SQCSimulator2023/SQCSim2021/engine.cpp

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#include "engine.h"
#include <algorithm>
#include <cmath>
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#include "transformation.h"
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#include "player.h"
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Engine::Engine() { }
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Engine::~Engine() { }
void Engine::Init()
{
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GLenum glewErr = glewInit();
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if (glewErr != GLEW_OK) {
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std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
abort();
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.0001f, 1000.0f);
glEnable(GL_DEPTH_TEST);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_CULL_FACE);
// Light
GLfloat light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f };
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GLfloat light0Amb[4] = { 0.2f, 0.2f, 0.2f, 1.f };
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GLfloat light0Diff[4] = { 1.f, 1.f, 1.f, 1.f };
GLfloat light0Spec[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, light0Pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, light0Amb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0Diff);
glLightfv(GL_LIGHT0, GL_SPECULAR, light0Spec);
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// Objet de skybox avec sa propre texture et son propre shader!
m_skybox.Init(0.00013f);
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// Objet de musique!
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m_audio.ToggleMusicState();
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// Init Chunks
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m_world.GetChunks().Reset(nullptr);
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// Gestion de souris.
CenterMouse();
HideCursor();
}
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void Engine::DeInit() { }
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void Engine::LoadResource() {
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LoadTexture(m_textureFloor, TEXTURE_PATH "grass.png");
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LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png");
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LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp");
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp");
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TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal.png");
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if (!m_textureAtlas.Generate(128, false)) {
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std::cout << " Unable to generate texture atlas ..." << std::endl;
abort();
}
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float u, v, s;
m_textureAtlas.TextureIndexToCoord(texDirtIndex, u, v, s, s);
m_blockinfo[BTYPE_DIRT] = new BlockInfo(BTYPE_DIRT, "Dirt", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texGrassIndex, u, v, s, s);
m_blockinfo[BTYPE_GRASS] = new BlockInfo(BTYPE_GRASS, "Grass", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texMetalIndex, u, v, s, s);
m_blockinfo[BTYPE_METAL] = new BlockInfo(BTYPE_METAL, "Metal", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s);
m_blockinfo[BTYPE_ICE] = new BlockInfo(BTYPE_ICE, "Ice", u, v, s, 1);
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std::cout << " Loading and compiling shaders ..." << std::endl;
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if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) {
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std::cout << " Failed to load shader " << std::endl;
exit(1);
}
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if (!m_skybox.GetShader().Load(SHADER_PATH "skybox.vert", SHADER_PATH "skybox.frag", true)) {
std::cout << " Failed to load shader " << std::endl;
exit(1);
}
}
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void Engine::UnloadResource() {}
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void Engine::DrawHud(float elapsedTime) {
// Setter le blend function , tout ce qui sera noir sera transparent
glDisable(GL_LIGHTING);
glColor4f(1.f, 1.f, 1.f, 1.f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// Bind de la texture pour le font
m_textureFont.Bind();
std::ostringstream ss;
ss << " Fps : " << GetFps(elapsedTime);
PrintText(10, Height() - 25, ss.str());
ss.str("");
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ss << " Rendered Chunks : " << m_renderCount;
PrintText(10, Height() - 35, ss.str());
ss.str("");
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ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position
PrintText(10, 10, ss.str());
ss.str("");
ss << " Direction : " << m_player.GetDirection();
PrintText(10, 20, ss.str());
ss.str("");
ss << " Position : " << m_player.GetPosition();
PrintText(10, 30, ss.str());
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ss.str("");
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ss << " CamPos : " << m_player.GetPOV();
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PrintText(10, 40, ss.str());
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// Affichage du crosshair
m_textureCrosshair.Bind();
static const int crossSize = 32;
glLoadIdentity();
glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0);
glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(crossSize, 0);
glTexCoord2f(1, 1);
glVertex2i(crossSize, crossSize);
glTexCoord2f(0, 1);
glVertex2i(0, crossSize);
glEnd();
glEnable(GL_LIGHTING);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void Engine::PrintText(unsigned int x, unsigned int y, const std::string& t) {
glLoadIdentity();
glTranslated(x, y, 0);
for (unsigned int i = 0; i < t.length(); ++i) {
float left = (float)((t[i] - 32) % 16) / 16.f;
float top = (float)((t[i] - 32) / 16) / 16.f;
top += .5f;
glBegin(GL_QUADS);
glTexCoord2f(left, 1.f - top - .0625f);
glVertex2f(0, 0);
glTexCoord2f(left + .0625f, 1.f - top - .0625f);
glVertex2f(12, 0);
glTexCoord2f(left + .0625f, 1.f - top);
glVertex2f(12, 12);
glTexCoord2f(left, 1.f - top);
glVertex2f(0, 12);
glEnd();
glTranslated(8, 0, 0);
}
}
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
void Engine::Render(float elapsedTime) {
static float gameTime = elapsedTime;
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if (elapsedTime > 0.1f) return;
gameTime += elapsedTime;
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Transformation all;
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Transformation skybox;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Transformations initiales
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
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m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, m_keylshift, elapsedTime), m_world, elapsedTime);
m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et
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// son vecteur de v<>locit<69> (pour l'effet Doppler)
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m_player.ApplyTransformation(all);
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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!).
