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21 Commits

Author SHA1 Message Date
MarcEricMartel
a054a7bff1 On l'a eu! 2023-10-16 17:36:04 -04:00
MarcEricMartel
b712c950c6 Merge branch 'master' into SQC-09 2023-10-16 16:35:26 -04:00
Rynort
3f774d7c2e Réparation de la vitesse de la souris 2023-10-16 03:06:00 -04:00
Rynort
6668127f15 SQC-06 et une partie du SQC-09 2023-10-02 17:09:03 -04:00
MarcEricMartel
54c25e6f78 Merge pull request #13 from CegepSTH/thehell_affichageMESS
SQC-8_Messagerie
2023-10-02 16:37:02 -04:00
Jonathan Trottier
bf164af23b changement de la grosseur du texte
les touches K et L pour faire afficher du texte
2023-10-02 16:27:41 -04:00
Claudel-D-Roy
0d948e3a28 Merge branch 'master' of https://github.com/CegepSTH/SQCSim2023 2023-10-02 16:27:26 -04:00
Claudel-D-Roy
b97890fff3 BrasDuJoueur 2023-10-02 16:27:21 -04:00
MarcEricMartel
432b8545a7 Merge branch 'master' into affichage_des_messages 2023-10-02 16:14:22 -04:00
Jonathan Trottier
54e2f32aba comments 2023-10-02 15:58:08 -04:00
Jonathan Trottier
90fdc8ed1b deux méthodes pour afficher message systeme et notification de kill 2023-10-02 15:55:45 -04:00
Frederic Leger
47906776c8 Merge pull request #10 from CegepSTH/sqc_51-fin
Corrections fichiers pour avoir la version x86 du client fonctionnelle
2023-10-02 15:52:28 -04:00
Claudel-D-Roy
fa9f0a3a8a Merge branch 'master' of https://github.com/CegepSTH/SQCSim2023 2023-10-01 13:59:07 -04:00
Claudel-D-Roy
43f3ce1428 Bouton pour menu 2023-10-01 13:58:59 -04:00
MarcEricMartel
8b3baa9063 Corrections fichiers pour avoir la version x86 fonctionnelle 2023-09-30 18:33:23 -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
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
732 changed files with 121872 additions and 1319 deletions

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@@ -138,6 +138,7 @@
<ClInclude Include="opensimplex.h" /> <ClInclude Include="opensimplex.h" />
<ClInclude Include="player.h" /> <ClInclude Include="player.h" />
<ClInclude Include="netprotocol.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>
@@ -148,6 +149,7 @@
<ClCompile Include="netprotocol.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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@@ -51,6 +51,9 @@
<ClInclude Include="netprotocol.h"> <ClInclude Include="netprotocol.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>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="world.cpp"> <ClCompile Include="world.cpp">
@@ -74,5 +77,8 @@
<ClCompile Include="netprotocol.cpp"> <ClCompile Include="netprotocol.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="transformation.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@@ -1,5 +1,6 @@
#ifndef BULLET_H__ #ifndef BULLET_H__
#define BULLET_H__ #define BULLET_H__
#include "define.h" #include "define.h"
#include "vector3.h" #include "vector3.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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@@ -17,7 +17,15 @@
#define WORLD_SIZE_X 64 #define WORLD_SIZE_X 64
#define WORLD_SIZE_Y 64 #define WORLD_SIZE_Y 64
#define VIEW_DISTANCE 512 #define FRAMES_RENDER_CHUNKS 1
#define FRAMES_UPDATE_CHUNKS 1
#define FRAMES_DELETE_CHUNKS 1
#define THREADS_GENERATE_CHUNKS 8
#define THREADS_UPDATE_CHUNKS 6
#define THREADS_DELETE_CHUNKS 3
#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

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@@ -1,5 +1,6 @@
#ifndef NETPROTOCOL_H__ #ifndef NETPROTOCOL_H__
#define NETPROTOCOL_H__ #define NETPROTOCOL_H__
#include "define.h" #include "define.h"
#include <string> #include <string>
#include "vector3.h" #include "vector3.h"

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-Bop56";
} }
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

@@ -2,9 +2,9 @@
#define TRANSFORMATION_H__ #define TRANSFORMATION_H__
#include <stack> #include <stack>
#include "../SQCSim-common/matrix4.h"
#include "../SQCSim-common/vector3.h"
#include "define.h" #include "define.h"
#include "matrix4.h"
#include "vector3.h"
class Transformation class Transformation
{ {
@@ -25,7 +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], 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], 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

