Sloth loves Chunk!

This commit is contained in:
Marc-Eric Martel 2021-10-11 11:37:58 -04:00
parent 2347a3f7e4
commit 6f3dd99ab7
27 changed files with 19795 additions and 194 deletions

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@ -19,7 +19,8 @@
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="blockarray3d.h" /> <ClInclude Include="array2d.h" />
<ClInclude Include="array3d.h" />
<ClInclude Include="blockinfo.h" /> <ClInclude Include="blockinfo.h" />
<ClInclude Include="chunk.h" /> <ClInclude Include="chunk.h" />
<ClInclude Include="define.h" /> <ClInclude Include="define.h" />
@ -27,20 +28,25 @@
<ClInclude Include="matrix4.h" /> <ClInclude Include="matrix4.h" />
<ClInclude Include="openglcontext.h" /> <ClInclude Include="openglcontext.h" />
<ClInclude Include="player.h" /> <ClInclude Include="player.h" />
<ClInclude Include="shader.h" />
<ClInclude Include="texture.h" /> <ClInclude Include="texture.h" />
<ClInclude Include="tool.h" />
<ClInclude Include="transformation.h" /> <ClInclude Include="transformation.h" />
<ClInclude Include="vector3.h" /> <ClInclude Include="vector3.h" />
<ClInclude Include="vertexbuffer.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="blockarray3d.cpp" />
<ClCompile Include="blockinfo.cpp" /> <ClCompile Include="blockinfo.cpp" />
<ClCompile Include="chunk.cpp" /> <ClCompile Include="chunk.cpp" />
<ClCompile Include="engine.cpp" /> <ClCompile Include="engine.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
<ClCompile Include="openglcontext.cpp" /> <ClCompile Include="openglcontext.cpp" />
<ClCompile Include="player.cpp" /> <ClCompile Include="player.cpp" />
<ClCompile Include="shader.cpp" />
<ClCompile Include="texture.cpp" /> <ClCompile Include="texture.cpp" />
<ClCompile Include="tool.cpp" />
<ClCompile Include="transformation.cpp" /> <ClCompile Include="transformation.cpp" />
<ClCompile Include="vertexbuffer.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Text Include="notes.txt" /> <Text Include="notes.txt" />
@ -97,8 +103,8 @@
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental> <LinkIncremental>true</LinkIncremental>
<IncludePath>external\devil178\include;external\sfml23\include;$(IncludePath)</IncludePath> <IncludePath>external\glew170\include;external\devil178\include;external\sfml23\include;$(IncludePath)</IncludePath>
<LibraryPath>external\devil178\lib;external\sfml23\lib;$(LibraryPath)</LibraryPath> <LibraryPath>external\glew170\lib;external\devil178\lib;external\sfml23\lib;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental> <LinkIncremental>true</LinkIncremental>
@ -126,7 +132,7 @@
<Link> <Link>
<SubSystem>Console</SubSystem> <SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>sfml-main-d.lib;sfml-system-d.lib;sfml-window-d.lib;sfml-graphics-d.lib;GlU32.Lib;OpenGL32.Lib;DevIL.lib;ILU.lib;ILUT.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>sfml-main-d.lib;sfml-system-d.lib;sfml-window-d.lib;sfml-graphics-d.lib;GlU32.Lib;OpenGL32.Lib;DevIL.lib;ILU.lib;ILUT.lib;glew32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">

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@ -11,7 +11,7 @@
</Filter> </Filter>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="blockarray3d.h"> <ClInclude Include="array3d.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="blockinfo.h"> <ClInclude Include="blockinfo.h">
@ -44,11 +44,20 @@
<ClInclude Include="player.h"> <ClInclude Include="player.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="shader.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="tool.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="vertexbuffer.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="array2d.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="blockarray3d.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="blockinfo.cpp"> <ClCompile Include="blockinfo.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
@ -73,6 +82,15 @@
<ClCompile Include="player.cpp"> <ClCompile Include="player.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="shader.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="tool.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="vertexbuffer.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Text Include="notes.txt" /> <Text Include="notes.txt" />