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glDisable(GL_LIGHT0);
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m_skybox.Render(skybox);
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// G<>n<EFBFBD>ration/Update de Chunks.
glEnable(GL_LIGHT0);
m_textureAtlas.Bind();
int cx = m_player.GetPosition().x;
int cy = m_player.GetPosition().z;
static int frameGenerate = 0;
static int frameUpdate = 0;
int side = 0;
m_shader01.Use();
m_renderCount = 0;
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if (frameGenerate > 0) --frameGenerate;
if (frameUpdate > 0) --frameUpdate;
if (!frameGenerate || !frameUpdate)
while (side * CHUNK_SIZE_X <= VIEW_DISTANCE) {
int tx = -side, ty = -side;
for (; tx <= side; ++tx)
UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z);
for (; ty <= side; ++ty)
UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z);
for (; tx >= -side; --tx)
UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z);
for (; ty >= -side; --ty)
UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z);
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++side;
}
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// Rendering de Chunks.
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all.Use();
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if (m_renderer) { // Choix d'algorithme de rendu pour comparer.
Vector3f direct = m_player.GetDirection();
Vector3f renderpos = m_player.GetPosition();
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direct.y = 0;
direct.Normalize();
Vector3f viewL = renderpos - direct * CHUNK_SIZE_X * 2,
viewR = viewL;
viewL.Dot(direct);
viewR.Dot(direct);
for (int x = -3; x <= VIEW_DISTANCE / CHUNK_SIZE_X; ++x) {
int chunkxL = -1, chunkyL = -1, chunkxR = -1, chunkyR = -1;
if (m_world.ChunkAt(viewL)) {
chunkxL = m_world.ChunkAt(viewL)->GetPosX();
chunkyL = m_world.ChunkAt(viewL)->GetPosY();
}
if (m_world.ChunkAt(viewR)) {
chunkxR = m_world.ChunkAt(viewR)->GetPosX();
chunkyR = m_world.ChunkAt(viewR)->GetPosY();
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}
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if (chunkxL == chunkxR) {
++chunkxR;
--chunkxL;
}
if (chunkyL == chunkyR) {
++chunkyR;
--chunkyL;
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}
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if (chunkxL >= 0 && chunkyL >= 0 && chunkxR >= 0 && chunkyR >= 0)
for (int rx = chunkxL; rx != chunkxR; chunkxL < chunkxR ? ++rx : --rx)
for (int ry = chunkyL; ry != chunkyR; chunkyL < chunkyR ? ++ry : --ry)
if (m_world.GetChunks().Get(rx, ry)) {
m_world.GetChunks().Get(rx, ry)->Render();
++m_renderCount;
}
viewL.x += (direct.x + direct.z) * CHUNK_SIZE_X / 2;
viewL.z += (direct.z - direct.x) * CHUNK_SIZE_X / 2;
viewR.x += (direct.x - direct.z) * CHUNK_SIZE_X / 2;
viewR.z += (direct.z + direct.x) * CHUNK_SIZE_X / 2;
}
}
else {
for (int chx = 0; chx < WORLD_SIZE_X; chx++)
for (int chy = 0; chy < WORLD_SIZE_Y; chy++)
if (m_world.GetChunks().Get(chx, chy)) {
m_world.GetChunks().Get(chx, chy)->Render();
++m_renderCount;
}
}
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m_shader01.Disable();
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if (m_mouseL)
GetBlockAtCursor(BTYPE_DIRT);
else if (m_mouseR) GetBlockAtCursor(BTYPE_AIR);
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if (m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
DrawHud(elapsedTime);
if (m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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if (m_player.GetPosition().y < -20.f)
m_player = Player(Vector3f(CHUNK_SIZE_X * WORLD_SIZE_X / 2, CHUNK_SIZE_Y, CHUNK_SIZE_Z * WORLD_SIZE_X / 2)); // Respawn si le bonho- joueur tombe en bas du monde.