@@ -1,5 +1,6 @@
#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"

View File

@@ -20,37 +20,33 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="audio.h" /> <ClInclude Include="audio.h" />
<ClInclude Include="chunk.h" />
<ClInclude Include="connector.h" /> <ClInclude Include="connector.h" />
<ClInclude Include="define.h" /> <ClInclude Include="define.h" />
<ClInclude Include="engine.h" /> <ClInclude Include="engine.h" />
<ClInclude Include="mesh.h" />
<ClInclude Include="openglcontext.h" /> <ClInclude Include="openglcontext.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="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="chunk.cpp" />
<ClCompile Include="connector.cpp" /> <ClCompile Include="connector.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="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>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\SQCSim-common\SQCSim-common.vcxproj"> <ProjectReference Include="..\SQCSim-common\SQCSim-common.vcxproj">
@@ -109,8 +105,8 @@
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental> <LinkIncremental>true</LinkIncremental>
<IncludePath>external\irrKlang-1.6.0\include;external\glew210\include;external\devil178\include;external\sfml251\include;$(IncludePath)</IncludePath> <IncludePath>external\irrKlang-1.6.0\include;external\glew210\include;external\devil180\include;external\sfml251-32\include;$(IncludePath)</IncludePath>
<LibraryPath>external\glew210\lib;external\sfml251\lib;external\devil178\lib;external\irrKlang-1.6.0\lib\Win32-visualStudio;$(LibraryPath)</LibraryPath> <LibraryPath>external\glew210\lib\Release\Win32;external\sfml251-32\lib;external\devil180\lib\x86\Release;external\irrKlang-1.6.0\lib\Win32-visualStudio;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental> <LinkIncremental>true</LinkIncremental>
@@ -119,8 +115,8 @@
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>
<IncludePath>external\devil180\include;external\irrKlang-1.6.0\include;external\sfml251\include;external\glew210\include;$(IncludePath)</IncludePath> <IncludePath>external\devil180\include;external\irrKlang-1.6.0\include;external\sfml251-32\include;external\glew210\include;$(IncludePath)</IncludePath>
<LibraryPath>external\sfml251\lib;external\devil180\lib\x86\Release;external\glew210\lib\Release\Win32;$(LibraryPath);external\irrKlang-1.6.0\lib\Win32-visualStudio</LibraryPath> <LibraryPath>external\sfml251-32\lib;external\devil180\lib\x86\Release;external\glew210\lib\Release\Win32;$(LibraryPath);external\irrKlang-1.6.0\lib\Win32-visualStudio</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>
@@ -172,8 +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>
@@ -194,8 +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

@@ -11,9 +11,6 @@
</Filter> </Filter>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<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>
@@ -23,12 +20,6 @@
<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="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>
@@ -44,9 +35,6 @@
<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">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="connector.h"> <ClInclude Include="connector.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
@@ -56,11 +44,14 @@
<ClInclude Include="tool.h"> <ClInclude Include="tool.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="mesh.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="worldrenderer.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<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>
@@ -73,12 +64,6 @@
<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>
@@ -94,14 +79,17 @@
<ClCompile Include="textureatlas.cpp"> <ClCompile Include="textureatlas.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="world.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="connector.cpp"> <ClCompile Include="connector.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="tool.cpp"> <ClCompile Include="tool.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="mesh.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="worldrenderer.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
</Project> </Project>

View File

@@ -3,8 +3,8 @@
#include <irrKlang.h> #include <irrKlang.h>
#include <ik_ISoundSource.h> #include <ik_ISoundSource.h>
#include "define.h"
#include "../SQCSim-common/vector3.h" #include "../SQCSim-common/vector3.h"
#include "define.h"
class Audio { class Audio {
private: private:

View File

@@ -1,234 +0,0 @@
#include "chunk.h"
#include "world.h"
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.
//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 "../SQCSim-common/array2d.h"
#include "../SQCSim-common/array3d.h"
#include "../SQCSim-common/blockinfo.h"
#include "../SQCSim-common/opensimplex.h"
#include "vertexbuffer.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, int64_t seed);
~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

