ÇA SAVE
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@ -3,7 +3,32 @@
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Chunk::Chunk(int x, int y) : m_posX(x), m_posY(y) { m_blocks.Reset(BTYPE_AIR); }
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Chunk::~Chunk() { }
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Chunk::Chunk(int x, int y, char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z]) : m_posX(x), m_posY(y) {
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for (int x = 0; x < CHUNK_SIZE_X; ++x)
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for (int z = 0; z < CHUNK_SIZE_Z; ++z)
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for (int y = 0; y < CHUNK_SIZE_Y; ++y)
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m_blocks.Set(x, y, z, data[x + (z * CHUNK_SIZE_X) + (y * CHUNK_SIZE_Z * CHUNK_SIZE_X)]);
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}
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Chunk::~Chunk() {
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if (m_isModified) {
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char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z];
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for (int x = 0; x < CHUNK_SIZE_X; ++x)
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for (int z = 0; z < CHUNK_SIZE_Z; ++z)
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for (int y = 0; y < CHUNK_SIZE_Y; ++y)
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data[x + (z * CHUNK_SIZE_X) + (y * CHUNK_SIZE_Z * CHUNK_SIZE_X)] = (char)GetBlock(x, y, z);
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std::ostringstream pos;
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pos << CHUNK_PATH << m_posX << '_' << m_posY << ".chunk";
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std::ofstream output(pos.str().c_str(), std::fstream::binary);
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output.write(data, sizeof(data));
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output.close();
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}
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}
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void Chunk::RemoveBlock(int x, int y, int z, World* world) {
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m_blocks.Set(x, y, z, BTYPE_AIR);
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@ -39,9 +64,10 @@ void Chunk::CheckNeighbors(int x, int z, World* world) {
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world->ChunkAt(m_posX * CHUNK_SIZE_X, 1, (m_posY + 1) * CHUNK_SIZE_Z)->MakeDirty();
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}
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int Chunk::GetPosX() const { return m_posX; }
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int Chunk::GetPosY() const { return m_posY; }
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void Chunk::GetPosition(int& x, int& y) const {
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x = m_posX;
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y = m_posY;
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}
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void Chunk::Update(BlockInfo* blockinfo[BTYPE_LAST], World* world) {
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float u, v, s;
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@ -88,10 +114,10 @@ void Chunk::AddBlockToMesh(VertexBuffer::VertexData* vd, int& count, BlockType b
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}
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if (y == 0 || GetBlock(x, y - 1, z) == BTYPE_AIR) { // -y
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vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .8f, .8f, .8f, u, v);
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vd[count++] = VertexBuffer::VertexData(x, y, z, .8f, .8f, .8f, u, v + s);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, .8f, .8f, .8f, u + s, v + s);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .8f, .8f, .8f, u + s, v);
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vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .2f, .2f, .2f, u, v);
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vd[count++] = VertexBuffer::VertexData(x, y, z, .2f, .2f, .2f, u, v + s);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, .2f, .2f, .2f, u + s, v + s);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .2f, .2f, .2f, u + s, v);
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}
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if (world->BlockAt(cx + 1, y, cy) == BTYPE_AIR) { // x
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@ -102,17 +128,17 @@ void Chunk::AddBlockToMesh(VertexBuffer::VertexData* vd, int& count, BlockType b
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}
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if (world->BlockAt(cx - 1, y, cy) == BTYPE_AIR) { // -x
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vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .9f, .9f, .9f, u, v + s);
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vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, .9f, .9f, .9f, u + s, v + s);
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vd[count++] = VertexBuffer::VertexData(x, y, z, .9f, .9f, .9f, u + s, v);
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vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .9f, .9f, .9f, u, v);
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vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .5f, .5f, .5f, u, v + s);
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vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, .5f, .5f, .5f, u + s, v + s);
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vd[count++] = VertexBuffer::VertexData(x, y, z, .5f, .5f, .5f, u + s, v);
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vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .5f, .5f, .5f, u, v);
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}
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if (world->BlockAt(cx, y, cy + 1) == BTYPE_AIR) { // z
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vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, 1.f, 1.f, 1.f, u, v);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, 1.f, 1.f, 1.f, u + s, v);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, 1.f, 1.f, 1.f, u + s, v + s);
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vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, 1.f, 1.f, 1.f, u, v + s);
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vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .4f, .4f, .4f, u, v);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .4f, .4f, .4f, u + s, v);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .4f, .4f, .4f, u + s, v + s);
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vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .4f, .4f, .4f, u, v + s);
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}
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if (world->BlockAt(cx, y, cy - 1) == BTYPE_AIR) { // -z
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@ -22,14 +22,14 @@ class Chunk {
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public:
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Chunk(int x, int y);
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Chunk(int x, int y, char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z]);
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~Chunk();
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void RemoveBlock(int x, int y, int z, World* world);
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void SetBlock(int x, int y, int z, BlockType type, World* world);
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BlockType GetBlock(int x, int y, int z);