65
SQCSim2021/array2d.h Normal file
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@ -0,0 +1,65 @@
#ifndef ARRAY2D_H__
#define ARRAY2D_H__
#include "define.h"
template <class T>
class Array2d
{
public:
Array2d(int x, int y);
~Array2d();
Array2d(const Array2d& array);
void Set(int x, int y, T type);
T Get(int x, int y) const;
void Reset(T type);
private:
int To1dIndex(int x, int y) const;
private:
int m_x, m_y;
T* m_array;
};
template <class T>
Array2d<T>::Array2d(int x, int y) : m_x(x), m_y(y) {
m_array = new T[m_x * m_y];
Reset(BTYPE_AIR);
}
template <class T>
Array2d<T>::~Array2d() { delete[] m_array; }
template <class T>
Array2d<T>::Array2d(const Array2d<T>& array) : m_x(array.m_x), m_y(array.m_y) {
m_array = new BlockType[m_x * m_y];
for (int i = 0; i < m_x * m_y; ++i)
m_array[i] = array.m_array[i];
}
template <class T>
void Array2d<T>::Set(int x, int y, T type) {
m_array[To1dIndex(x, y)] = type;
}
template <class T>
T Array2d<T>::Get(int x, int y) const {
return m_array[To1dIndex(x, y)];
}
template <class T>
void Array2d<T>::Reset(T type) {
for (int i = 0; i < m_x * m_y; ++i)
m_array[i] = type;
}
template <class T>
int Array2d<T>::To1dIndex(int x, int y) const {
return x + (y * m_x);
}
#endif // ARRAY2D_H__

66
SQCSim2021/array3d.h Normal file
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@ -0,0 +1,66 @@
#ifndef ARRAY3D_H__
#define ARRAY3D_H__
#include "define.h"
template <class T>
class Array3d
{
public:
Array3d(int x, int y, int z);
~Array3d();
Array3d(const Array3d& array);
void Set(int x, int y, int z, T type);
T Get(int x, int y, int z) const;
void Reset(T type);
private:
int To1dIndex(int x, int y, int z) const;
private:
int m_x, m_y, m_z;
T* m_array;
};
template <class T>
Array3d<T>::Array3d(int x, int y, int z) : m_x(x), m_y(y), m_z(z) {
m_array = new T[m_x * m_y * m_z];
Reset(BTYPE_AIR);
}
template <class T>
Array3d<T>::~Array3d() { delete[] m_array; }
template <class T>
Array3d<T>::Array3d(const Array3d<T>& array) : m_x(array.m_x), m_y(array.m_y), m_z(array.m_z) {
m_array = new BlockType[m_x * m_y * m_z];
for (int i = 0; i < m_x * m_y * m_z; ++i)
m_array[i] = array.m_array[i];
}
template <class T>
void Array3d<T>::Set(int x, int y, int z, T type) {
m_array[To1dIndex(x, y, z)] = type;
}
template <class T>
T Array3d<T>::Get(int x, int y, int z) const {
return m_array[To1dIndex(x, y, z)];
}
template <class T>
void Array3d<T>::Reset(T type) {
for (int i = 0; i < m_x * m_y * m_z; ++i)
m_array[i] = type;
}
template <class T>
int Array3d<T>::To1dIndex(int x, int y, int z) const {
return x + (z * m_x) + (y * m_z * m_x);
}
#endif // ARRAY3D_H__

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@ -1,41 +0,0 @@
#include "blockarray3d.h"
BlockArray3d::BlockArray3d(int x, int y, int z) : m_x(x), m_y(y), m_z(z)
{
m_blocks = new BlockType[m_x * m_y * m_z];
Reset(BTYPE_AIR);
}
BlockArray3d::~BlockArray3d()
{
delete [] m_blocks;
}
BlockArray3d::BlockArray3d(const BlockArray3d& array) : m_x(array.m_x), m_y(array.m_y), m_z(array.m_z)
{
m_blocks = new BlockType[m_x * m_y * m_z];
for(int i = 0; i < m_x * m_y * m_z; ++i)
m_blocks[i] = array.m_blocks[i];
}
void BlockArray3d::Set(int x, int y, int z, BlockType type)
{
m_blocks[To1dIndex(x, y, z)] = type;
}
BlockType BlockArray3d::Get(int x, int y, int z) const
{
return m_blocks[To1dIndex(x, y, z)];
}
void BlockArray3d::Reset(BlockType type)
{
for(int i = 0; i < m_x * m_y * m_z; ++i)
m_blocks[i] = type;
}
int BlockArray3d::To1dIndex(int x, int y, int z) const
{
return x + (z * m_x) + (y * m_z * m_x);
}

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@ -1,26 +0,0 @@
#ifndef BLOCKARRAY3D_H__
#define BLOCKARRAY3D_H__
#include "define.h"
class BlockArray3d
{
public:
BlockArray3d(int x, int y, int z);
~BlockArray3d();
BlockArray3d(const BlockArray3d& array);
void Set(int x, int y, int z, BlockType type);
BlockType Get(int x, int y, int z) const;
void Reset(BlockType type);
private:
int To1dIndex(int x, int y, int z) const;
private:
int m_x, m_y, m_z;
BlockType* m_blocks;
};
#endif // BLOCKARRAY3D_H__