@@ -1,6 +1,8 @@
#ifndef CLI_DEFINE_H__ #ifndef CLI_DEFINE_H__
#define CLI_DEFINE_H__ #define CLI_DEFINE_H__
//#define SFML_STATIC true
#include <iostream> #include <iostream>
#include <chrono> #include <chrono>
#include <iomanip> #include <iomanip>
@@ -18,14 +20,6 @@
#define SRV_ADDR "127.0.0.1" #define SRV_ADDR "127.0.0.1"
#define COUNTDOWN 300 #define COUNTDOWN 300
#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 BASE_WIDTH 640 #define BASE_WIDTH 640
#define BASE_HEIGHT 480 #define BASE_HEIGHT 480
@@ -33,5 +27,6 @@
#define SHADER_PATH "./media/shaders/" #define SHADER_PATH "./media/shaders/"
#define AUDIO_PATH "./media/audio/" #define AUDIO_PATH "./media/audio/"
#define CHUNK_PATH "./media/chunks/" #define CHUNK_PATH "./media/chunks/"
#define MENU_ITEM_PATH "./media/menu_items/"
#endif // DEFINE_H__ #endif // DEFINE_H__

View File

@@ -1,5 +1,23 @@
#include "engine.h" #include "engine.h"
#include <iostream>
#include <chrono>
#include <thread>
#include <queue>
// Define a structure to represent notifications
struct Notification {
std::string message;
float displayStartTime = 0.0f;
};
// Use a queue to manage notifications
//std::queue<Notification> notificationQueue;
// Use a vector to manage notifications
std::vector<Notification> notifications;
Engine::Engine() {} Engine::Engine() {}
Engine::~Engine() { Engine::~Engine() {
@@ -10,6 +28,200 @@ Engine::~Engine() {
m_world.GetChunks().Get(x, y)->~Chunk(); m_world.GetChunks().Get(x, y)->~Chunk();
} }
void Engine::DrawMenu()
{
static const int sTitle = 400;
static const int sButton = 225;
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
MenuBGTexture.Bind();
glLoadIdentity();
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(800, 0);
glTexCoord2f(1, 1);
glVertex2i(800, 600);
glTexCoord2f(0, 1);
glVertex2i(0, 600);
glEnd();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glEnable(GL_BLEND);
if (m_gamestate != GameState::OPTIONS)
{
MenuTitleTexture.Bind();
glTranslated(200, 300, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 200);
glTexCoord2f(1, 0);
glVertex2i(sTitle, 200);
glTexCoord2f(1, 1);
glVertex2i(sTitle, 300);
glTexCoord2f(0, 1);
glVertex2i(0, 300);
glEnd();
MenuStartTexture.Bind();
glTranslated(80, -225, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 100);
glTexCoord2f(1, 0);
glVertex2i(sButton, 100);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
/*MenuResumeTexture.Bind();
glTranslated(0, -100, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();*/
/*MenuOptionsTexture.Bind();
glTranslated(0, -100, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();*/
MenuQuitTexture.Bind();
glTranslated(0, -100, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 100);
glTexCoord2f(1, 0);
glVertex2i(sButton, 100);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
}
else
{
/*MenuOptionsTexture.Bind();
glTranslated(200, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(sTitle, 0);
glTexCoord2f(1, 1);
glVertex2i(sTitle, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
WireFrameTexture.Bind();
glTranslated(0, 300, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
OnOffBtnTexture.Bind();
glTranslated(200, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
glTranslated(-400, -300, 0);
MusicTexture.Bind();
glTranslated(200, 200, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
OnOffBtnTexture.Bind();
glTranslated(200, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
BackBtnTexture.Bind();
glTranslated(-375, 175, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 140);
glTexCoord2f(1, 0);
glVertex2i(sButton, 140);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();*/
}
//glEnable(GL_LIGHTING);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
ShowCursor();
}
void Engine::Init() { void Engine::Init() {
GLenum glewErr = glewInit(); GLenum glewErr = glewInit();
if (glewErr != GLEW_OK) { if (glewErr != GLEW_OK) {
@@ -17,11 +229,11 @@ 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);
@@ -31,10 +243,11 @@ 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);
@@ -47,18 +260,18 @@ void Engine::Init() {
m_bullets[x] = nullptr; m_bullets[x] = nullptr;
uint64_t seed = SEED; uint64_t seed = SEED;
std::string playname = "La Chienne <20> Jacques"; std::string playname = "La Chienne <20> Jacques";
if (NETWORK_TEST) { // Test connexion r<>seau. if (NETWORK_TEST) { // Test connexion r<>seau.
if (!m_conn.Init()) { if (!m_conn.Init()) {
if (!m_conn.Connect(SRV_ADDR, playname)) { if (!m_conn.Connect(SRV_ADDR, playname)) {
// setup jeu en r<>seau. // setup jeu en r<>seau.
std::cout << "ID re<72>u du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl; 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; std::cout << "Seed re<72>u du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
seed = m_conn.getSeed(); seed = m_conn.getSeed();
} }