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void CheckNeighbors(int x, int z, World* world);
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int GetPosX() const;
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int GetPosY() const;
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void GetPosition(int& x, int& y) const;
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void Update(BlockInfo* blockinfo[BTYPE_LAST], World* world);
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@ -22,7 +22,7 @@
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#define FRAMES_RENDER_CHUNKS 2
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#define FRAMES_UPDATE_CHUNKS 2
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#define VIEW_DISTANCE 128
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#define VIEW_DISTANCE 512
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#define MAX_SELECTION_DISTANCE 5
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typedef uint8_t BlockType;
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@ -31,5 +31,6 @@ enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BT
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#define TEXTURE_PATH "../SQCSim2021/media/textures/"
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#define SHADER_PATH "../SQCSim2021/media/shaders/"
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#define AUDIO_PATH "../SQCSim2021/media/audio/"
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#define CHUNK_PATH "../SQCSim2021/media/chunks/"
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#endif // DEFINE_H__
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@ -8,8 +8,7 @@ Engine::Engine() { }
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Engine::~Engine() { }
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void Engine::Init()
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{
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void Engine::Init() {
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GLenum glewErr = glewInit();
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if (glewErr != GLEW_OK) {
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std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
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@ -18,17 +17,21 @@ void Engine::Init()
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (float)Width() / (float)Height(), 0.0001f, 1000.0f);
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glEnable(GL_DEPTH_TEST);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glShadeModel(GL_SMOOTH);
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//glShadeModel(GL_SMOOTH);
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glEnable(GL_LIGHTING);
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glEnable(GL_LINE_SMOOTH);
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glEnable(GL_CULL_FACE);
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glDisable(GL_FRAMEBUFFER_SRGB);
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glEnable(GL_BLEND);
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glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
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// Light
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GLfloat light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f };
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GLfloat light0Amb[4] = { 0.2f, 0.2f, 0.2f, 1.f };
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@ -41,11 +44,14 @@ void Engine::Init()
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light0Diff);
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glLightfv(GL_LIGHT0, GL_SPECULAR, light0Spec);
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// Init manifeste de chunks renderés.
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m_renderManifest.reserve(3000);
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// Objet de skybox avec sa propre texture et son propre shader!
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m_skybox.Init(0.00013f);
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// Objet de musique!
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m_audio.ToggleMusicState();
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//m_audio.ToggleMusicState();
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// Init Chunks
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m_world.GetChunks().Reset(nullptr);
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@ -67,7 +73,7 @@ void Engine::LoadResource() {
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
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TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal.png");
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if (!m_textureAtlas.Generate(128, false)) {
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if (!m_textureAtlas.Generate(512, false)) {
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std::cout << " Unable to generate texture atlas ..." << std::endl;
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abort();
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}
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@ -101,7 +107,7 @@ void Engine::DrawHud(float elapsedTime) {
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glDisable(GL_LIGHTING);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glEnable(GL_BLEND);
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//glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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@ -119,6 +125,9 @@ void Engine::DrawHud(float elapsedTime) {
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ss << " Rendered Chunks : " << m_renderCount;
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PrintText(10, Height() - 35, ss.str());
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ss.str("");
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ss << " Bad Hits on Chunks : " << m_badHitCount;
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PrintText(10, Height() - 45, ss.str());
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ss.str("");
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ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l ’ operateur << pour afficher la position
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PrintText(10, 10, ss.str());
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ss.str("");
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@ -146,7 +155,9 @@ void Engine::DrawHud(float elapsedTime) {
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glVertex2i(0, crossSize);
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glEnd();
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glEnable(GL_LIGHTING);
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glDisable(GL_BLEND);
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//glDisable(GL_BLEND);
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//glBlendFuncSeparate(GL_SRC_COLOR, GL_ONE_MINUS_DST_COLOR, GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
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glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
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glEnable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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@ -198,25 +209,29 @@ void Engine::Render(float elapsedTime) {
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m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
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// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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glDisable(GL_LIGHT0);
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m_skybox.Render(skybox);
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// Génération/Update de Chunks.
