, m_33 - m.m_33, m_34 - m.m_34,
m_41 - m.m_41, m_42 - m.m_42, m_43 - m.m_43, m_44 - m.m_44);
}
template <class T>
Matrix4<T> Matrix4<T>::operator-() const
{
return Matrix4<T>(
-m_11, -m_12, -m_13, -m_14,
-m_21, -m_22, -m_23, -m_24,
-m_31, -m_32, -m_33, -m_34,
-m_41, -m_42, -m_43, -m_44);
}
template <class T>
const Matrix4<T>& Matrix4<T>::operator-=(const Matrix4<T>& m)
{
*this = *this - m;
return *this;
}
template <class T>
Matrix4<T> Matrix4<T>::operator*(const Matrix4<T>& m) const
{
return Matrix4<T>(
m_11 * m.m_11 + m_12 * m.m_21 + m_13 * m.m_31 + m_14 * m.m_41,
m_11 * m.m_12 + m_12 * m.m_22 + m_13 * m.m_32 + m_14 * m.m_42,
m_11 * m.m_13 + m_12 * m.m_23 + m_13 * m.m_33 + m_14 * m.m_43,
m_11 * m.m_14 + m_12 * m.m_24 + m_13 * m.m_34 + m_14 * m.m_44,
m_21 * m.m_11 + m_22 * m.m_21 + m_23 * m.m_31 + m_24 * m.m_41,
m_21 * m.m_12 + m_22 * m.m_22 + m_23 * m.m_32 + m_24 * m.m_42,
m_21 * m.m_13 + m_22 * m.m_23 + m_23 * m.m_33 + m_24 * m.m_43,
m_21 * m.m_14 + m_22 * m.m_24 + m_23 * m.m_34 + m_24 * m.m_44,
m_31 * m.m_11 + m_32 * m.m_21 + m_33 * m.m_31 + m_34 * m.m_41,
m_31 * m.m_12 + m_32 * m.m_22 + m_33 * m.m_32 + m_34 * m.m_42,
m_31 * m.m_13 + m_32 * m.m_23 + m_33 * m.m_33 + m_34 * m.m_43,
m_31 * m.m_14 + m_32 * m.m_24 + m_33 * m.m_34 + m_34 * m.m_44,
m_41 * m.m_11 + m_42 * m.m_21 + m_43 * m.m_31 + m_44 * m.m_41,
m_41 * m.m_12 + m_42 * m.m_22 + m_43 * m.m_32 + m_44 * m.m_42,
m_41 * m.m_13 + m_42 * m.m_23 + m_43 * m.m_33 + m_44 * m.m_43,
m_41 * m.m_14 + m_42 * m.m_24 + m_43 * m.m_34 + m_44 * m.m_44);
}
template <class T>
Matrix4<T> Matrix4<T>::operator*(const T& v) const
{
return Matrix4<T>(
m_11 * v, m_12 * v, m_13 * v, m_14 * v,
m_21 * v, m_22 * v, m_23 * v, m_24 * v,
m_31 * v, m_32 * v, m_33 * v, m_34 * v,
m_41 * v, m_42 * v, m_43 * v, m_44 * v);
}
template <class T>
const Matrix4<T>& Matrix4<T>::operator*=(const Matrix4<T>& m)
{
*this = *this * m;
return *this;
}
template <class T>
const Matrix4<T>& Matrix4<T>::operator*=(const T& v)
{
*this = *this * v;
return *this;
}
template <class T>
Matrix4<T> Matrix4<T>::operator/(const T& v) const
{
return Matrix4<T>(
m_11 / v, m_12 / v, m_13 / v, m_14 / v,
m_21 / v, m_22 / v, m_23 / v, m_24 / v,
m_31 / v, m_32 / v, m_33 / v, m_34 / v,
m_41 / v, m_42 / v, m_43 / v, m_44 / v);
}
template <class T>
const Matrix4<T>& Matrix4<T>::operator/=(const T& v)
{
*this = *this / v;
return *this;
}
template <class T>
bool Matrix4<T>::operator==(const Matrix4<T>& m) const
{
for(int i = 0; i < 16; ++i)
if(m_values[i] != m.m_values[i])
return false;
return true;
}
template <class T>
bool Matrix4<T>::operator!=(const Matrix4<T>& m) const
{
return !(*this == m);
}
template <class T>
void Matrix4<T>::SetZero()
{
*this = ZERO;
}
template <class T>
void Matrix4<T>::SetIdentity()
{
*this = IDENTITY;
}
template <class T>
void Matrix4<T>::SetPerspectiveProjection(const T& fov, const T& aspect, const T& nearPlane, const T& farPlane)
{
const float h = T(1) / tan(fov * T(M_PI / 360.f));
T negDepth = nearPlane - farPlane;
SetZero();
m_11 = h / aspect;
m_22 = h;
m_33 = (farPlane + nearPlane) / negDepth;
m_34 = T(2) * (nearPlane * farPlane) / negDepth;
m_43 = -T(1);
}
template <class T>
void Matrix4<T>::SetOrthographicProjection(const T& left, const T& right, const T& bottom, const T& top, const T& nearPlane, const T& farPlane)
{
m_11 = T(2) / (right - left);
m_12 = T(0);
m_13 = T(0);
m_14 = -(right + left) / (right - left);
m_21 = T(0);
m_22 = T(2) / (top - bottom);
m_23 = T(0);
m_24 = -(top + bottom) / (top - bottom);
m_31 = T(0);
m_32 = T(0);
m_33 = -T(2) / (farPlane - nearPlane);
m_34 = -(farPlane + nearPlane) / (farPlane - nearPlane);
m_41 = T(0);
m_42 = T(0);
m_43 = T(0);
m_44 = T(1);
}
template <class T>
void Matrix4<T>::SetLookAt(const Vector3<T>& eyePosition, const Vector3<T>& lookAtPosition, Vector3<T> upVector)
{
Vector3f L = lookAtPosition - eyePosition;
L.Normalize();
upVector.Normalize();
Vector3f S = L.Cross(upVector);
S.Normalize();
Vector3f U = S.Cross(L);
Matrix4<T> M;
M.m_11 = S.x;
M.m_12 = S.y;
M.m_13 = S.z;
M.m_14 = 0;
M.m_21 = U.x;
M.m_22 = U.y;
M.m_23 = U.z;
M.m_24 = 0;
M.m_31 = -L.x;
M.m_32 = -L.y;
M.m_33 = -L.z;
M.m_34 = 0;
M.m_41 = 0;
M.m_42 = 0;
M.m_43 = 0;
M.m_44 = 1.f;
SetIdentity();
*this *= M;
ApplyTranslation(-eyePosition.x, -eyePosition.y, -eyePosition.z);
}
template <class T>
void Matrix4<T>::ApplyTranslation(const T& x, const T& y, const T& z)
{
Matrix4<T> tmp(
1, 0, 0, x,
0, 1, 0, y,
0, 0, 1, z,
0, 0, 0, 1);
*this *= tmp;
}
template <class T>
void Matrix4<T>::ApplyRotation(const T& angle, const T& x, const T& y, const T& z)
{
// TODO axis (x, y, z) must be normalized...
T s = sin(DEGTORAD(angle));
T c = cos(DEGTORAD(angle));
T ic = T(1) - c;
Matrix4<T> tmp(
x * x * ic + c, y * x * ic + (z * s), z * x * ic - (y * s), 0,
x * y * ic - (z * s), y * y * ic + c, z * y * ic + (x * s), 0,
x * z * ic + (y * s), y * z * ic - (x * s), z * z * ic + c, 0,
0, 0, 0, 1);
*this *= tmp;
}
template <class T>
void Matrix4<T>::ApplyScale(const T& x, const T& y, const T& z)
{
Matrix4<T> tmp(
x, 0, 0, 0,
0, y, 0, 0,
0, 0, z, 0,
0, 0, 0, 1);
*this *= tmp;
}
template <class T>
Vector3<T> Matrix4<T>::GetTranslation() const
{
// NOTE: Works only if the matrix doesn't contains scale information (only rotation and translation)
// Reference: http://www.gamedev.net/topic/397751-how-to-get-camera-position/
T x = -(m_11 * m_14 + m_21 * m_24 + m_31 * m_34);
T y = -(m_12 * m_14 + m_22 * m_24 + m_32 * m_34);
T z = -(m_13 * m_14 + m_23 * m_24 + m_33 * m_34);
return Vector3<T>(x, y, z);
}
template <class T>
T* Matrix4<T>::GetInternalValues()
{
return m_values;
}
template <class T>
const T* Matrix4<T>::GetInternalValues() const
{
return m_values;
}
template <class T>
std::string Matrix4<T>::ToString(const std::string& lineBegin, const std::string& lineEnd) const
{
std::ostringstream ss;
ss << lineBegin << m_11 << " " << m_12 << " " << m_13 << " " << m_14 << lineEnd;
ss << lineBegin << m_21 << " " << m_22 << " " << m_23 << " " << m_24 << lineEnd;
ss << lineBegin << m_31 << " " << m_32 << " " << m_33 << " " << m_34 << lineEnd;
ss << lineBegin << m_41 << " " << m_42 << " " << m_43 << " " << m_44 << lineEnd;
return ss.str();
}
#endif // MATRIX4_H__