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@ -1,25 +1,83 @@
#include "chunk.h" #include "chunk.h"
Chunk::Chunk() : BlockArray3d(CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z) Chunk::Chunk() {}
{
Chunk::~Chunk() {}
void Chunk::RemoveBlock(int x, int y, int z) {
m_blocks.Set(x, y, z, BTYPE_AIR);
m_isDirty = true;
} }
Chunk::~Chunk() void Chunk::SetBlock(int x, int y, int z, BlockType type) {
{ m_blocks.Set(x, y, z, type);
m_isDirty = true;
} }
void Chunk::RemoveBlock(int x, int y, int z) BlockType Chunk::GetBlock(int x, int y, int z) { return m_blocks.Get(x, y, z); }
{
Set(x, y, z, BTYPE_AIR); void Chunk::Update() {
// Update mesh
if (m_isDirty) {
int maxVertexCount = (CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z) * (6 * 4);
VertexBuffer::VertexData* vd = new VertexBuffer::VertexData[maxVertexCount];
int count = 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 (count > USHRT_MAX)
break;
BlockType bt = GetBlock(x, y, z);
if (bt != BTYPE_AIR) {
AddBlockToMesh(vd, count, bt, x, y, z);
}
}
}
}
if (count > USHRT_MAX) {
count = USHRT_MAX;
std::cout << "[ Chunk :: Update ] Chunk data truncaned , too much vertices to have a 16 bit index " << std::endl;
}
m_vertexBuffer.SetMeshData(vd, count);
delete[] vd;
}
m_isDirty = false;
} }
void Chunk::SetBlock(int x, int y, int z, BlockType type) void Chunk::AddBlockToMesh(VertexBuffer::VertexData* vd, int& count, BlockType bt, int x, int y, int z) {
{
Set(x, y, z, type); vd[count++] = VertexBuffer::VertexData(x - .5f, y - .5f, z + .5f, 1.f, 1.f, 1.f, 0.f, 0.f);
vd[count++] = VertexBuffer::VertexData(x + .5f, y - .5f, z + .5f, 1.f, 1.f, 1.f, 1.f, 0.f);
vd[count++] = VertexBuffer::VertexData(x + .5f, y + .5f, z + .5f, 1.f, 1.f, 1.f, 1.f, 1.f);
vd[count++] = VertexBuffer::VertexData(x - .5f, y + .5f, z + .5f, 1.f, 1.f, 1.f, 0.f, 1.f);
vd[count++] = VertexBuffer::VertexData(x - .5f, y + .5f, z - .5f, 1.f, 1.f, 1.f, 0.f, 1.f);
vd[count++] = VertexBuffer::VertexData(x + .5f, y + .5f, z - .5f, 1.f, 1.f, 1.f, 1.f, 1.f);
vd[count++] = VertexBuffer::VertexData(x + .5f, y - .5f, z - .5f, 1.f, 1.f, 1.f, 1.f, 0.f);
vd[count++] = VertexBuffer::VertexData(x - .5f, y - .5f, z - .5f, 1.f, 1.f, 1.f, 0.f, 0.f);
vd[count++] = VertexBuffer::VertexData(x - .5f, y + .5f, z + .5f, 1.f, 1.f, 1.f, 0.f, 1.f);
vd[count++] = VertexBuffer::VertexData(x - .5f, y + .5f, z - .5f, 1.f, 1.f, 1.f, 1.f, 1.f);
vd[count++] = VertexBuffer::VertexData(x - .5f, y - .5f, z - .5f, 1.f, 1.f, 1.f, 1.f, 0.f);
vd[count++] = VertexBuffer::VertexData(x - .5f, y - .5f, z + .5f, 1.f, 1.f, 1.f, 0.f, 0.f);
vd[count++] = VertexBuffer::VertexData(x + .5f, y - .5f, z - .5f, 1.f, 1.f, 1.f, 0.f, 0.f);
vd[count++] = VertexBuffer::VertexData(x + .5f, y + .5f, z - .5f, 1.f, 1.f, 1.f, 0.f, 1.f);
vd[count++] = VertexBuffer::VertexData(x + .5f, y + .5f, z + .5f, 1.f, 1.f, 1.f, 1.f, 1.f);
vd[count++] = VertexBuffer::VertexData(x + .5f, y - .5f, z + .5f, 1.f, 1.f, 1.f, 1.f, 0.f);
vd[count++] = VertexBuffer::VertexData(x - .5f, y + .5f, z - .5f, 1.f, 1.f, 1.f, 0.f, 0.f);
vd[count++] = VertexBuffer::VertexData(x - .5f, y + .5f, z + .5f, 1.f, 1.f, 1.f, 0.f, 1.f);
vd[count++] = VertexBuffer::VertexData(x + .5f, y + .5f, z + .5f, 1.f, 1.f, 1.f, 1.f, 1.f);
vd[count++] = VertexBuffer::VertexData(x + .5f, y + .5f, z - .5f, 1.f, 1.f, 1.f, 1.f, 0.f);
vd[count++] = VertexBuffer::VertexData(x - .5f, y - .5f, z + .5f, 1.f, 1.f, 1.f, 0.f, 0.f);
vd[count++] = VertexBuffer::VertexData(x - .5f, y - .5f, z - .5f, 1.f, 1.f, 1.f, 0.f, 1.f);
vd[count++] = VertexBuffer::VertexData(x + .5f, y - .5f, z - .5f, 1.f, 1.f, 1.f, 1.f, 1.f);
vd[count++] = VertexBuffer::VertexData(x + .5f, y - .5f, z + .5f, 1.f, 1.f, 1.f, 1.f, 0.f);
} }
BlockType Chunk::GetBlock(int x, int y, int z) void Chunk::Render() const { m_vertexBuffer.Render(); }
{
return Get(x, y, z); bool Chunk::IsDirty() const { return m_isDirty; }
}