else std::cout << "Erreur de connexion." << std::endl; else std::cout << "Erreur de connexion." << std::endl;
} }
else std::cout << "Erreur de cr<63>ation de socket." << std::endl; else std::cout << "Erreur de cr<63>ation de socket." << std::endl;
} }
m_world.SetSeed(seed); m_world.SetSeed(seed);
@@ -77,8 +290,13 @@ void Engine::LoadResource() {
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true); LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true); LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true); LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false); LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", true);
LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png");
LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png");
LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png");
LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png");
LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png");
TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png"); TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png"); TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png"); TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
@@ -113,6 +331,89 @@ void Engine::LoadResource() {
void Engine::UnloadResource() {} void Engine::UnloadResource() {}
void Engine::SystemNotification(std::string systemLog) {
std::string message = "";
message = systemLog;
DisplayNotification(message);
}
void Engine::KillNotification(Player killer, Player killed) {
std::string message = "";
message = killed.GetUsername() + " killed by -> " + killer.GetUsername();
DisplayNotification(message);
}
void Engine::DisplayNotification(std::string message) {
if (message.length() > 45) {
message = message.substr(0, 45);
}
// Create a new notification and add it to the queue
Notification newNotification;
newNotification.message = message;
newNotification.displayStartTime = m_time;
notifications.push_back(newNotification);
}
// Add a method to process the notification queue
void Engine::ProcessNotificationQueue() {
m_textureFont.Bind();
float scale = GetScale();
unsigned int xOffset = Width() - Width() * 0.26;
unsigned int yOffset = Height() - (Height() / 2.2);
// Iterate through the notifications and display them
for (auto it = notifications.begin(); it != notifications.end(); ) {
float timeSinceDisplay = m_time - it->displayStartTime;
// Display the notification message with vertical offset
unsigned int y = yOffset - (static_cast<unsigned int>(scale * 20) * (it - notifications.begin()));
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
PrintText(xOffset, y, scale, it->message);
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
// Check if it's time to remove the notification (display for 2 seconds)
if (timeSinceDisplay >= 4.0f) {
it = notifications.erase(it); // Remove the notification
}
else {
++it;
}
}
}
void Engine::DisplayCrosshair() { void Engine::DisplayCrosshair() {
m_textureCrosshair.Bind(); m_textureCrosshair.Bind();
static const int crossSize = 32; static const int crossSize = 32;
@@ -133,6 +434,7 @@ void Engine::DisplayCrosshair() {
void Engine::DisplayCurrentItem() { void Engine::DisplayCurrentItem() {
} }
void Engine::DisplayHud(int timer) { void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity(); glLoadIdentity();
@@ -146,7 +448,7 @@ void Engine::DisplayHud(int timer) {
float playerHp = m_player.GetHP(); float playerHp = m_player.GetHP();
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f; float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
// Arri<72>re-plan (Barre HP) // Arri<72>re-plan (Barre HP)
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
@@ -155,7 +457,7 @@ void Engine::DisplayHud(int timer) {
glVertex2f(fPosX, fPosY); // Haut-Gauche glVertex2f(fPosX, fPosY); // Haut-Gauche
glEnd(); glEnd();
//TODO: Associer avec m<>chanique de vie du joueur //TODO: Associer avec m<>chanique de vie du joueur
// Barre HP // Barre HP
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage); glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
@@ -166,7 +468,7 @@ void Engine::DisplayHud(int timer) {
glVertex2f(fPosX, fPosY); // Haut-Gauche glVertex2f(fPosX, fPosY); // Haut-Gauche
glEnd(); glEnd();
// Barre <20>quip // Barre <20>quip
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
@@ -187,7 +489,7 @@ void Engine::DisplayHud(int timer) {
glTexCoord2f(1, 1); glVertex2i(0, itemHeight); glTexCoord2f(1, 1); glVertex2i(0, itemHeight);
glEnd(); glEnd();
glDisable(GL_BLEND); //glDisable(GL_BLEND);
// Username // Username
glEnable(GL_BLEND); glEnable(GL_BLEND);
@@ -224,7 +526,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted(); ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
PrintText(x, Height() - (Height() / 10.7), scale, ss.str()); PrintText(x, Height() - (Height() / 10.7), scale, ss.str());