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@@ -7,7 +7,7 @@ void main()
texel = texture2D(tex,gl_TexCoord[0].st); texel = texture2D(tex,gl_TexCoord[0].st);
texel *= light; texel *= light;
texel.a = 255; texel.a = 255.;
gl_FragColor = texel; gl_FragColor = texel;
} }

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120
SQCSim2021/mesh.cpp Normal file
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@@ -0,0 +1,120 @@
#include "mesh.h"
Mesh::Mesh(Chunk* chunk): m_chunk(chunk) {}
Mesh::~Mesh() {
FlushVBO();
}
void Mesh::FlushMeshToVBO() {
m_vertexBuffer.SetMeshData(m_vd, m_vcount);
m_vcount = 0;
delete[] m_vd;
}
void Mesh::FlushVBO() {
m_vertexBuffer.Flush();
}
void Mesh::Update(BlockInfo* blockinfo[BTYPE_LAST], World* world) {
float u, v, s;
// Update mesh
if (m_chunk->IsDirty()) {
int maxVertexCount = (CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z) * (6 * 4);
m_vd = new VertexBuffer::VertexData[maxVertexCount];
m_vcount = 0;
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) {
if (m_vcount > USHRT_MAX)
break;
BlockType bt = m_chunk->GetBlock(x, y, z);
if (bt != BTYPE_AIR) {
blockinfo[bt]->GetTexture(u, v, s);
AddBlockToMesh(m_vd, m_vcount, bt, x, y, z, u, v, s, world);
}
}
}
}
if (m_vcount > USHRT_MAX) {
m_vcount = USHRT_MAX;
std::cout << "[ Chunk :: Update ] Chunk data truncaned , too much vertices to have a 16 bit index " << std::endl;
}
}
m_chunk->MakeClean();
}
void Mesh::AddBlockToMesh(VertexBuffer::VertexData* vd, int& count, BlockType bt,
int x, int y, int z, float u, float v, float s, World* world) {
unsigned int cex, cey, cpx, cpy;
m_chunk->GetPosition(cpx, cpy);
world->GetScope(cex, cey);
int cx = x + (cpx - cex) * CHUNK_SIZE_X, cy = z + (cpy - cey) * CHUNK_SIZE_Z;
if (y == CHUNK_SIZE_Y - 1 || m_chunk->GetBlock(x, y + 1, z) == BTYPE_AIR) { // y
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, .8f, .8f, .8f, u, v);
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .8f, .8f, .8f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .8f, .8f, .8f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, .8f, .8f, .8f, u + s, v);
}
if (y == 0 || m_chunk->GetBlock(x, y - 1, z) == BTYPE_AIR) { // -y
vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .2f, .2f, .2f, u, v);
vd[count++] = VertexBuffer::VertexData(x, y, z, .2f, .2f, .2f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, .2f, .2f, .2f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .2f, .2f, .2f, u + s, v);
}
if (world->BlockAt(cx + 1, y, cy) == BTYPE_AIR) { // x
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, .9f, .9f, .9f, u, v);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, .9f, .9f, .9f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .9f, .9f, .9f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .9f, .9f, .9f, u + s, v);
}
if (world->BlockAt(cx - 1, y, cy) == BTYPE_AIR) { // -x
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .5f, .5f, .5f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, .5f, .5f, .5f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x, y, z, .5f, .5f, .5f, u + s, v);
vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .5f, .5f, .5f, u, v);
}
if (world->BlockAt(cx, y, cy + 1) == BTYPE_AIR) { // z
vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .4f, .4f, .4f, u, v);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .4f, .4f, .4f, u + s, v);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .4f, .4f, .4f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .4f, .4f, .4f, u, v + s);
}
if (world->BlockAt(cx, y, cy - 1) == BTYPE_AIR) { // -z
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, 1.f, 1.f, 1.f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, 1.f, 1.f, 1.f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, 1.f, 1.f, 1.f, u + s, v);
vd[count++] = VertexBuffer::VertexData(x, y, z, 1.f, 1.f, 1.f, u, v);
}
}
void Mesh::Render() const { m_vertexBuffer.Render(); }
bool Mesh::IsDirty() const { return m_chunk->IsDirty(); }
bool Mesh::IsNew() {
bool bl = m_new;
if (m_new)
m_new = false;
return bl;
}
void Mesh::GetPosition(unsigned int& x, unsigned int& y, World* world) const {
unsigned int sx, sy;
world->GetScope(sx, sy);
m_chunk->GetPosition(x, y);
x -= sx;
y -= sy;
}

32
SQCSim2021/mesh.h Normal file
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@@ -0,0 +1,32 @@
#ifndef MESH_H__
#define MESH_H__
#include "../SQCSim-common/chunk.h"
#include "../SQCSim-common/world.h"
#include "define.h"
#include "vertexbuffer.h"
class Mesh {
private:
VertexBuffer m_vertexBuffer;
VertexBuffer::VertexData* m_vd = nullptr;
int m_vcount = 0;
bool m_new = true;
Chunk* m_chunk; // NE PAS D<>TRUIRE ICI.
void AddBlockToMesh(VertexBuffer::VertexData* vd, int& count, BlockType bt, int x, int y, int z, float u, float v, float s, World* world);
public:
Mesh(Chunk* chunk);
~Mesh();
void FlushMeshToVBO();
void FlushVBO();
void Update(BlockInfo* blockinfo[BTYPE_LAST], World* world);
void Render() const;
bool IsDirty() const;
bool IsNew();
void GetPosition(unsigned int& x, unsigned int& y, World* world) const;
};
#endif