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@ -1,16 +1,29 @@
#ifndef CHUNK_H__ #ifndef CHUNK_H__
#define CHUNK_H__ #define CHUNK_H__
#include "blockarray3d.h" #include "define.h"
#include "array3d.h"
#include "vertexbuffer.h"
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;
void AddBlockToMesh(VertexBuffer::VertexData* vd, int& count, BlockType bt, int x, int y, int z);
class Chunk : public BlockArray3d
{
public: public:
Chunk(); Chunk();
~Chunk(); ~Chunk();
void RemoveBlock(int x, int y, int z); void RemoveBlock(int x, int y, int z);
void SetBlock(int x, int y, int z, BlockType type); void SetBlock(int x, int y, int z, BlockType type);
BlockType GetBlock(int x, int y, int z); BlockType GetBlock(int x, int y, int z);
void Update();
void Render() const;
bool IsDirty() const;
}; };
#endif // CHUNK_H__ #endif // CHUNK_H__

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@ -3,23 +3,25 @@
#include <SFML/Window.hpp> #include <SFML/Window.hpp>
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include <iostream>
#ifdef _WIN32 #ifdef _WIN32
#include <windows.h> #include <windows.h>
#include <GL/glew.h>
#include <gl/GL.h> #include <gl/GL.h>
#include <gl/GLU.h> #include <gl/GLU.h>
#else
#include <GL/glew.h>
#endif #endif
#define CHUNK_SIZE_X 16 #define CHUNK_SIZE_X 16
#define CHUNK_SIZE_Y 128 #define CHUNK_SIZE_Y 128
#define CHUNK_SIZE_Z 16 #define CHUNK_SIZE_Z 16
enum BlockType {BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS}; typedef uint8_t BlockType;
enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS };
#define TEXTURE_PATH "../SQCSim2021/media/textures/" #define TEXTURE_PATH "../SQCSim2021/media/textures/"
#define SHADER_PATH "../SQCSim2021/media/shaders/"
#define VIEW_DISTANCE 128 #define VIEW_DISTANCE 128
#endif // DEFINE_H__ #endif // DEFINE_H__