}
void Engine::KeyPressEvent(unsigned char key)
{
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switch (key) {
case 36: // ESC
Stop();
break;
case 94: // F10
SetFullscreen(!IsFullscreen());
break;
case 22: // W
if (!m_keyW) {
std::cout << "W " << std::endl;
m_keyW = true;
}
break;
case 0: // A
if (!m_keyA) {
std::cout << "A " << std::endl;
m_keyA = true;
}
break;
case 18: // S
if (!m_keyS) {
std::cout << "S " << std::endl;
m_keyS = true;
}
break;
case 3: // D
if (!m_keyD) {
std::cout << "D " << std::endl;
m_keyD = true;
}
break;
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case 38: // Left Shift
if (!m_keylshift) {
std::cout << "Dash!" << std::endl;
m_keylshift = true;
}
break;
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case 57: // Space
if (!m_keySpace) {
std::cout << "Jump! " << std::endl;
m_keySpace = true;
}
break;
case 24: // Y - Ignorer
case 255: // Fn - Ignorer
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case 12: // M - Ignorer
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case 17: // R - Ignorer
break;
default:
std::cout << "Unhandled key: " << (int)key << std::endl;
}
}
void Engine::KeyReleaseEvent(unsigned char key)
{
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switch (key) {
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case 12:
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m_audio.ToggleMusicState();
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break;
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case 17:
m_renderer = !m_renderer;
break;
case 24: // Y
m_wireframe = !m_wireframe;
if (m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
case 22: // W
std::cout << "rW " << std::endl;
m_keyW = false;
break;
case 0: // A
std::cout << "rA " << std::endl;
m_keyA = false;
break;
case 18: // S
std::cout << "rS " << std::endl;
m_keyS = false;
break;
case 3: // D
std::cout << "rD " << std::endl;
m_keyD = false;
break;
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case 38: // Left Shift
std::cout << "rLS " << std::endl;
m_keylshift = false;
case 57: // Espace
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std::cout << "rSpace " << std::endl;
m_keySpace = false;
break;
}
}
void Engine::MouseMoveEvent(int x, int y)
{
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m_player.TurnLeftRight(x - (Width() / 2));
m_player.TurnTopBottom(y - (Height() / 2));
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// 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
// dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un
// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
// MouseMoveEvent, etc
if (x == (Width() / 2) && y == (Height() / 2))
return;
CenterMouse();
}
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void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
switch (button) {
case MOUSE_BUTTON_LEFT:
m_mouseL = true;
break;
case MOUSE_BUTTON_RIGHT:
m_mouseR = true;
break;
case MOUSE_BUTTON_MIDDLE:
m_mouseC = true;
break;
case MOUSE_BUTTON_WHEEL_UP:
m_mouseWU = true;
break;
case MOUSE_BUTTON_WHEEL_DOWN:
m_mouseWD = true;
break;
case MOUSE_BUTTON_NONE: break;
}
}
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void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
switch (button) {
case MOUSE_BUTTON_LEFT:
m_mouseL = false;
break;
case MOUSE_BUTTON_RIGHT:
m_mouseR = false;
break;
case MOUSE_BUTTON_MIDDLE:
m_mouseC = false;
break;
case MOUSE_BUTTON_WHEEL_UP:
m_mouseWU = false;
break;
case MOUSE_BUTTON_WHEEL_DOWN:
m_mouseWD = false;
break;