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@@ -1,10 +1,9 @@
#ifndef OPENGLCONTEXT_H__ #ifndef OPENGLCONTEXT_H__
#define OPENGLCONTEXT_H__ #define OPENGLCONTEXT_H__
#include "define.h"
#include <string> #include <string>
#include <SFML/Window.hpp> #include <SFML/Window.hpp>
#include "define.h"
// Documentation de SFML: http://www.sfml-dev.org/documentation/index-fr.php // Documentation de SFML: http://www.sfml-dev.org/documentation/index-fr.php
class OpenglContext class OpenglContext

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@@ -1,51 +0,0 @@
/**
Open Simple Noise for C++
Port to C++ from https://gist.github.com/KdotJPG/b1270127455a94ac5d19
by Rickard Lundberg, 2019.
*/
#ifndef _OPENSIMPLEX_H__
#define _OPENSIMPLEX_H__
#include <cstdint>
#include <array>
namespace OpenSimplexNoise
{
class Noise
{
public:
Noise();
Noise(int64_t seed);
//2D Open Simplex Noise.
double eval(const double x, const double y) const;
//3D Open Simplex Noise.
double eval(double x, double y, double z) const;
//4D Open Simplex Noise.
double eval(double x, double y, double z, double w) const;
private:
const double m_stretch2d;
const double m_squish2d;
const double m_stretch3d;
const double m_squish3d;
const double m_stretch4d;
const double m_squish4d;
const double m_norm2d;
const double m_norm3d;
const double m_norm4d;
const long m_defaultSeed;
std::array<short, 256> m_perm;
std::array<short, 256> m_permGradIndex3d;
std::array<char, 16> m_gradients2d;
std::array<char, 72> m_gradients3d;
std::array<char, 256> m_gradients4d;
double extrapolate(int xsb, int ysb, double dx, double dy) const;
double extrapolate(int xsb, int ysb, int zsb, double dx, double dy, double dz) const;
double extrapolate(int xsb, int ysb, int zsb, int wsb, double dx, double dy, double dz, double dw) const;
};
}
#endif // _OPENSIMPLEX_H__

View File

@@ -1,209 +0,0 @@
#include "player.h"
#include "world.h"
Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) {
m_velocity = Vector3f(0, 0, 0);
m_airborne = true;
m_hp = 0.75f; //TODO: Remettre <20> 1.0f
m_username = "Zelda Bee-Bop";
}
void Player::TurnLeftRight(float value) {
m_rotY += value;
if (m_rotY > 360) m_rotY = 0;
else if (m_rotY < -360) m_rotY = 0;
}
void Player::TurnTopBottom(float value) {
m_rotX += value;
if (m_rotX > 80) m_rotX = 80;
else if (m_rotX < -80) m_rotX = -80;
}
Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) {
Vector3f delta = Vector3f(0, 0, 0);
float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
float xrotrad = (m_rotX / 57.2957795056f);
m_direction = Vector3f(cos(xrotrad) * sin(yrotrad),
-sin(xrotrad),
cos(xrotrad) * -cos(yrotrad));
m_direction.Normalize();
if (front) {
delta.x += float(sin(yrotrad)) * elapsedTime * 10.f;
delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f;
}
else if (back) {
delta.x += float(-sin(yrotrad)) * elapsedTime * 10.f;
delta.z += float(cos(yrotrad)) * elapsedTime * 10.f;
}
if (left) {
delta.x += float(-cos(yrotrad)) * elapsedTime * 10.f;
delta.z += float(-sin(yrotrad)) * elapsedTime * 10.f;
}
else if (right) {
delta.x += float(cos(yrotrad)) * elapsedTime * 10.f;
delta.z += float(sin(yrotrad)) * elapsedTime * 10.f;
}
delta.Normalize();
delta.x *= .6f;
delta.z *= .6f;
if ((jump || shoot ) && !m_airborne) {
delta.y += jump? .32f: shoot? .1f : 0.f;
m_airborne = true;
}
if (shoot) // Recoil!
TurnTopBottom(-1);
return delta;
}
void Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime, Audio* audio) {
static irrklang::ISound* step; // Pour les sons de pas.
static float timing = 0.f;
/* Gestion de collisions */
BlockType bt1, bt2, bt3;
bt1 = world->BlockAt(GetPosition().x, GetPosition().y + input.y, GetPosition().z);
bt2 = world->BlockAt(GetPosition().x, GetPosition().y + input.y - 0.9f, GetPosition().z);
bt3 = world->BlockAt(GetPosition().x, GetPosition().y + input.y - 1.7f, GetPosition().z);
if ((bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) && m_position.y < 129.7f) {
bt1 = world->BlockAt(GetPosition().x, GetPosition().y + .3f, GetPosition().z);
if (bt1 == BTYPE_AIR) m_position.y = (int)m_position.y + .7f;
m_velocity.y = input.y = 0;
m_airborne = false;
}
else {
if (abs(m_velocity.y) < 1.1f) m_velocity.y += input.y - 1.1f * elapsedTime;
bt3 = world->BlockAt(GetPosition().x, GetPosition().y + m_velocity.y - 1.7f, GetPosition().z);
bt1 = world->BlockAt(GetPosition().x, GetPosition().y + .3f, GetPosition().z);
if (bt3 != BTYPE_AIR) {
m_velocity.y = 0;
if (timing == 0.f) {
if (m_airborne) audio->Create3DAudioObj(step, AUDIO_PATH "hit.wav", GetPosition(), GetVelocity(), 1.f);
timing = .3f;
}
m_airborne = false;
}
else if (bt1 != BTYPE_AIR) {
m_velocity.y = -.1f;
}
else m_airborne = true;
}
if (timing > 0.f) timing -= elapsedTime;
if (timing < 0.f) timing = 0.f;
bt1 = world->BlockAt(GetPosition().x + input.x, GetPosition().y, GetPosition().z);
bt2 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 0.9f, GetPosition().z);
bt3 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 1.7f, GetPosition().z);
if (bt1 == BTYPE_AIR && bt2 != BTYPE_AIR && bt3 != BTYPE_AIR) {
if (input.x > 0)
input.x = m_velocity.x = 0.5f;
else
input.x = m_velocity.x = -0.5f;
m_velocity.y = 0.3;
m_velocity.z *= .5f;
} else if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
input.x = m_velocity.x = 0;
m_velocity.z *= .5f;
}
bt1 = world->BlockAt(GetPosition().x, GetPosition().y, GetPosition().z + input.z);
bt2 = world->BlockAt(GetPosition().x, GetPosition().y - 0.9f, GetPosition().z + input.z);
bt3 = world->BlockAt(GetPosition().x, GetPosition().y - 1.7f, GetPosition().z + input.z);
if (bt1 == BTYPE_AIR && bt2 != BTYPE_AIR && bt3 != BTYPE_AIR) {
if (input.z > 0)
input.z = m_velocity.z = 0.5f;
else
input.z = m_velocity.z = -0.5f;
m_velocity.y = 0.3;
m_velocity.x *= .5f;
} else if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
input.z = m_velocity.z = 0;
m_velocity.x *= .5f;
}
/* Fin gestion de collisions */
/* Gestion de la friction */
if (!m_airborne) {
m_velocity.x += input.x * 2.f * elapsedTime;
m_velocity.z += input.z * 2.f * elapsedTime;
if (input.x == 0.f)
m_velocity.x *= .8f;
if (input.z == 0.f)
m_velocity.z *= .8f;
}
else {
m_velocity.x += input.x * .4f * elapsedTime; // Techniquement contre les lois de la physique, mais c'est beaucoup moins chiant pour grimper sur les blocs.
m_velocity.z += input.z * .4f * elapsedTime;
m_velocity.x *= .99f;
m_velocity.z *= .99f;
}
/* Fin gestion de la friction */
float vy = m_velocity.y;
m_velocity.y = 1.f; // Padding pour limiter le x et z lors du Normalize().
if (m_velocity.Length() >= 1.f) m_velocity.Normalize(); // Limiteur de vitesse en x/z.
m_velocity.y = 0;
if (m_velocity.Length() < .005f) m_velocity.Zero(); // Threshold en x/z.
m_velocity.y = vy;
m_position += m_velocity;
static float bobbingtime = 0; // Gestion de la cam<61>ra
static bool leftright = false;
static bool isStep = false;
if (bobbingtime <= 360.f)
bobbingtime += elapsedTime * 20.f; else bobbingtime = 0;
if ((sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) < -.2f && !m_airborne) {
Vector3f vstep;
if (leftright)
vstep = Vector3f(GetPosition().x + GetDirection().z, GetPosition().y - 1.7f, GetPosition().z + GetDirection().x);
else vstep = Vector3f(GetPosition().x - GetDirection().z, GetPosition().y - 1.7f, GetPosition().z - GetDirection().x);
if (!isStep) {
audio->Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, GetVelocity(), .8f);
leftright = !leftright;
}
isStep = true;
}
else isStep = false;
m_POV = m_position.y;
m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f;
}
void Player::ApplyTransformation(Transformation& transformation, bool rel) const {
transformation.ApplyRotation(-m_rotX, 1, 0, 0);
transformation.ApplyRotation(-m_rotY, 0, 1, 0);
if (rel) transformation.ApplyTranslation(-GetPOV());
}
Vector3f Player::GetPosition() const { return Vector3f(m_position.x + CHUNK_SIZE_X * WORLD_SIZE_X / 2, m_position.y, m_position.z + CHUNK_SIZE_Z * WORLD_SIZE_Y / 2); }
Vector3f Player::GetVelocity() const { return m_velocity; }
Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); }
Vector3f Player::GetDirection() const { return m_direction; }
std::string Player::GetUsername() const { return m_username; }
float Player::GetHP() const { return m_hp; }
void Player::Teleport(int& x, int& z) {
m_position.x -= x * CHUNK_SIZE_X;
m_position.z -= z * CHUNK_SIZE_Z;
}