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@ -1,7 +1,6 @@
#include "engine.h" #include "engine.h"
#include <algorithm> #include <algorithm>
#include <cmath> #include <cmath>
#include <iostream>
#include "transformation.h" #include "transformation.h"
#include "player.h" #include "player.h"
@ -11,6 +10,13 @@ Engine::~Engine() { }
void Engine::Init() void Engine::Init()
{ {
GLenum glewErr = glewInit();
if (glewErr != GLEW_OK)
{
std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
abort();
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
@ -24,9 +30,6 @@ void Engine::Init()
glEnable(GL_LINE_SMOOTH); glEnable(GL_LINE_SMOOTH);
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
// Cull!
glCullFace(GL_BACK);
// Light // Light
GLfloat light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f }; GLfloat light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f };
GLfloat light0Amb[4] = { 0.9f, 0.9f, 0.9f, 1.f }; GLfloat light0Amb[4] = { 0.9f, 0.9f, 0.9f, 1.f };
@ -50,6 +53,16 @@ void Engine::Init()
// Blend // Blend
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Init testChunk
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) {
if (x % 2 == 0 && y % 2 == 0 && z % 2 == 0)
m_testChunk.SetBlock(x, y, z, BTYPE_DIRT);
}
}
}
CenterMouse(); CenterMouse();
HideCursor(); HideCursor();
} }
@ -63,6 +76,13 @@ void Engine::LoadResource() {
LoadTexture(m_textureCube2, TEXTURE_PATH "metal2.png"); LoadTexture(m_textureCube2, TEXTURE_PATH "metal2.png");
LoadTexture(m_textureCube3, TEXTURE_PATH "metal3.png"); LoadTexture(m_textureCube3, TEXTURE_PATH "metal3.png");
LoadTexture(m_textureCube4, TEXTURE_PATH "metal4.png"); LoadTexture(m_textureCube4, TEXTURE_PATH "metal4.png");
std::cout << " Loading and compiling shaders ..." << std::endl;
if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true))
{
std::cout << " Failed to load shader " << std::endl;
exit(1);
}
} }
void Engine::UnloadResource() void Engine::UnloadResource()
@ -172,98 +192,29 @@ void Engine::Render(float elapsedTime)
glTexCoord2f(0, nbRep); glTexCoord2f(0, nbRep);
glVertex3f(-100.f, -2.f, -100.f); glVertex3f(-100.f, -2.f, -100.f);
glEnd(); glEnd();
// Cube
all.ApplyTranslation(0.f, 0.f, -10.f);
all.ApplyRotation(gameTime * 100.f, 0.f, 1.f, 0.f);
all.ApplyRotation(gameTime * 100.f, 0.f, 0.f, 1.f);
all.ApplyRotation(gameTime * 100.f, 1.f, 0.f, 0.f);
all.Use();
switch ((int)(gameTime*5) % 4) { // Chunk
case 0: switch ((int)(gameTime * 5) % 4) {
m_textureCube1.Bind(); case 0: m_textureCube1.Bind();
break; break;
case 1: case 1: m_textureCube2.Bind();
m_textureCube2.Bind();
break; break;
case 2: case 2: m_textureCube3.Bind();
m_textureCube3.Bind();
break; break;
case 3: case 3: m_textureCube4.Bind();
m_textureCube4.Bind();
break; break;
} }
glEnable(GL_BLEND); if (m_testChunk.IsDirty())
glBegin(GL_QUADS); m_testChunk.Update();
m_shader01.Use();
m_testChunk.Render();
Shader::Disable();
glNormal3f(0, 0, 1);
glTexCoord2f(0, 1);
glVertex3f(0.5f, 0.5f, 0.5f);
glTexCoord2f(1, 1);
glVertex3f(-0.5f, 0.5f, 0.5f);
glTexCoord2f(1, 0);
glVertex3f(-0.5f, -0.5f, 0.5f);
glTexCoord2f(0, 0);
glVertex3f(0.5f, -0.5f, 0.5f);
glNormal3f(0, 0, -1);
glTexCoord2f(1, 0);
glVertex3f(0.5f, -0.5f, -0.5f);
glTexCoord2f(0, 0);
glVertex3f(-0.5f, -0.5f, -0.5f);
glTexCoord2f(0, 1);
glVertex3f(-0.5f, 0.5f, -0.5f);
glTexCoord2f(1, 1);
glVertex3f(0.5f, 0.5f, -0.5f);
glNormal3f(-1, 0, 0);
glTexCoord2f(0, 1);
glVertex3f(-0.5f, 0.5f, 0.5f);
glTexCoord2f(1, 1);
glVertex3f(-0.5f, 0.5f, -0.5f);
glTexCoord2f(1, 0);
glVertex3f(-0.5f, -0.5f, -0.5f);
glTexCoord2f(0, 0);
glVertex3f(-0.5f, -0.5f, 0.5f);
glNormal3f(1, 0, 0);
glTexCoord2f(0, 1);
glVertex3f(0.5f, 0.5f, -0.5f);
glTexCoord2f(1, 1);
glVertex3f(0.5f, 0.5f, 0.5f);
glTexCoord2f(1, 0);
glVertex3f(0.5f, -0.5f, 0.5f);
glTexCoord2f(0, 0);
glVertex3f(0.5f, -0.5f, -0.5f);
glNormal3f(0, 1, 0);
glTexCoord2f(0, 0);
glVertex3f(-0.5f, 0.5f, -0.5f);
glTexCoord2f(0, 1);
glVertex3f(-0.5f, 0.5f, 0.5f);
glTexCoord2f(1, 1);
glVertex3f(0.5f, 0.5f, 0.5f);
glTexCoord2f(1, 0);
glVertex3f(0.5f, 0.5f, -0.5f);
glNormal3f(0, -1, 0);
glTexCoord2f(0, 0);
glVertex3f(-0.5f, -0.5f, 0.5f);
glTexCoord2f(0, 1);
glVertex3f(-0.5f, -0.5f, -0.5f);
glTexCoord2f(1, 1);
glVertex3f(0.5f, -0.5f, -0.5f);
glTexCoord2f(1, 0);
glVertex3f(0.5f, -0.5f, 0.5f);
glDisable(GL_BLEND);
glEnd();
} }
void Engine::KeyPressEvent(unsigned char key) void Engine::KeyPressEvent(unsigned char key)
{ {
switch (key) switch (key) {
{
case 36: // ESC case 36: // ESC
Stop(); Stop();
break; break;
@ -316,8 +267,7 @@ void Engine::KeyPressEvent(unsigned char key)
void Engine::KeyReleaseEvent(unsigned char key) void Engine::KeyReleaseEvent(unsigned char key)
{ {
switch (key) switch (key) {
{
case 24: // Y case 24: // Y
m_wireframe = !m_wireframe; m_wireframe = !m_wireframe;
if (m_wireframe) if (m_wireframe)