ss.str(""); ss.str("");
ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position
PrintText(x, Height() / 48, scale, ss.str()); PrintText(x, Height() / 48, scale, ss.str());
ss.str(""); ss.str("");
ss << " Direction : " << m_player.GetDirection(); ss << " Direction : " << m_player.GetDirection();
@@ -249,6 +551,7 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD); glBlendEquation(GL_FUNC_ADD);
glEnable(GL_BLEND);
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glPushMatrix(); glPushMatrix();
@@ -261,6 +564,17 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
int timer = GetCountdown(elapsedTime); int timer = GetCountdown(elapsedTime);
// Appel de la fonction pour l'affichage de notifications
if (m_keyK) {
SystemNotification(m_messageNotification);
m_keyK = false;
}
if (m_keyL) {
KillNotification(m_player, m_player);
m_keyL = false;
}
if (m_displayInfo) { if (m_displayInfo) {
DisplayInfo(elapsedTime, bloc); DisplayInfo(elapsedTime, bloc);
} }
@@ -329,93 +643,125 @@ int Engine::GetCountdown(float elapsedTime) {
} }
void Engine::Render(float elapsedTime) { void Engine::Render(float elapsedTime) {
//static float gameTime = elapsedTime;
static float pollTime = 0;
static float bulletTime = 0;
static BlockType bloc = 1;
if (elapsedTime > 0.1f) return;
//gameTime += elapsedTime;
pollTime += elapsedTime;
Transformation all;
Transformation skybox;
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 if (m_gamestate == GameState::PLAY)
glMatrixMode(GL_MODELVIEW); {
glLoadIdentity(); HideCursor();
CenterMouse(); //D<>placement de centermouse dans l'action de jouer
if (bulletTime > 0.f) bulletTime -= elapsedTime; //static float gameTime = elapsedTime;
if (bulletTime < 0.f) bulletTime = 0.f; static irrklang::ISound* step; // Pour les sons de pas.
static float pollTime = 0;
static float bulletTime = 0;
static BlockType bloc = 1;
if (pollTime >= .005f) { if (elapsedTime > 0.1f) return;
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);
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)
pollTime = 0;
}
m_player.ApplyTransformation(all); //gameTime += elapsedTime;
pollTime += elapsedTime;
m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation Transformation all;
// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!). Transformation skybox;
Vector3f vstep;
if (m_mouseWU) bloc++; // Transformations initiales
else if (m_mouseWD) bloc--; glMatrixMode(GL_MODELVIEW);
if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1; glLoadIdentity();
else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
m_mouseWU = m_mouseWD = false;
if (m_mouseL) { if (bulletTime > 0.f) bulletTime -= elapsedTime;
if (bloc != BTYPE_LAST) if (bulletTime < 0.f) bulletTime = 0.f;
m_world.ChangeBlockAtCursor(bloc, m_player, m_block);
else if (bulletTime <= 0.f) { static bool leftright = false;
for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow"). if (pollTime >= .005f) {
if (!m_bullets[x]) { 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);
m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); switch (snd) {
break; 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
// son vecteur de v<>locit<69> (pour l'effet Doppler)
pollTime = 0;
}
m_player.ApplyTransformation(all);
m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
if (m_mouseWU) bloc++;
else if (m_mouseWD) bloc--;
if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
m_mouseWU = m_mouseWD = false;
if (m_mouseL) {
if (bloc != BTYPE_LAST)
m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
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").
if (!m_bullets[x]) {
m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
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.
m_bullets[0]->~Bullet();
m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
}
bulletTime = .1f;
m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "windowsaccount.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f);
if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
glClearColor(.8f, .8f, .8f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClearColor(0.f, 0.f, 0.f, 1.f);
return;
} }
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] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
}
bulletTime = .1f;
m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "windowsaccount.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f);
if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
glClearColor(.8f, .8f, .8f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClearColor(0.f, 0.f, 0.f, 1.f);
return;
} }
} }
else if (m_mouseR)
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.
if (m_bullets[x])
if (m_bullets[x]->Update(&m_world, elapsedTime)) {
m_bullets[x]->~Bullet();
m_bullets[x] = nullptr;
}
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);
ProcessNotificationQueue();
DrawHud(elapsedTime, bloc);