case MOUSE_BUTTON_NONE: break;
}
}
bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool stopOnError)
{
texture.Load(filename);
if (!texture.IsValid())
{
std::cerr << "Unable to load texture (" << filename << ")" << std::endl;
if (stopOnError)
Stop();
return false;
}
return true;
}
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bool Engine::GenerateChunk(int chx, int chy) {
if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z &&
chx >= 0 && chy >= 0)
if (!m_world.ChunkAt(chx, 1, chy)) {
m_world.GetChunks().Set(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z, new Chunk(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z));
Chunk* chunk = m_world.GetChunks().Get(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z);
for (int x = 0; x < CHUNK_SIZE_X; ++x)
for (int z = 0; z < CHUNK_SIZE_Z; ++z)
for (int y = 0; y < 32; ++y)
chunk->SetBlock(x, y, z, (chx + chy) % (BTYPE_LAST - 1) + 1, &m_world);
chunk->SetBlock(5, 32, 15, BTYPE_GRASS, &m_world);
chunk->SetBlock(5, 33, 15, BTYPE_GRASS, &m_world);
chunk->SetBlock(5, 34, 15, BTYPE_GRASS, &m_world);
chunk->SetBlock(6, 34, 15, BTYPE_GRASS, &m_world);
chunk->SetBlock(7, 34, 15, BTYPE_GRASS, &m_world);
chunk->SetBlock(7, 33, 15, BTYPE_GRASS, &m_world);
chunk->SetBlock(7, 32, 15, BTYPE_GRASS, &m_world);
chunk->SetBlock(8, 32, 3, BTYPE_GRASS, &m_world);
chunk->SetBlock(8, 33, 4, BTYPE_GRASS, &m_world);
chunk->SetBlock(8, 34, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(8, 35, 6, BTYPE_GRASS, &m_world);
chunk->SetBlock(11, 32, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(11, 33, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(11, 34, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(11, 35, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(12, 32, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(12, 33, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(12, 34, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(12, 35, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(13, 32, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(13, 33, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(13, 34, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(13, 35, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(14, 32, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(14, 33, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(14, 34, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(14, 35, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(3, 32, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(3, 33, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(3, 34, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(3, 35, 5, BTYPE_GRASS, &m_world);
chunk->SetBlock(3, 32, 6, BTYPE_GRASS, &m_world);
chunk->SetBlock(3, 33, 6, BTYPE_GRASS, &m_world);
chunk->SetBlock(3, 34, 6, BTYPE_GRASS, &m_world);
chunk->SetBlock(3, 35, 6, BTYPE_GRASS, &m_world);
chunk->SetBlock(3, 32, 7, BTYPE_GRASS, &m_world);
chunk->SetBlock(3, 33, 7, BTYPE_GRASS, &m_world);
chunk->SetBlock(3, 34, 7, BTYPE_GRASS, &m_world);
chunk->SetBlock(3, 35, 7, BTYPE_GRASS, &m_world);
chunk->SetBlock(3, 32, 8, BTYPE_GRASS, &m_world);
chunk->SetBlock(3, 33, 8, BTYPE_GRASS, &m_world);
chunk->SetBlock(3, 34, 8, BTYPE_GRASS, &m_world);
chunk->SetBlock(3, 35, 8, BTYPE_GRASS, &m_world);
std::cout << "Chunk generated: " << chx / CHUNK_SIZE_X << ", " << chy / CHUNK_SIZE_Z << std::endl;
return true;
}
return false;
}
void Engine::UpdateWorld(int& generates, int& updates, int chx, int chy) {