View File

@ -4,7 +4,9 @@
#include "openglcontext.h" #include "openglcontext.h"
#include "texture.h" #include "texture.h"
#include "transformation.h" #include "transformation.h"
#include "shader.h""
#include "player.h" #include "player.h"
#include "chunk.h"
class Engine : public OpenglContext class Engine : public OpenglContext
{ {
@ -35,6 +37,8 @@ private:
Texture m_textureCube3; Texture m_textureCube3;
Texture m_textureCube4; Texture m_textureCube4;
Shader m_shader01;
Chunk m_testChunk;
Player m_player = Player(Vector3f(0, 0, 0)); Player m_player = Player(Vector3f(0, 0, 0));
bool m_keyW = false; bool m_keyW = false;

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@ -0,0 +1,12 @@
uniform sampler2D tex;
varying vec4 light;
void main()
{
vec4 texel;
texel = texture2D(tex,gl_TexCoord[0].st);
texel *= light;
gl_FragColor = texel;
}

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@ -0,0 +1,8 @@
varying vec4 light;
void main()
{
light = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}

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@ -1,5 +0,0 @@
Keycodes:
W 22
A 0
S 18
D 3

155
SQCSim2021/shader.cpp Normal file
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@ -0,0 +1,155 @@
#include "shader.h"
#include "define.h"
#include "tool.h"
#include <iostream>
#include <cassert>
#ifndef WINDOWS
bool Shader::Load(const std::string& vertFile, const std::string& fragFile, bool verbose)
{
std::string fragmentShader;
std::string vertexShader;
if(!Tool::LoadTextFile(vertFile, vertexShader))
{
if(verbose)
std::cout << "Failed to load " << vertFile << std::endl;
return false;
}
if(!Tool::LoadTextFile(fragFile, fragmentShader))
{
if(verbose)
std::cout << "Failed to load " << fragFile << std::endl;
return false;
}
const char * my_fragment_shader_source = fragmentShader.c_str();
const char * my_vertex_shader_source = vertexShader.c_str();
//std::cout << fragmentShader << std::endl;
//std::cout << vertexShader << std::endl;
m_program = glCreateProgram();
CHECK_GL_ERROR();
assert(glIsProgram(m_program));
m_vertexShader = glCreateShader(GL_VERTEX_SHADER_ARB);
CHECK_GL_ERROR();
assert(glIsShader(m_vertexShader));
m_fragmentShader = glCreateShader(GL_FRAGMENT_SHADER_ARB);
CHECK_GL_ERROR();
assert(glIsShader(m_fragmentShader));
// Load Shader Sources
glShaderSource(m_vertexShader, 1, (const GLchar**)&my_vertex_shader_source, NULL);
CHECK_GL_ERROR();
glShaderSource(m_fragmentShader, 1, (const GLchar**)&my_fragment_shader_source, NULL);
CHECK_GL_ERROR();
// Compile The Shaders
if(verbose)
std::cout << "Compiling vertex shader (" << vertFile << ")..." << std::endl;
glCompileShader(m_vertexShader);
if(!CheckShaderError(m_vertexShader, verbose))
return false;
if(verbose)
std::cout << "Compiling fragment shader (" << fragFile << ")..." << std::endl;
glCompileShader(m_fragmentShader);
if(!CheckShaderError(m_fragmentShader, verbose))
return false;
// Attach The Shader Objects To The Program Object
glAttachShader(m_program, m_vertexShader);
CHECK_GL_ERROR();
glAttachShader(m_program, m_fragmentShader);
CHECK_GL_ERROR();
// Link The Program Object
glLinkProgram(m_program);
//if(!CheckProgramError(m_program, verbose))
// return false;
CheckProgramError(m_program, true, verbose);
CHECK_GL_ERROR();
return true;
}
void Shader::Use() const
{
glUseProgram(m_program);
}
GLint Shader::BindIntUniform(const std::string& name) const
{