View File

@@ -1,43 +0,0 @@
#ifndef _PLAYER_H__
#define _PLAYER_H__
#include "vector3.h"
#include "transformation.h"
#include "audio.h"
#include <cmath>
class World;
class Player {
public:
Player(const Vector3f& position, float rotX = 0, float rotY = 0);
void TurnLeftRight(float value);
void TurnTopBottom(float value);
Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
void ApplyPhysics(Vector3f input, World* world, float elapsedTime, Audio* audio);
void ApplyTransformation(Transformation& transformation, bool rel = true) const;
Vector3f GetPosition() const;
Vector3f GetDirection() const;
Vector3f GetVelocity() const;
Vector3f GetPOV() const;
std::string GetUsername() const;
float GetHP() const;
void Teleport(int& x, int& z);
private:
Vector3f m_position;
Vector3f m_velocity;
Vector3f m_direction;
std::string m_username;
float m_rotX = 0;
float m_rotY = 0;
float m_POV;
float m_hp;
bool m_airborne;
};
#endif //_PLAYER_H__

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@@ -45,7 +45,7 @@ void Skybox::Init(float size){
void Skybox::Render(Transformation tran) const { void Skybox::Render(Transformation tran) const {
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND); glDisable(GL_BLEND);
tran.Use(); glLoadMatrixf(tran.GetMatrix().GetInternalValues());
m_texture.Bind(); m_texture.Bind();
m_shader.Use(); m_shader.Use();
m_vertexBuffer.Render(); m_vertexBuffer.Render();

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@@ -1,10 +1,10 @@
#ifndef SKYBOX_H__ #ifndef SKYBOX_H__
#define SKYBOX_H__ #define SKYBOX_H__
#include "../SQCSim-common/transformation.h"
#include "define.h" #include "define.h"
#include "vertexbuffer.h" #include "vertexbuffer.h"
#include "texture.h" #include "texture.h"
#include "transformation.h"
#include "shader.h" #include "shader.h"
class Skybox { class Skybox {

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@@ -1,9 +1,9 @@
#ifndef TEXTURE_H__ #ifndef TEXTURE_H__
#define TEXTURE_H__ #define TEXTURE_H__
#include "define.h"
#include <IL/il.h>
#include <string> #include <string>
#include <IL/il.h>
#include "define.h"
class Texture class Texture
{ {

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@@ -1,9 +1,9 @@
#ifndef TEXTUREATLAS_H__ #ifndef TEXTUREATLAS_H__
#define TEXTUREATLAS_H__ #define TEXTUREATLAS_H__
#include "define.h"
#include <string> #include <string>
#include <map> #include <map>
#include <IL/ilu.h> #include <IL/ilu.h>
#include "define.h"
class TextureAtlas class TextureAtlas
{ {

