Indépendance!

This commit is contained in:
MarcEricMartel 2023-09-30 14:46:54 -04:00
parent ace555a93e
commit 033365c961
32 changed files with 890 additions and 1204 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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@ -1,13 +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; // Vérifie l'existence d'un fichier .chunk avec sa position. //std::ostringstream pos; // Vérifie 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 vérifier 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; }

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@ -1,30 +1,35 @@
#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 3
#define THREADS_DELETE_CHUNKS 3
#define VIEW_DISTANCE 512 // Si les chunks arrêtent 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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@ -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 à 1.0f
m_username = "Zelda Bee-Bop";
} }
void Player::TurnLeftRight(float value) { void Player::TurnLeftRight(float value) {
@ -64,7 +66,8 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum
return delta; return delta;
} }
void Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime) { Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime) {
Player::Sound snd = Player::Sound::NOSOUND;
static float timing = 0.f; static float timing = 0.f;
/* Gestion de collisions */ /* Gestion de collisions */
BlockType bt1, bt2, bt3; BlockType bt1, bt2, bt3;
@ -85,6 +88,7 @@ void Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime) {
if (bt3 != BTYPE_AIR) { if (bt3 != BTYPE_AIR) {
m_velocity.y = 0; m_velocity.y = 0;
if (timing == 0.f) { if (timing == 0.f) {
if (m_airborne) snd = Player::Sound::FALL;
timing = .3f; timing = .3f;
} }
m_airborne = false; m_airborne = false;
@ -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 caméra
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;

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@ -1,33 +1,43 @@
#ifndef _PLAYER_H__ #ifndef CLI_PLAYER_H__
#define _PLAYER_H__ #define CLI_PLAYER_H__
#include "vector3.h"
#include <cmath> #include <cmath>
#include "transformation.h"
#include "vector3.h"
class World; 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__

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@ -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
{ {

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@ -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;

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@ -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) { // Vérification pour être sûr que le bloc à 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

@ -6,14 +6,12 @@
#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 +21,33 @@ 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

@ -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">

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; // Vérifie 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 vérifier 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

@ -18,14 +18,6 @@
#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

View File

@ -17,11 +17,11 @@ void Engine::Init() {
abort(); abort();
} }
//glDisable(GL_FRAMEBUFFER_SRGB); glDisable(GL_FRAMEBUFFER_SRGB);
//glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
//glEnable(GL_STENCIL_TEST); glEnable(GL_STENCIL_TEST);
//glEnable(GL_POINT_SMOOTH); glEnable(GL_POINT_SMOOTH);
//glEnable(GL_BLEND); glEnable(GL_BLEND);
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
@ -31,10 +31,10 @@ 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);
@ -330,6 +330,7 @@ int Engine::GetCountdown(float elapsedTime) {
void Engine::Render(float elapsedTime) { void Engine::Render(float elapsedTime) {
//static float gameTime = elapsedTime; //static float gameTime = elapsedTime;
static irrklang::ISound* step; // Pour les sons de pas.
static float pollTime = 0; static float pollTime = 0;
static float bulletTime = 0; static float bulletTime = 0;
static BlockType bloc = 1; static BlockType bloc = 1;
@ -341,6 +342,7 @@ void Engine::Render(float elapsedTime) {
Transformation all; Transformation all;
Transformation skybox; Transformation skybox;
Vector3f vstep;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Transformations initiales // Transformations initiales
@ -350,8 +352,22 @@ void Engine::Render(float elapsedTime) {
if (bulletTime > 0.f) bulletTime -= elapsedTime; if (bulletTime > 0.f) bulletTime -= elapsedTime;
if (bulletTime < 0.f) bulletTime = 0.f; if (bulletTime < 0.f) bulletTime = 0.f;
static bool leftright = false;
if (pollTime >= .005f) { if (pollTime >= .005f) {
m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime, &m_audio); Player::Sound snd = m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime);
switch (snd) {
case Player::Sound::STEP:
if (leftright)
vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x);
else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x);
m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), .8f);
leftright = !leftright;
break;
case Player::Sound::FALL:
m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f);
break;
default: break;
}
m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnées du joueur et m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnées du joueur et
// son vecteur de vélocité (pour l'effet Doppler) // son vecteur de vélocité (pour l'effet Doppler)
pollTime = 0; pollTime = 0;
@ -370,7 +386,7 @@ void Engine::Render(float elapsedTime) {
if (m_mouseL) { if (m_mouseL) {
if (bloc != BTYPE_LAST) if (bloc != BTYPE_LAST)
m_world.ChangeBlockAtCursor(bloc, m_player, m_block); m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
else if (bulletTime <= 0.f) { else if (bulletTime <= 0.f) {
for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow"). for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
if (!m_bullets[x]) { if (!m_bullets[x]) {
@ -392,7 +408,7 @@ void Engine::Render(float elapsedTime) {
} }
} }
else if (m_mouseR) else if (m_mouseR)
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player, m_block); m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
for (int x = 0; x < MAX_BULLETS; ++x) // Array de bullets en jeu. for (int x = 0; x < MAX_BULLETS; ++x) // Array de bullets en jeu.
if (m_bullets[x]) if (m_bullets[x])
@ -401,7 +417,9 @@ void Engine::Render(float elapsedTime) {
m_bullets[x] = nullptr; m_bullets[x] = nullptr;
} }
m_world.Update(m_renderCount, m_bullets, m_player, all, m_shader01, m_textureAtlas, m_blockinfo); m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
m_wrenderer.UpdateWorld(&m_world, m_player.GetPosition(), m_blockinfo);
if (m_isSkybox) m_skybox.Render(skybox); if (m_isSkybox) m_skybox.Render(skybox);