return glGetUniformLocation(m_program, name.c_str());
}
void Shader::UpdateIntUniform(GLint name, GLint value) const
{
glUniform1i(name, value);
}
void Shader::UpdateFloatUniform(GLint name, GLfloat value) const
{
glUniform1f(name, value);
}
void Shader::Disable()
{
glUseProgram(0);
}
bool Shader::CheckShaderError(GLenum shader, bool verbose)
{
GLint compileOk;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileOk);
if(verbose && !compileOk)
{
int maxLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
char* infoLog = new char[maxLength];
glGetShaderInfoLog(shader, maxLength, &maxLength, infoLog);
std::cout << infoLog << std::endl;
delete [] infoLog;
return false;
}
return compileOk;
}
bool Shader::CheckProgramError(GLenum program, bool showWarning, bool verbose)
{
GLint compileOk;
glGetProgramiv(program, GL_LINK_STATUS, &compileOk);
CHECK_GL_ERROR();
if(verbose && (showWarning || !compileOk))
{
int maxLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
CHECK_GL_ERROR();
char* infoLog = new char[maxLength + 1];
glGetProgramInfoLog(program, maxLength, &maxLength, infoLog);
CHECK_GL_ERROR();
infoLog[maxLength] = 0;
std::cout << infoLog << std::endl;
delete [] infoLog;
}
return compileOk;
}
#endif

30
SQCSim2021/shader.h Normal file
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@ -0,0 +1,30 @@
#ifndef SHADER_H__
#define SHADER_H__
#include <string>
#include "define.h"
class Shader
{
public:
bool Load(const std::string& vertFile, const std::string& fragFile, bool verbose = false);
void Use() const;
GLint BindIntUniform(const std::string& name) const;
void UpdateIntUniform(GLint name, GLint value) const;
void UpdateFloatUniform(GLint name, GLfloat value) const;
static void Disable();
private:
GLenum m_program;
GLenum m_vertexShader;
GLenum m_fragmentShader;
private:
bool CheckShaderError(GLenum shader, bool verbose);
bool CheckProgramError(GLenum program, bool showWarning, bool verbose);
};
#endif // SHADER_H__

67
SQCSim2021/tool.cpp Normal file
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@ -0,0 +1,67 @@
#include "tool.h"
#include "define.h"
#include <cassert>
#include <iostream>
#include <fstream>
bool Tool::LoadTextFile(const std::string& filename, std::string& buffer)
{
std::ifstream f(filename.c_str(), std::ios::binary);
if(!f.is_open())
return false;
f.seekg(0, std::ios::end);
unsigned int len = f.tellg();
f.seekg(0, std::ios::beg);
char* tmp = new char[len + 1];
f.read(tmp, len);
f.close();
tmp[len] = 0;
buffer = tmp;
delete [] tmp;
return true;
}
void Tool::CheckGLError(const char* file, int line)
{
GLuint err = glGetError();
if (err != GL_NO_ERROR)
{
std::cerr << "Opengl error before " << file << "[" << line << "]:" << std::hex << err << "(";
switch(err)
{
case GL_INVALID_ENUM:
std::cerr << "GL_INVALID_ENUM";
break;
case GL_INVALID_VALUE:
std::cerr << "GL_INVALID_VALUE";
break;
case GL_INVALID_OPERATION:
std::cerr << "GL_INVALID_OPERATION";
break;
case GL_STACK_OVERFLOW:
std::cerr << "GL_STACK_OVERFLOW";
break;
case GL_STACK_UNDERFLOW:
std::cerr << "GL_STACK_UNDERFLOW";
break;
case GL_OUT_OF_MEMORY:
std::cerr << "GL_OUT_OF_MEMORY";
break;
case GL_TABLE_TOO_LARGE:
std::cerr << "GL_TABLE_TOO_LARGE";
break;
default:
std::cerr << "unknown";
}
std::cerr << ")" << std::endl;
std::cerr << "ATTENTION: this error might come from anywhere in the code since the previous call to CHECK_GL_ERROR" << std::endl;
exit(1);
}
}