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@@ -1,219 +0,0 @@
#ifndef VECTOR3_H__
#define VECTOR3_H__
#include <iostream>
#include <cmath>
template <class T>
class Vector3
{
public:
Vector3();
Vector3(const T& x, const T& y, const T& z);
~Vector3();
T Length() const;
void Normalize();
void Zero();
T Dot(const Vector3<T>& v) const;
Vector3<T> Cross(const Vector3<T>& v) const;
Vector3<T> operator+(const Vector3<T>& v) const;
Vector3<T> operator-(const Vector3<T>& v) const;
Vector3<T> operator-() const;
Vector3<T> operator+(const T& v) const;
Vector3<T> operator-(const T& v) const;
Vector3<T> operator/(const T& v) const;
Vector3<T> operator*(const T& v) const;
Vector3<T>& operator=(const Vector3<T>& v);
Vector3<T>& operator+=(const Vector3<T>& v);
Vector3<T>& operator-=(const Vector3<T>& v);
Vector3<T>& operator+=(const T& v);
Vector3<T>& operator-=(const T& v);
Vector3<T>& operator/=(const T& v);
Vector3<T>& operator*=(const T& v);
bool operator==(const Vector3<T>& v) const;
bool operator!=(const Vector3<T>& v) const;
void Afficher() const;
public:
T x, y, z;
};
typedef Vector3<int> Vector3i;
typedef Vector3<float> Vector3f;
template <class T>
inline std::ostream& operator<<(std::ostream& out, const Vector3<T>& v)
{
out << "[" << v.x << ", " << v.y << ", " << v.z << "]";
return out;
}
template <class T>
Vector3<T>::Vector3()
{
}
template <class T>
Vector3<T>::Vector3(const T& x, const T& y, const T& z) : x(x), y(y), z(z)
{
}
template <class T>
Vector3<T>::~Vector3()
{
}
template <class T>
T Vector3<T>::Length() const
{
return sqrt(x*x + y*y + z*z);
}
template <class T>
void Vector3<T>::Normalize()
{
T len = Length();
if (len != 0)
{
x /= len;
y /= len;
z /= len;
}
}
template <class T>
void Vector3<T>::Zero()
{
x = y = z = 0;
}
template <class T>
T Vector3<T>::Dot(const Vector3<T>& v) const
{
return (x * v.x) + (y * v.y) + (z * v.z);
}
template <class T>
Vector3<T> Vector3<T>::Cross(const Vector3<T>& v) const
{
return Vector3<T>(
y * v.z - v.y * z,
z * v.x - v.z * x,
x * v.y - v.x * y);
}
template <class T>
Vector3<T> Vector3<T>::operator+(const Vector3<T>& v) const
{
return Vector3<T>(x + v.x, y + v.y, z + v.z);
}
template <class T>
Vector3<T> Vector3<T>::operator-(const Vector3<T>& v) const
{
return Vector3<T>(x - v.x, y - v.y, z - v.z);
}
template <class T>
Vector3<T> Vector3<T>::operator-() const
{
return Vector3<T>(-x, -y, -z);
}
template <class T>
Vector3<T> Vector3<T>::operator+(const T& v) const
{
return Vector3<T>(x + v, y + v, z + v);
}
template <class T>
Vector3<T> Vector3<T>::operator-(const T& v) const
{
return Vector3<T>(x - v, y - v, z - v);
}
template <class T>
Vector3<T> Vector3<T>::operator/(const T& v) const
{
return Vector3<T>(x / v, y / v, z / v);
}
template <class T>
Vector3<T> Vector3<T>::operator*(const T& v) const
{
return Vector3<T>(x * v, y * v, z * v);
}
template <class T>
Vector3<T>& Vector3<T>::operator=(const Vector3<T>& v)
{
x = v.x;
y = v.y;
z = v.z;
return *this;
}
template <class T>
Vector3<T>& Vector3<T>::operator+=(const Vector3<T>& v)
{
return (*this = *this + v);
}
template <class T>
Vector3<T>& Vector3<T>::operator-=(const Vector3<T>& v)
{
return (*this = *this - v);
}
template <class T>
Vector3<T>& Vector3<T>::operator+=(const T& v)
{
return (*this = *this + v);
}
template <class T>
Vector3<T>& Vector3<T>::operator-=(const T& v)
{
return (*this = *this - v);
}
template <class T>
Vector3<T>& Vector3<T>::operator/=(const T& v)
{
return (*this = *this / v);
}
template <class T>
Vector3<T>& Vector3<T>::operator*=(const T& v)
{
return (*this = *this * v);
}
template <class T>
bool Vector3<T>::operator==(const Vector3<T>& v) const
{
return (x == v.x && y == v.y && z == v.z);
}
template <class T>
bool Vector3<T>::operator!=(const Vector3<T>& v) const
{
return !(*this == v);
}
template <class T>
void Vector3<T>::Afficher() const
{
std::cout << "[" << x << ", " << y << ", " << z << "]" << std::endl;
}
#endif // VECTOR3_H__

View File

@@ -1,8 +1,8 @@
#ifndef VERTEXBUFFER_H__ #ifndef VERTEXBUFFER_H__
#define VERTEXBUFFER_H__ #define VERTEXBUFFER_H__
#include "define.h"
#include <mutex> #include <mutex>
#include "define.h"
class VertexBuffer class VertexBuffer
{ {