static bool fell = false;
if (m_player.GetPosition().y < 1.7f && !fell) {
m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), 1.f);
fell = true;
}
else if (m_player.GetPosition().y < -20.f) {
m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
fell = false;
}
} }
else if (m_mouseR) else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS)
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player, m_block); {
DrawMenu();
for (int x = 0; x < MAX_BULLETS; ++x) // Array de bullets en jeu.
if (m_bullets[x])
if (m_bullets[x]->Update(&m_world, elapsedTime)) {
m_bullets[x]->~Bullet();
m_bullets[x] = nullptr;
}
m_world.Update(m_renderCount, m_bullets, m_player, all, m_shader01, m_textureAtlas, m_blockinfo);
if (m_isSkybox) m_skybox.Render(skybox);
DrawHud(elapsedTime, bloc);
static bool fell = false;
if (m_player.GetPosition().y < 1.7f && !fell) {
m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), 1.f);
fell = true;
}
else if (m_player.GetPosition().y < -20.f) {
m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
fell = false;
} }
else if (m_gamestate == GameState::QUIT)
Stop();
} }
void Engine::KeyPressEvent(unsigned char key) { void Engine::KeyPressEvent(unsigned char key) {
@@ -441,14 +787,15 @@ void Engine::KeyPressEvent(unsigned char key) {
} }
break; break;
case 36: // ESC - Quitter case 36: // ESC - Quitter
Stop(); m_gamestate = GameState::MAIN_MENU;
//Stop();
break; break;
case 57: // Space - Sauter case 57: // Space - Sauter
if (!m_keySpace) { if (!m_keySpace) {
m_keySpace = true; m_keySpace = true;
} }
break; break;
case 94: // F10 - Plein <20>cran case 94: // F10 - Plein <20>cran
IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true); IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true);
//SetFullscreen(!IsFullscreen()); //SetFullscreen(!IsFullscreen());
break; break;
@@ -456,6 +803,13 @@ void Engine::KeyPressEvent(unsigned char key) {
break; break;
case 5: // F - Ignorer case 5: // F - Ignorer
break; break;
case 10: // K - Debugging DisplayNotification()
m_keyK = true;
m_messageNotification = "notifications systeme peuvent <20>tre affich<63>";
break;
case 11: // L - Debugging DisplayNotification()
m_keyL = true;
break;
case 6: // G - Ignorer case 6: // G - Ignorer
break; break;
case 12: // M - Ignorer case 12: // M - Ignorer
@@ -504,6 +858,12 @@ void Engine::KeyReleaseEvent(unsigned char key) {
m_displayInfo = !m_displayInfo; m_displayInfo = !m_displayInfo;
std::cout << "DISPLAY INFO " << (m_displayInfo ? "enabled" : "disabled") << std::endl; std::cout << "DISPLAY INFO " << (m_displayInfo ? "enabled" : "disabled") << std::endl;
break; break;
case 10: // K
m_keyK = false;
break;
case 11: // L - Debugging DisplayNotification()
m_keyL = false;
break;
case 12: // M - Toggle music case 12: // M - Toggle music
m_audio.ToggleMusicState(); m_audio.ToggleMusicState();
break; break;
@@ -537,35 +897,47 @@ void Engine::MouseMoveEvent(int x, int y) {
m_player.TurnLeftRight(x - (Width() / 2)); m_player.TurnLeftRight(x - (Width() / 2));
m_player.TurnTopBottom(y - (Height() / 2)); m_player.TurnTopBottom(y - (Height() / 2));
// Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e // Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e
// Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber // Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber
// dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un // dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un
// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre // MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
// MouseMoveEvent, etc // MouseMoveEvent, etc
if (x == (Width() / 2) && y == (Height() / 2)) if (x == (Width() / 2) && y == (Height() / 2))
return; return;
CenterMouse();
} }
void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) { void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
switch (button) { m_mousemx = x;
case MOUSE_BUTTON_LEFT: m_mousemy = y;
m_mouseL = true;
break; if (m_gamestate == GameState::PLAY)
case MOUSE_BUTTON_RIGHT: {
m_mouseR = true; switch (button) {
break; case MOUSE_BUTTON_LEFT:
case MOUSE_BUTTON_MIDDLE: m_mouseL = true;
m_mouseC = true; break;
break; case MOUSE_BUTTON_RIGHT:
case MOUSE_BUTTON_WHEEL_UP: m_mouseR = true;
m_mouseWU = true; break;
break; case MOUSE_BUTTON_MIDDLE:
case MOUSE_BUTTON_WHEEL_DOWN: m_mouseC = true;
m_mouseWD = true; break;
break; case MOUSE_BUTTON_WHEEL_UP:
case MOUSE_BUTTON_NONE: break; m_mouseWU = true;
break;
case MOUSE_BUTTON_WHEEL_DOWN:
m_mouseWD = true;
break;
case MOUSE_BUTTON_NONE: break;
}
}
else if (m_gamestate == GameState::MAIN_MENU)
{
if ((m_mousemx >= 285 && m_mousemx <= 490) && (m_mousemy >= 150 && m_mousemy <= 250))
m_gamestate = GameState::PLAY;
if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 300 && m_mousemy <= 400))
m_gamestate = GameState::QUIT;
} }
} }