25
SQCSim2021/tool.h Normal file
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@ -0,0 +1,25 @@
#ifndef TOOL_H__
#define TOOL_H__
#include <string>
// TODO ne pas oublier de ne pas definir DEBUGMODE en release
#ifndef DEBUGMODE
#define DEBUGMODE
#endif
#ifdef DEBUGMODE
# define CHECK_GL_ERROR() Tool::CheckGLError(__FILE__, __LINE__);
#else
# define CHECK_GL_ERROR()
#endif
class Tool
{
public:
static bool LoadTextFile(const std::string& filename, std::string& buffer);
static void CheckGLError(const char* file, int line);
};
#endif // TOOL_H__

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@ -0,0 +1,76 @@
#include "vertexbuffer.h"
#include <cassert>
#include <climits>
VertexBuffer::VertexBuffer() : m_isValid(false) {
}
VertexBuffer::~VertexBuffer() {
if(m_isValid) {
glDeleteBuffers(1, &m_vertexVboId);
glDeleteBuffers(1, &m_indexVboId);
}
}
bool VertexBuffer::IsValid() const {
return m_isValid;
}
void VertexBuffer::SetMeshData(VertexData* vd, int vertexCount) {
assert(vertexCount <= USHRT_MAX);
if(vertexCount == 0)
return;
if(!m_isValid) {
glGenBuffers(1, &m_vertexVboId);
glGenBuffers(1, &m_indexVboId);
}
m_vertexCount = vertexCount;
glBindBuffer(GL_ARRAY_BUFFER, m_vertexVboId);
glBufferData(GL_ARRAY_BUFFER, sizeof(VertexData) * vertexCount, vd, GL_STATIC_DRAW);
// Pour le moment, generer le index array pour inclure tout les vertex, sans
// optimisation pour reduire le nombre de vertex envoyes a la carte
// Idealement cet array devrait etre utiliser pour reutiliser les vertex et ainsi
// sauver du temps en envoyant moins de donnees a la carte (il devrait etre construit
// en meme temps que le buffer vd est rempli..)
uint16_t* idx = new uint16_t[vertexCount];
for(int i = 0; i < vertexCount; ++i)
idx[i] = i;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexVboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint16_t) * vertexCount, idx, GL_STATIC_DRAW);
delete [] idx;
m_isValid = true;
}
void VertexBuffer::Render() const {
if(IsValid())
{
glClientActiveTexture(GL_TEXTURE0);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexVboId);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(VertexData), (char*)0);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(3, GL_FLOAT, sizeof(VertexData), (char*)12);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(VertexData), (char*)24);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexVboId);
glDrawElements(GL_QUADS, m_vertexCount, GL_UNSIGNED_SHORT, (char*)0);
// TODO
//glDrawRangeElements(GL_TRIANGLES, 0, 3, 3, GL_UNSIGNED_SHORT, (char*)0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
int VertexBuffer::Count() const {
return m_vertexCount;
}

42
SQCSim2021/vertexbuffer.h Normal file
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@ -0,0 +1,42 @@
#ifndef VERTEXBUFFER_H__
#define VERTEXBUFFER_H__
#include "define.h"
class VertexBuffer
{
public:
// Structure représentant toutes les informations de chacuns des vertex
// S'assurer que le size de cette struct reste un multiple de 32
// octet pour un maximum de performance
// Au besoin, ajouter du padding
struct VertexData
{
float x, y, z;
float r, g, b;
float u, v;
VertexData() {}
VertexData(float x, float y, float z, float r, float g, float b, float u, float v) : x(x), y(y), z(z), r(r), g(g), b(b), u(u), v(v) {}
};
public:
VertexBuffer();
~VertexBuffer();
bool IsValid() const;
void SetMeshData(VertexData* vd, int vertexCount);
void Render() const;
int Count() const;
private:
bool m_isValid;
int m_vertexCount;
GLuint m_vertexVboId;
GLuint m_indexVboId;
};
#endif // VERTEXBUFFER_H__