View File

@ -6,18 +6,19 @@
#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:
@ -55,6 +56,7 @@ 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;

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

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

View File

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

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

View File

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

View File

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

View File

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

View File

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

View File

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

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@ -1,506 +0,0 @@
#include "world.h"
World::World() {}
World::~World() {}
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 {
int cx = (int)x / CHUNK_SIZE_X;
int cz = (int)z / CHUNK_SIZE_Z;
if (x < 0 || y < 0 || z < 0 ||
x >= WORLD_SIZE_X * CHUNK_SIZE_X ||
z >= CHUNK_SIZE_Z * WORLD_SIZE_Y ||
y > CHUNK_SIZE_Y)
return 0;
return m_chunks.Get(cx, cz);
}
Chunk* World::ChunkAt(const Vector3f& pos) const { return ChunkAt(pos.x, pos.y, pos.z); }
BlockType World::BlockAt(float x, float y, float z, BlockType defaultBlockType) const {
Chunk* c = ChunkAt(x, y, z);
if (!c)
return defaultBlockType;
int bx = (int)x % CHUNK_SIZE_X;
int by = (int)y % CHUNK_SIZE_Y;
int bz = (int)z % CHUNK_SIZE_Z;
return c->GetBlock(bx, by, bz);
}
BlockType World::BlockAt(const Vector3f& pos, BlockType defaultBlockType) const {
return BlockAt(pos.x, pos.y, pos.z, defaultBlockType);
}
void World::TransposeWorld(Player& player, Bullet* bullets[MAX_BULLETS]) {
int x = 0, y = 0;
if (player.GetPosition().x > (WORLD_SIZE_X * CHUNK_SIZE_X) * .6f) ++x;
else if (player.GetPosition().x < (WORLD_SIZE_X * CHUNK_SIZE_X) * .4f) --x;
if (player.GetPosition().z > (WORLD_SIZE_Y * CHUNK_SIZE_Z) * .6f) ++y;
else if (player.GetPosition().z < (WORLD_SIZE_Y * CHUNK_SIZE_Z) * .4f) --y;
if (!x && !y) return;
if (x > 0) {
for (int ax = 0; ax < WORLD_SIZE_X; ++ax)
for (int ay = 0; ay < WORLD_SIZE_Y; ++ay)
if (ax - x >= 0) {
m_chunks.Set(ax - x, ay,
m_chunks.Remove(ax, ay));
if (ax == WORLD_SIZE_X - 1 && m_chunks.Get(ax - x, ay))
m_chunks.Get(ax - x, ay)->MakeDirty();
}
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
else if (x < 0) {
for (int ax = WORLD_SIZE_X - 1; ax >= 0; --ax)
for (int ay = WORLD_SIZE_Y - 1; ay >= 0; --ay)
if (ax - x < WORLD_SIZE_X) {
m_chunks.Set(ax - x, ay,
m_chunks.Remove(ax, ay));
if (ax == 0 && m_chunks.Get(ax - x, ay))
m_chunks.Get(ax - x, ay)->MakeDirty();
}
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
if (y > 0) {
for (int ax = 0; ax < WORLD_SIZE_X; ++ax)
for (int ay = 0; ay < WORLD_SIZE_Y; ++ay)
if (ay - y >= 0) {
m_chunks.Set(ax, ay - y,
m_chunks.Remove(ax, ay));
if (ay == WORLD_SIZE_Y - 1 && m_chunks.Get(ax, ay - y))
m_chunks.Get(ax, ay - y)->MakeDirty();
}
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
else if (y < 0) {
for (int ax = WORLD_SIZE_X - 1; ax >= 0; --ax)
for (int ay = WORLD_SIZE_Y - 1; ay >= 0; --ay)
if (ay - y < WORLD_SIZE_Y) {
m_chunks.Set(ax, ay - y,
m_chunks.Remove(ax, ay));
if (ay == 0 && m_chunks.Get(ax, ay - y))
m_chunks.Get(ax, ay - y)->MakeDirty();
}
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
m_center[0] += x; m_center[1] += y;