if (generates == 0 && GenerateChunk(chx, chy)) generates = FRAMES_RENDER_CHUNKS;
if (updates == 0 && m_world.ChunkAt(chx, 1, chy) &&
m_world.ChunkAt(chx, 1, chy)->IsDirty()) {
m_world.ChunkAt(chx, 1, chy)->Update(m_blockinfo, &m_world);
updates = FRAMES_UPDATE_CHUNKS;
}
}
void Engine::GetBlockAtCursor(BlockType blockType)
{
int x = Width() / 2;
int y = Height() / 2;
Vector3f currentBlock;
Vector3f currentFaceNormal;
GLint viewport[4];
GLdouble modelview[16];
GLdouble projection[16];
GLfloat winX, winY, winZ;
GLdouble posX, posY, posZ;
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glGetIntegerv(GL_VIEWPORT, viewport);
winX = (float)x;
winY = (float)viewport[3] - (float)y;
glReadPixels(x, int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ);
gluUnProject(winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ);
// Le cast vers int marche juste pour les valeurs entiere, utiliser une fonction de la libc si besoin
// de valeurs negatives
int px = (int)(posX);
int py = (int)(posY);
int pz = (int)(posZ);
bool found = false;
if ((m_player.GetPosition() - Vector3f((float)posX, (float)posY, (float)posZ)).Length() < MAX_SELECTION_DISTANCE)
{
// Apres avoir determine la position du bloc en utilisant la partie entiere du hit
// point retourne par opengl, on doit verifier de chaque cote du bloc trouve pour trouver
// le vrai bloc. Le vrai bloc peut etre different a cause d'erreurs de precision de nos
// nombres flottants (si z = 14.999 par exemple, et qu'il n'y a pas de blocs a la position
// 14 (apres arrondi vers l'entier) on doit trouver et retourner le bloc en position 15 s'il existe
// A cause des erreurs de precisions, ils arrive que le cote d'un bloc qui doit pourtant etre a la
// position 15 par exemple nous retourne plutot la position 15.0001
for (int x = px - 1; !found && x <= px + 1; ++x) {
for (int y = py - 1; !found && x >= 0 && y <= py + 1; ++y) {
for (int z = pz - 1; !found && y >= 0 && z <= pz + 1; ++z) {
if (z >= 0) {
BlockType bt = m_world.BlockAt((float)x, (float)y, (float)z);
if (bt == BTYPE_AIR)
continue;
// Skip water blocs
//if(bloc->Type == BT_WATER)
// continue;
currentBlock.x = x;
currentBlock.y = y;
currentBlock.z = z;
if (InRangeWithEpsilon<float>((float)posX, (float)x, (float)x + 1.f, 0.05f) && InRangeWithEpsilon<float>((float)posY, (float)y, (float)y + 1.f, 0.05f) && InRangeWithEpsilon<float>((float)posZ, (float)z, (float)z + 1.f, 0.05f))
{
found = true;
}
}
}
}
}
}
if (!found) {
currentBlock.x = -1;
}
else {
// Find on which face of the bloc we got an hit
currentFaceNormal.Zero();
const float epsilon = 0.01f;
// Front et back:
if (blockType != BTYPE_AIR)
if (EqualWithEpsilon<float>((float)posZ, (float)currentBlock.z, epsilon))
currentFaceNormal.z = -1;
else if (EqualWithEpsilon<float>((float)posZ, (float)currentBlock.z + 1.f, epsilon))
currentFaceNormal.z = 1;
else if (EqualWithEpsilon<float>((float)posX, (float)currentBlock.x, epsilon))
currentFaceNormal.x = -1;
else if (EqualWithEpsilon<float>((float)posX, (float)currentBlock.x + 1.f, epsilon))
currentFaceNormal.x = 1;
else if (EqualWithEpsilon<float>((float)posY, (float)currentBlock.y, epsilon))
currentFaceNormal.y = -1;
else if (EqualWithEpsilon<float>((float)posY, (float)currentBlock.y + 1.f, epsilon))
currentFaceNormal.y = 1;
currentBlock += currentFaceNormal;
int bx = (int)currentBlock.x % CHUNK_SIZE_X;
int by = (int)currentBlock.y % CHUNK_SIZE_Y;
int bz = (int)currentBlock.z % CHUNK_SIZE_Z;
m_world.ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, &m_world);
m_world.ChunkAt(currentBlock)->MakeModified();
}
}