View File

@@ -1,482 +0,0 @@
#include "world.h"
World::World() {}
World::~World() {}
Array2d<Chunk*>& World::GetChunks() { return m_chunks; }
Chunk* World::ChunkAt(float x, float y, float z) const {
int cx = (int)x / CHUNK_SIZE_X;
int cz = (int)z / CHUNK_SIZE_Z;
if (x < 0 || y < 0 || z < 0 ||
x >= WORLD_SIZE_X * CHUNK_SIZE_X ||
z >= CHUNK_SIZE_Z * WORLD_SIZE_Y ||
y > CHUNK_SIZE_Y)
return 0;
return m_chunks.Get(cx, cz);
}
Chunk* World::ChunkAt(const Vector3f& pos) const { return ChunkAt(pos.x, pos.y, pos.z); }
BlockType World::BlockAt(float x, float y, float z, BlockType defaultBlockType) const {
Chunk* c = ChunkAt(x, y, z);
if (!c)
return defaultBlockType;
int bx = (int)x % CHUNK_SIZE_X;
int by = (int)y % CHUNK_SIZE_Y;
int bz = (int)z % CHUNK_SIZE_Z;
return c->GetBlock(bx, by, bz);
}
BlockType World::BlockAt(const Vector3f& pos, BlockType defaultBlockType) const {
return BlockAt(pos.x, pos.y, pos.z, defaultBlockType);
}
void World::TransposeWorld(Player& player, Bullet* bullets[MAX_BULLETS]) {
int x = 0, y = 0;
if (player.GetPosition().x > (WORLD_SIZE_X * CHUNK_SIZE_X) * .6f) ++x;
else if (player.GetPosition().x < (WORLD_SIZE_X * CHUNK_SIZE_X) * .4f) --x;
if (player.GetPosition().z > (WORLD_SIZE_Y * CHUNK_SIZE_Z) * .6f) ++y;
else if (player.GetPosition().z < (WORLD_SIZE_Y * CHUNK_SIZE_Z) * .4f) --y;
if (!x && !y) return;
if (x > 0) {
for (int ax = 0; ax < WORLD_SIZE_X; ++ax)
for (int ay = 0; ay < WORLD_SIZE_Y; ++ay)
if (ax - x >= 0) {
m_chunks.Set(ax - x, ay,
m_chunks.Remove(ax, ay));
if (ax == WORLD_SIZE_X - 1 && m_chunks.Get(ax - x, ay))
m_chunks.Get(ax - x, ay)->MakeDirty();
}
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
else if (x < 0) {
for (int ax = WORLD_SIZE_X - 1; ax >= 0; --ax)
for (int ay = WORLD_SIZE_Y - 1; ay >= 0; --ay)
if (ax - x < WORLD_SIZE_X) {
m_chunks.Set(ax - x, ay,
m_chunks.Remove(ax, ay));
if (ax == 0 && m_chunks.Get(ax - x, ay))
m_chunks.Get(ax - x, ay)->MakeDirty();
}
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
if (y > 0) {
for (int ax = 0; ax < WORLD_SIZE_X; ++ax)
for (int ay = 0; ay < WORLD_SIZE_Y; ++ay)
if (ay - y >= 0) {
m_chunks.Set(ax, ay - y,
m_chunks.Remove(ax, ay));
if (ay == WORLD_SIZE_Y - 1 && m_chunks.Get(ax, ay - y))
m_chunks.Get(ax, ay - y)->MakeDirty();
}
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
else if (y < 0) {
for (int ax = WORLD_SIZE_X - 1; ax >= 0; --ax)
for (int ay = WORLD_SIZE_Y - 1; ay >= 0; --ay)
if (ay - y < WORLD_SIZE_Y) {
m_chunks.Set(ax, ay - y,
m_chunks.Remove(ax, ay));
if (ay == 0 && m_chunks.Get(ax, ay - y))
m_chunks.Get(ax, ay - y)->MakeDirty();
}
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
m_center[0] += x; m_center[1] += y;
player.Teleport(x, y);
for (int index = 0; index < MAX_BULLETS; ++index)
if (bullets[index]) bullets[index]->Transpose(x, y);
}
void World::CleanUpWorld(int& deleteframes, bool clear = false) {
if (clear) {
while (m_tbDeleted.size() > 0) {
delete m_tbDeleted.back();
m_tbDeleted.pop_back();
}
}
if (!m_tbDeleted.empty() && !deleteframes) {
int deleted = 0;
while (deleted < THREADS_DELETE_CHUNKS) {
}
delete m_tbDeleted.back();
m_tbDeleted.pop_back();
deleteframes = FRAMES_DELETE_CHUNKS;
}
}
void World::GetScope(unsigned int& x, unsigned int& y) {
x = m_center[0];
y = m_center[1];
}
void World::Update(int& rendercount, Bullet* bullets[MAX_BULLETS], Player& player, Transformation& world, Shader& shader, TextureAtlas& atlas, BlockInfo* blockinfo[BTYPE_LAST]) {
glStencilFunc(GL_EQUAL, 1, 0x00);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
atlas.Bind();
RenderWorld(rendercount, player, world, shader);
UpdateWorld(player, blockinfo);
//TransposeWorld(player, bullets);
shader.Disable();
glStencilFunc(GL_GREATER, 1, 0xFF);
}
void World::UpdateChunk(int& updates, unsigned int chx, unsigned int chy, BlockInfo* blockinfo[BTYPE_LAST]) {
if (updates == 0 && ChunkAt(chx, 1, chy) &&
ChunkAt(chx, 1, chy)->IsDirty()) {
ChunkAt(chx, 1, chy)->Update(blockinfo, this);
updates = FRAMES_UPDATE_CHUNKS;
}
}
void World::ChangeBlockAtCursor(BlockType blockType, Player& player, bool& block) {
Vector3f currentPos = player.GetPosition();
Vector3f currentBlock = currentPos;
Vector3f ray = player.GetDirection();
bool found = false;
if (block) return;
while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) {
currentBlock += ray / 10.f;
BlockType bt = 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 = 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;
ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, this);
ChunkAt(currentBlock)->MakeModified();
block = true;
}
}
void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) {
int bx = (int)pos.x % CHUNK_SIZE_X;
int by = (int)pos.y % CHUNK_SIZE_Y;
int bz = (int)pos.z % CHUNK_SIZE_Z;
ChunkAt(pos)->SetBlock(bx, by, bz, blockType, this);
ChunkAt(pos)->MakeModified();
}
void World::RenderWorld(int& rendercount, Player& player, Transformation& world, Shader& shader) {
shader.Use();
rendercount = 0;
Vector3f angle;
Vector3f cursor;
Vector3f direct = player.GetDirection();
Vector3f pos = player.GetPosition() - direct;
direct.y = 0;
direct.Normalize();
pos.y = 1;
static Vector3<unsigned int> renderManifest[VIEW_DISTANCE * 8]; // Nombre de Chunks maximal <20> <20>tre rendus.
//for (int dist = VIEW_DISTANCE; dist >= 0; dist -= CHUNK_SIZE_X) {
for (int dist = 0; dist <= VIEW_DISTANCE; dist += CHUNK_SIZE_X) {
// Configuration du radar.
float sinus, cosinus;
int echantillons;
if (dist > VIEW_DISTANCE * .1f) {
sinus = .00872653549f; // sin(1/2 degr<67>)
cosinus = .99996192306; // cos(1/2 degr<67>)
echantillons = 180;
}
//else if (dist > VIEW_DISTANCE * .3f) {
// sinus = .01151891831f; // sin(2/3 degr<67>)
// cosinus = .99993365506; // cos(2/3 degr<67>)
// echantillons = 120;
//}
//else if (dist > VIEW_DISTANCE * .2f) {
// sinus = .01745240643; // sin(1 degr<67>)
// cosinus = .99984769515; // cos(1 degr<67>)
// echantillons = 90;
//}
//else if (dist > VIEW_DISTANCE * .1f) {
// sinus = .0261769483;
// cosinus = .99965732497;
// echantillons = 60;
//}
else {
sinus = .0348994967;
cosinus = .99939082701;
echantillons = 45;
}
angle.x = direct.z + direct.x;
angle.z = direct.z - direct.x;
angle.y = 0;
angle.Normalize();
for (int radar = 0; radar < echantillons; ++radar) {
float x = angle.x;
angle.x = angle.x * cosinus - angle.z * sinus;
angle.z = angle.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 = CHUNK_SIZE_Y / 2.f;
if (ChunkAt(cursor)) {
bool valide = true;
unsigned int chx, chy;
ChunkAt(cursor)->GetPosition(chx, chy);
for (int index = 0; index < rendercount; ++index) // Permet de v<>rifier seulement contre celles ajout<75>es dans la frame, et ne pas avoir <20> refaire l'array <20> chaque frame.
if (renderManifest[index].x == chx && renderManifest[index].z == chy)
valide = false;
if (valide) renderManifest[rendercount++] = Vector3<unsigned int>(chx,
(VIEW_DISTANCE - (pos - cursor).Length() * 3.f + 256.f) < 0.f? 0:
(VIEW_DISTANCE - (pos - cursor).Length() * 3.f + 256.f) * 1000,
chy);
}
}
}
for (int index = 0; index < rendercount; ++index) {
int chx = (renderManifest[index].x - m_center[0]) * CHUNK_SIZE_X, chy = (renderManifest[index].z - m_center[1]) * CHUNK_SIZE_Z;
world.ApplyTranslation(chx, 0, chy);
world.Use();
float blcolor = renderManifest[index].y / (VIEW_DISTANCE / 50.f);
glBlendColor(blcolor, blcolor, blcolor, 1.f);
ChunkAt(chx, 1, chy)->Render();
world.ApplyTranslation(-chx, 0, -chy);
}
shader.Disable();
};
void World::UpdateWorld(Player& player, BlockInfo* blockinfo[BTYPE_LAST]) {
int cx = player.GetPosition().x;
int cy = player.GetPosition().z;
static int frameGenerate = 1;
static int frameUpdate = 2;
static int frameDelete = 3;
int side = 0;
int threads = 0;
std::future<Chunk*> genThList[THREADS_GENERATE_CHUNKS];
std::future<Chunk*> updateThList[THREADS_UPDATE_CHUNKS];
std::future<void> delThList[THREADS_DELETE_CHUNKS];
if (frameGenerate > 0) --frameGenerate;
if (frameUpdate > 0) --frameUpdate;
if (frameDelete > 0) --frameDelete;
if (!frameGenerate)
while (side * CHUNK_SIZE_X <= VIEW_DISTANCE * 2 + CHUNK_SIZE_X) {
int tx = -side, ty = -side;
int chx = 0;
int chy = 0;
for (; tx <= side; ++tx) {
if (frameGenerate)
break;
chx = cx + tx * CHUNK_SIZE_X;
chy = cy + ty * CHUNK_SIZE_Z;
if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z &&
chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy))
genThList[threads++] = std::async(std::launch::async, [](unsigned int x, unsigned int y) { return new Chunk(x, y); }, chx / CHUNK_SIZE_X + m_center[0], chy / CHUNK_SIZE_Z + m_center[1]);
if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS;
}
for (; ty <= side; ++ty) {
if (frameGenerate)
break;
chx = cx + tx * CHUNK_SIZE_X;
chy = cy + ty * CHUNK_SIZE_Z;
if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z &&
chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy))
genThList[threads++] = std::async(std::launch::async, [](unsigned int x, unsigned int y) { return new Chunk(x, y); }, chx / CHUNK_SIZE_X + m_center[0], chy / CHUNK_SIZE_Z + m_center[1]);
if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS;
}
for (; tx >= -side; --tx) {
if (frameGenerate)
break;
chx = cx + tx * CHUNK_SIZE_X;
chy = cy + ty * CHUNK_SIZE_Z;
if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z &&
chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy))
genThList[threads++] = std::async(std::launch::async, [](unsigned int x, unsigned int y) { return new Chunk(x, y); }, chx / CHUNK_SIZE_X + m_center[0], chy / CHUNK_SIZE_Z + m_center[1]);
if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS;
}
for (; ty >= -side; --ty) {
if (frameGenerate)
break;
chx = cx + tx * CHUNK_SIZE_X;
chy = cy + ty * CHUNK_SIZE_Z;
if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z &&
chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy))
genThList[threads++] = std::async(std::launch::async, [](unsigned int x, unsigned int y) { return new Chunk(x, y); }, chx / CHUNK_SIZE_X + m_center[0], chy / CHUNK_SIZE_Z + m_center[1]);
if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS;
}
if (frameGenerate)
break;
++side;
}
if (threads > 0) {
for (int i = 0; i < threads; ++i)
genThList[i].wait();
for (int i = 0; i < threads; ++i) {
unsigned int x, y;
Chunk* chunk = genThList[i].get();
chunk->GetPosition(x, y);
m_chunks.Set(x - m_center[0], y - m_center[1], chunk);
}
}
side = 0;
threads = 0;
if (!frameUpdate)
while (side * CHUNK_SIZE_X <= VIEW_DISTANCE * 2) {
int tx = -side, ty = -side;
for (; tx <= side; ++tx) {
if (frameUpdate)
break;
unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
if (ChunkAt(chx, 1, chy) &&
ChunkAt(chx, 1, chy)->IsDirty()) {
updateThList[threads++] =
std::async(std::launch::async,
[](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this);
if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
}
}
for (; ty <= side; ++ty) {
if (frameUpdate)
break;
unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
if (ChunkAt(chx, 1, chy) &&
ChunkAt(chx, 1, chy)->IsDirty()) {
updateThList[threads++] =
std::async(std::launch::async,
[](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this);
if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
}
}
for (; tx >= -side; --tx) {
if (frameUpdate)
break;
unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
if (ChunkAt(chx, 1, chy) &&
ChunkAt(chx, 1, chy)->IsDirty()) {
updateThList[threads++] =
std::async(std::launch::async,
[](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this);
if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
}
}
for (; ty >= -side; --ty) {
if (frameUpdate)
break;
unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
if (ChunkAt(chx, 1, chy) &&
ChunkAt(chx, 1, chy)->IsDirty()) {
updateThList[threads++] =
std::async(std::launch::async,
[](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this);
if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
}
}
if (frameUpdate)
break;
++side;
}
if (threads > 0) {
for (int i = 0; i < threads; ++i) {
updateThList[i].wait();
Chunk* chunk = updateThList[i].get();
chunk->FlushMeshToVBO();
}
}
threads = 0;
int del = THREADS_DELETE_CHUNKS;
while (!m_tbDeleted.empty() && del--) { // Moins rapide que le bout en dessous, mais -beaucoup- plus stable.
m_tbDeleted.back()->FlushVBO();
m_tbDeleted.back()->~Chunk();
m_tbDeleted.pop_back();
}
/*while (!m_tbDeleted.empty() && !frameDelete) {
if (m_tbDeleted.back()) {
m_tbDeleted.back()->FlushVBO();
delThList[threads] =
std::async(std::launch::async,
[](Chunk* chunk) { delete chunk; }, m_tbDeleted.back());
m_tbDeleted.pop_back();
if (++threads > THREADS_DELETE_CHUNKS) frameDelete = FRAMES_DELETE_CHUNKS;
}
else m_tbDeleted.pop_back();
}*/
for (int x = 0; x < threads; ++x) {
delThList[x].wait();
delThList[x].get();
}
}
int World::GettbDeleted() const { return m_tbDeleted.size(); }