player.Teleport(x, y);
for (int index = 0; index < MAX_BULLETS; ++index)
if (bullets[index]) bullets[index]->Transpose(x, y);
}
void World::CleanUpWorld(int& deleteframes, bool clear = false) {
if (clear) {
while (m_tbDeleted.size() > 0) {
delete m_tbDeleted.back();
m_tbDeleted.pop_back();
}
}
if (!m_tbDeleted.empty() && !deleteframes) {
int deleted = 0;
while (deleted < THREADS_DELETE_CHUNKS) {
}
delete m_tbDeleted.back();
m_tbDeleted.pop_back();
deleteframes = FRAMES_DELETE_CHUNKS;
}
}
void World::GetScope(unsigned int& x, unsigned int& y) {
x = m_center[0];
y = m_center[1];
}
void World::Update(int& rendercount, Bullet* bullets[MAX_BULLETS], Player& player, Transformation& world, Shader& shader, TextureAtlas& atlas, BlockInfo* blockinfo[BTYPE_LAST]) {
glStencilFunc(GL_EQUAL, 1, 0x00);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
atlas.Bind();
RenderWorld(rendercount, player, world, shader);
UpdateWorld(player, blockinfo);
//TransposeWorld(player, bullets);
shader.Disable();
glStencilFunc(GL_GREATER, 1, 0xFF);
}
void World::UpdateChunk(int& updates, unsigned int chx, unsigned int chy, BlockInfo* blockinfo[BTYPE_LAST]) {
if (updates == 0 && ChunkAt(chx, 1, chy) &&
ChunkAt(chx, 1, chy)->IsDirty()) {
ChunkAt(chx, 1, chy)->Update(blockinfo, this);
updates = FRAMES_UPDATE_CHUNKS;
}
}
void World::ChangeBlockAtCursor(BlockType blockType, Player& player, bool& block) {
Vector3f currentPos = player.GetPosition();
Vector3f currentBlock = currentPos;
Vector3f ray = player.GetDirection();
bool found = false;
if (block) return;
while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) {
currentBlock += ray / 10.f;
BlockType bt = BlockAt(currentBlock);
if (bt != BTYPE_AIR)
found = true;
}
if (found)
if (blockType != BTYPE_AIR) {
found = false;
while ((currentPos - currentBlock).Length() >= 1.7f && !found) {
currentBlock -= ray / 10.f;
BlockType bt = BlockAt(currentBlock);
if (bt == BTYPE_AIR) { // Vérification pour être sûr que le bloc à changer n'est pas dans le joueur.
int Bx = (int)currentBlock.x;
int By = (int)currentBlock.y;
int Bz = (int)currentBlock.z;
int Px = (int)currentPos.x;
int PyA = (int)currentPos.y;
int PyB = (int)(currentPos.y - .9f);
int PyC = (int)(currentPos.y - 1.7f);
int Pz = (int)currentPos.z;
if (!(Bx == Px &&
(By == PyA ||
By == PyB ||
By == PyC) &&
Bz == Pz))
found = true;
}
}
}
if (found && (int)currentBlock.y < CHUNK_SIZE_Y) {
int bx = (int)currentBlock.x % CHUNK_SIZE_X;
int by = (int)currentBlock.y % CHUNK_SIZE_Y;
int bz = (int)currentBlock.z % CHUNK_SIZE_Z;
ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, this);
ChunkAt(currentBlock)->MakeModified();
block = true;
}
}
void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) {
int bx = (int)pos.x % CHUNK_SIZE_X;
int by = (int)pos.y % CHUNK_SIZE_Y;
int bz = (int)pos.z % CHUNK_SIZE_Z;
ChunkAt(pos)->SetBlock(bx, by, bz, blockType, this);
ChunkAt(pos)->MakeModified();
}
void World::RenderWorld(int& rendercount, Player& player, Transformation& world, Shader& shader) {
shader.Use();
rendercount = 0;
Vector3f angle;
Vector3f cursor;
Vector3f direct = player.GetDirection();
Vector3f pos = player.GetPosition() - direct;
direct.y = 0;
direct.Normalize();
pos.y = 1;
static Vector3<unsigned int> renderManifest[VIEW_DISTANCE * 8]; // Nombre de Chunks maximal à être rendus.
//for (int dist = VIEW_DISTANCE; dist >= 0; dist -= CHUNK_SIZE_X) {