View File

@@ -6,23 +6,25 @@
#include "../SQCSim-common/array2d.h" #include "../SQCSim-common/array2d.h"
#include "../SQCSim-common/blockinfo.h" #include "../SQCSim-common/blockinfo.h"
#include "../SQCSim-common/bullet.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 "world.h"
#include "connector.h" #include "connector.h"
#include "worldrenderer.h"
class Engine : public OpenglContext { class Engine : public OpenglContext {
public: public:
Engine(); Engine();
virtual ~Engine(); virtual ~Engine();
virtual void DrawMenu();
virtual void Init(); virtual void Init();
virtual void DeInit(); virtual void DeInit();
virtual void LoadResource(); virtual void LoadResource();
@@ -42,6 +44,10 @@ private:
bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true); bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true);
void SystemNotification(std::string systemLog);
void KillNotification(Player killer, Player killed);
void DisplayNotification(std::string message);
void ProcessNotificationQueue();
void DisplayCrosshair(); void DisplayCrosshair();
void DisplayCurrentItem(); void DisplayCurrentItem();
void DisplayHud(int timer); void DisplayHud(int timer);
@@ -55,6 +61,7 @@ private:
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;
@@ -68,9 +75,18 @@ private:
irrklang::ISound* m_scream; irrklang::ISound* m_scream;
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
Bullet* m_bullets[MAX_BULLETS]; Bullet* m_bullets[MAX_BULLETS];
//Menu
enum class GameState { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY };
GameState m_gamestate = GameState::MAIN_MENU;
Texture MenuTitleTexture;
Texture MenuBGTexture;
Texture MenuStartTexture;
Texture MenuQuitTexture;
Texture MenuOptionsTexture;
float m_scale; float m_scale;
float m_time = 0; float m_time = 0;
@@ -87,6 +103,8 @@ private:
bool m_resetcountdown = false; bool m_resetcountdown = false;
bool m_stopcountdown = false; bool m_stopcountdown = false;
bool m_keyK = false;
bool m_keyL = false;
bool m_keyW = false; bool m_keyW = false;
bool m_keyA = false; bool m_keyA = false;
bool m_keyS = false; bool m_keyS = false;
@@ -97,6 +115,11 @@ private:
bool m_mouseC = false; bool m_mouseC = false;
bool m_mouseWU = false; bool m_mouseWU = false;
bool m_mouseWD = false; bool m_mouseWD = false;
//Pour trouver ou est la souris
float m_mousemx = 0;
float m_mousemy = 0;
std::string m_messageNotification = "";
}; };
#endif // ENGINE_H__ #endif // ENGINE_H__

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@@ -0,0 +1,98 @@
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<p>A macro to encourage usage of the discrete GPU. </p>
<p>In order to inform the Nvidia/AMD driver that an SFML application could benefit from using the more powerful discrete GPU, special symbols have to be publicly exported from the final executable.</p>
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