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@@ -1,56 +0,0 @@
#ifndef WORLD_H__
#define WORLD_H__
#include <fstream>
#include <string>
#include <vector>
#include <future>
#include <thread>
#include "define.h"
#include "chunk.h"
#include "array2d.h"
#include "vector3.h"
#include "player.h"
#include "transformation.h"
#include "shader.h"
#include "bullet.h"
#include "textureatlas.h"
class Chunk;
class Player;
class Bullet;
class World {
public:
World();
~World();
Array2d<Chunk*>& GetChunks();
Chunk* ChunkAt(float x, float y, float z) const;
Chunk* ChunkAt(const Vector3f& pos) const;
BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType = BTYPE_AIR) const;
BlockType BlockAt(const Vector3f& pos, BlockType defaultBlockType = BTYPE_AIR) const;
void Update(int& rendercount, Bullet* bullets[MAX_BULLETS], Player& player, Transformation& world, Shader& shader, TextureAtlas& atlas, BlockInfo* blockinfo[BTYPE_LAST]);
void GetScope(unsigned int& x, unsigned int& y);
void ChangeBlockAtCursor(BlockType blockType, Player& player, bool& block);
void ChangeBlockAtPosition(BlockType blockType, Vector3f pos);
void CleanUpWorld(int& deleteframes, bool clear);
int GettbDeleted() const;
private:
Array2d<Chunk*> m_chunks = Array2d<Chunk*>(WORLD_SIZE_X, WORLD_SIZE_Y);
std::vector<Chunk*> m_tbDeleted;
unsigned int m_center[2] = { UINT16_MAX / 2 - WORLD_SIZE_X, UINT16_MAX / 2 - WORLD_SIZE_Y };
void UpdateChunk(int& updates, unsigned int chx, unsigned int chy, BlockInfo* blockinfo[BTYPE_LAST]);
void RenderWorld(int& rendercount, Player& player, Transformation& world, Shader& shader);
void UpdateWorld(Player& player, BlockInfo* blockinfo[BTYPE_LAST]);
void TransposeWorld(Player& player, Bullet* bullets[MAX_BULLETS]);
};
#endif // WORLD_H__