for (int dist = 0; dist <= VIEW_DISTANCE; dist += CHUNK_SIZE_X) {
// Configuration du radar.
float sinus, cosinus;
int echantillons;
if (dist > VIEW_DISTANCE * .1f) {
sinus = .00872653549f; // sin(1/2 degré)
cosinus = .99996192306; // cos(1/2 degré)
echantillons = 180;
}
//else if (dist > VIEW_DISTANCE * .3f) {
// sinus = .01151891831f; // sin(2/3 degré)
// cosinus = .99993365506; // cos(2/3 degré)
// echantillons = 120;
//}
//else if (dist > VIEW_DISTANCE * .2f) {
// sinus = .01745240643; // sin(1 degré)
// cosinus = .99984769515; // cos(1 degré)
// echantillons = 90;
//}
//else if (dist > VIEW_DISTANCE * .1f) {
// sinus = .0261769483;
// cosinus = .99965732497;
// echantillons = 60;
//}
else {
sinus = .0348994967;
cosinus = .99939082701;
echantillons = 45;
}
angle.x = direct.z + direct.x;
angle.z = direct.z - direct.x;
angle.y = 0;
angle.Normalize();
for (int radar = 0; radar < echantillons; ++radar) {
float x = angle.x;
angle.x = angle.x * cosinus - angle.z * sinus;
angle.z = angle.z * cosinus + x * sinus;
angle.Normalize();
cursor = pos - direct * CHUNK_SIZE_X * 2 + angle * dist;
if (cursor.y >= 128.f || cursor.y >= 0.f) cursor.y = CHUNK_SIZE_Y / 2.f;
if (ChunkAt(cursor)) {
bool valide = true;
unsigned int chx, chy;
ChunkAt(cursor)->GetPosition(chx, chy);
for (int index = 0; index < rendercount; ++index) // Permet de vérifier seulement contre celles ajoutées dans la frame, et ne pas avoir à refaire l'array à chaque frame.
if (renderManifest[index].x == chx && renderManifest[index].z == chy)
valide = false;
if (valide) renderManifest[rendercount++] = Vector3<unsigned int>(chx,
(VIEW_DISTANCE - (pos - cursor).Length() * 3.f + 256.f) < 0.f? 0:
(VIEW_DISTANCE - (pos - cursor).Length() * 3.f + 256.f) * 1000,
chy);
}
}
}
for (int index = 0; index < rendercount; ++index) {
int chx = (renderManifest[index].x - m_center[0]) * CHUNK_SIZE_X, chy = (renderManifest[index].z - m_center[1]) * CHUNK_SIZE_Z;
world.ApplyTranslation(chx, 0, chy);
world.Use();
float blcolor = renderManifest[index].y / (VIEW_DISTANCE / 50.f);
glBlendColor(blcolor, blcolor, blcolor, 1.f);
ChunkAt(chx, 1, chy)->Render();
world.ApplyTranslation(-chx, 0, -chy);
}
shader.Disable();
};
void World::UpdateWorld(Player& player, BlockInfo* blockinfo[BTYPE_LAST]) {
int cx = player.GetPosition().x;
int cy = player.GetPosition().z;
static int frameGenerate = 1;
static int frameUpdate = 2;
static int frameDelete = 3;
int side = 0;
int threads = 0;
std::future<Chunk*> genThList[THREADS_GENERATE_CHUNKS];
std::future<Chunk*> updateThList[THREADS_UPDATE_CHUNKS];
std::future<void> delThList[THREADS_DELETE_CHUNKS];
if (frameGenerate > 0) --frameGenerate;
if (frameUpdate > 0) --frameUpdate;
if (frameDelete > 0) --frameDelete;
if (!frameGenerate)
while (side * CHUNK_SIZE_X <= VIEW_DISTANCE * 2 + CHUNK_SIZE_X) {
int tx = -side, ty = -side;
int chx = 0;
int chy = 0;
for (; tx <= side; ++tx) {
if (frameGenerate)
break;
chx = cx + tx * CHUNK_SIZE_X;
chy = cy + ty * CHUNK_SIZE_Z;
if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z &&
chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy))
genThList[threads++] = std::async(std::launch::async,
[](unsigned int x, unsigned int y, 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(); }

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

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

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