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@@ -0,0 +1,213 @@
#include "worldrenderer.h"
WorldRenderer::WorldRenderer() {
m_meshes.Reset(nullptr);
}
WorldRenderer::~WorldRenderer() {
}
void WorldRenderer::RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas) {
rendercount = 0;
Vector3f angle;
Vector3f cursor;
Vector3f direct = player_dir;
Vector3f pos = player_pos - direct;
direct.y = 0;
direct.Normalize();
pos.y = 1;
static Vector3<unsigned int> renderManifest[VIEW_DISTANCE * 8]; // Nombre de Chunks maximal <20> <20>tre rendus.
//for (int dist = VIEW_DISTANCE; dist >= 0; dist -= CHUNK_SIZE_X) {
for (int dist = 0; dist <= VIEW_DISTANCE; dist += CHUNK_SIZE_X) {
// Configuration du radar.
float sinus, cosinus;
int echantillons;
if (dist > VIEW_DISTANCE * .1f) {
sinus = .00872653549f; // sin(1/2 degr<67>)
cosinus = .99996192306; // cos(1/2 degr<67>)
echantillons = 180;
}
//else {//if (dist > VIEW_DISTANCE * .3f) {
// sinus = .01151891831f; // sin(2/3 degr<67>)
// cosinus = .99993365506; // cos(2/3 degr<67>)
// echantillons = 120;
//}
//else if (dist > VIEW_DISTANCE * .2f) {
// sinus = .01745240643; // sin(1 degr<67>)
// cosinus = .99984769515; // cos(1 degr<67>)
// echantillons = 90;
//}
//else if (dist > VIEW_DISTANCE * .1f) {
// sinus = .0261769483;
// cosinus = .99965732497;
// echantillons = 60;
//}
else {
sinus = .0348994967;
cosinus = .99939082701;
echantillons = 45;
}
angle.x = direct.z + direct.x;
angle.z = direct.z - direct.x;
angle.y = 0;
angle.Normalize();
for (int radar = 0; radar < echantillons; ++radar) {
float x = angle.x;
angle.x = angle.x * cosinus - angle.z * sinus;
angle.z = angle.z * cosinus + x * sinus;
angle.Normalize();
cursor = pos - direct * CHUNK_SIZE_X * 4 + angle * dist;
if (cursor.y >= 128.f || cursor.y >= 0.f) cursor.y = CHUNK_SIZE_Y / 4.f;
if (origin->ChunkAt(cursor)) {
bool valide = true;
unsigned int chx, chy;
origin->ChunkAt(cursor)->GetPosition(chx, chy);
for (int index = 0; index < rendercount; ++index) // Permet de v<>rifier seulement contre celles ajout<75>es dans la frame, et ne pas avoir <20> refaire l'array <20> chaque frame.
if (renderManifest[index].x == chx && renderManifest[index].z == chy)
valide = false;
if (valide) renderManifest[rendercount++] = Vector3<unsigned int>(chx,
(VIEW_DISTANCE - (pos - cursor).Length() * 3.f + 256.f) < 0.f ? 0 :
(VIEW_DISTANCE - (pos - cursor).Length() * 3.f + 256.f) * 1000,
chy);
}
}
}
shader.Use();
atlas.Bind();
glStencilFunc(GL_EQUAL, 1, 0x00);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
unsigned int sx, sy, cx, cy;
origin->GetScope(sx,sy);
for (int index = 0; index < rendercount; ++index) {
int chx = (renderManifest[index].x - sx) * CHUNK_SIZE_X, chy = (renderManifest[index].z - sy) * CHUNK_SIZE_Z;
world.ApplyTranslation(chx, 0, chy);
glLoadMatrixf(world.GetMatrix().GetInternalValues());
float blcolor = renderManifest[index].y / (VIEW_DISTANCE / 50.f);
glBlendColor(blcolor, blcolor, blcolor, 1.f);
origin->ChunkAt(chx, 1, chy)->GetPosition(cx,cy);
if (m_meshes.Get(cx - sx, cy - sy))
m_meshes.Get(cx - sx, cy -sy)->Render();
world.ApplyTranslation(-chx, 0, -chy);
}
shader.Disable();
glStencilFunc(GL_GREATER, 1, 0xFF);
};
void WorldRenderer::UpdateWorld(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]) {
int cx = player.x;
int cy = player.z;
static int frameUpdate = 2;
int side = 0;
int threads = 0;
std::future<Mesh*> updateThList[THREADS_UPDATE_CHUNKS];
unsigned int mx = 0 , my = 0, sx, sy;
origin->GetScope(sx, sy);
if (frameUpdate > 0) --frameUpdate;
if (!frameUpdate)
while (side * CHUNK_SIZE_X <= VIEW_DISTANCE * 2) {
int tx = -side, ty = -side;
for (; tx <= side; ++tx) {
if (frameUpdate)
break;
unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
if (origin->ChunkAt(chx, 1, chy) &&
origin->ChunkAt(chx, 1, chy)->IsDirty()) {
origin->ChunkAt(chx, 1, chy)->GetPosition(mx, my);
if (m_meshes.Get(mx - sx, my - sy))
updateThList[threads++] =
std::async(std::launch::async,
[](Mesh* mesh, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
mesh->Update(blockinfo, world); return mesh; }, m_meshes.Get(mx - sx, my - sy), blockinfo, origin);
else updateThList[threads++] = std::async(std::launch::async,
[](Chunk* chunk) { return new Mesh(chunk); }, origin->ChunkAt(chx, 1, chy));
if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
}
}
for (; ty <= side; ++ty) {
if (frameUpdate)
break;
unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
if (origin->ChunkAt(chx, 1, chy) &&
origin->ChunkAt(chx, 1, chy)->IsDirty()) {
origin->ChunkAt(chx, 1, chy)->GetPosition(mx, my);
if (m_meshes.Get(mx - sx, my - sy))
updateThList[threads++] =
std::async(std::launch::async,
[](Mesh* mesh, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
mesh->Update(blockinfo, world); return mesh; }, m_meshes.Get(mx - sx, my - sy), blockinfo, origin);
else updateThList[threads++] = std::async(std::launch::async,
[](Chunk* chunk) { return new Mesh(chunk); }, origin->ChunkAt(chx, 1, chy));
if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
}
}
for (; tx >= -side; --tx) {
if (frameUpdate)
break;
unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
if (origin->ChunkAt(chx, 1, chy) &&
origin->ChunkAt(chx, 1, chy)->IsDirty()) {
origin->ChunkAt(chx, 1, chy)->GetPosition(mx, my);
if (m_meshes.Get(mx - sx, my - sy))
updateThList[threads++] =
std::async(std::launch::async,
[](Mesh* mesh, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
mesh->Update(blockinfo, world); return mesh; }, m_meshes.Get(mx - sx, my - sy), blockinfo, origin);
else updateThList[threads++] = std::async(std::launch::async,
[](Chunk* chunk) { return new Mesh(chunk); }, origin->ChunkAt(chx, 1, chy));
if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
}
}
for (; ty >= -side; --ty) {
if (frameUpdate)
break;
unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
if (origin->ChunkAt(chx, 1, chy) &&
origin->ChunkAt(chx, 1, chy)->IsDirty()) {
origin->ChunkAt(chx, 1, chy)->GetPosition(mx, my);
if (m_meshes.Get(mx - sx, my - sy))
updateThList[threads++] =
std::async(std::launch::async,
[](Mesh* mesh, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
mesh->Update(blockinfo, world); return mesh; }, m_meshes.Get(mx - sx, my - sy), blockinfo, origin);
else updateThList[threads++] = std::async(std::launch::async,
[](Chunk* chunk) { return new Mesh(chunk); }, origin->ChunkAt(chx, 1, chy));
if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
}
}
if (frameUpdate)
break;
++side;
}
if (threads > 0) {
for (int i = 0; i < threads; ++i) {
updateThList[i].wait();
Mesh* mesh = updateThList[i].get();
if (mesh->IsNew()) {
unsigned int x, y;
mesh->GetPosition(x, y, origin);
m_meshes.Set(x, y, mesh);
}
mesh->FlushMeshToVBO();
}
}
}

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#ifndef WORLDRENDERER_H__
#define WORLDRENDERER_H__
#include <future>
#include <thread>
#include "../SQCSim-common/world.h"
#include "../SQCSim-common/transformation.h"
#include "define.h"
#include "mesh.h"
#include "textureatlas.h"
#include "shader.h"
class WorldRenderer {
private:
Array2d<Mesh*> m_meshes = Array2d<Mesh*>(WORLD_SIZE_X, WORLD_SIZE_Y);
public:
WorldRenderer();
~WorldRenderer();
void RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas);
void UpdateWorld(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]);
};
#endif