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glDisable(GL_LIGHT0);
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//m_skybox.Render(skybox);
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glEnable(GL_LIGHT0);
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if (m_mouseL)
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ChangeBlockAtCursor(BTYPE_DIRT);
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else if (m_mouseR)
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ChangeBlockAtCursor(BTYPE_AIR);
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// Génération/Update des Chunks.
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m_textureAtlas.Bind();
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int cx = m_player.GetPosition().x;
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int cy = m_player.GetPosition().z;
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static int frameGenerate = 0;
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static int frameUpdate = 0;
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int side = 0;
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m_shader01.Use();
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m_renderCount = 0;
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if (frameGenerate > 0) --frameGenerate;
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if (frameUpdate > 0) --frameUpdate;
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if (!frameGenerate || !frameUpdate)
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while (side * CHUNK_SIZE_X <= VIEW_DISTANCE) {
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while (side * CHUNK_SIZE_X <= VIEW_DISTANCE * 2) {
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int tx = -side, ty = -side;
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for (; tx <= side; ++tx)
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@ -231,77 +246,69 @@ void Engine::Render(float elapsedTime) {
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++side;
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}
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// Rendering de Chunks.
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all.Use();
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if (m_renderer) { // Choix d'algorithme de rendu pour comparer.
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Vector3f direct = m_player.GetDirection();
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Vector3f renderpos = m_player.GetPosition();
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// Rendering des Chunks.
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m_shader01.Use();
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m_renderCount = 0;
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m_badHitCount = 0;
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Vector3f angle;
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Vector3f cursor;
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Vector3f direct = m_player.GetDirection();
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Vector3f pos = m_player.GetPosition() - direct;
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direct.y = 0;
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direct.Normalize();
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direct.y = 0;
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direct.Normalize();
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pos.y = 1;
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m_renderManifest.clear();
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Vector3f viewL = renderpos - direct * CHUNK_SIZE_X * 2,
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viewR = viewL;
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for (int dist = VIEW_DISTANCE; dist >= 0; dist -= CHUNK_SIZE_X) {
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// Configuration du radar.
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angle.x = direct.z + direct.x;
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angle.y = 0;
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angle.z = direct.z - direct.x;
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angle.Normalize();
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viewL.Dot(direct);
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viewR.Dot(direct);
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float sinus = .01745240643; // sin(1 degré)
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float cosinus = .99984769515; // cos(1 degré)
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int echantillons = 90;
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for (int x = -3; x <= VIEW_DISTANCE / CHUNK_SIZE_X; ++x) {
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int chunkxL = -1, chunkyL = -1, chunkxR = -1, chunkyR = -1;
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for (int radar = 0; radar < echantillons; ++radar) {
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float x = angle.x;
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float z = angle.z;
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if (m_world.ChunkAt(viewL)) {
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chunkxL = m_world.ChunkAt(viewL)->GetPosX();
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chunkyL = m_world.ChunkAt(viewL)->GetPosY();
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}
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if (m_world.ChunkAt(viewR)) {
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chunkxR = m_world.ChunkAt(viewR)->GetPosX();
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chunkyR = m_world.ChunkAt(viewR)->GetPosY();
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}
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angle.x = x * cosinus - z * sinus;
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angle.z = z * cosinus + x * sinus;
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angle.Normalize();
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if (chunkxL == chunkxR) {
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++chunkxR;
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--chunkxL;
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}
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if (chunkyL == chunkyR) {
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++chunkyR;
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--chunkyL;
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}
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cursor = pos - direct * CHUNK_SIZE_X * 2 + angle * dist;
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if (cursor.y >= 128.f || cursor.y >= 0.f) cursor.y = 1;
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if (chunkxL >= 0 && chunkyL >= 0 && chunkxR >= 0 && chunkyR >= 0)
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for (int rx = chunkxL; rx != chunkxR; chunkxL < chunkxR ? ++rx : --rx)
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for (int ry = chunkyL; ry != chunkyR; chunkyL < chunkyR ? ++ry : --ry) {
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all.ApplyTranslation(rx * CHUNK_SIZE_X, 0, ry * CHUNK_SIZE_Z);
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all.Use();
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if (m_world.GetChunks().Get(rx, ry)) {
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m_world.GetChunks().Get(rx, ry)->Render();
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++m_renderCount;
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}
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all.ApplyTranslation(-rx * CHUNK_SIZE_X, 0, -ry * CHUNK_SIZE_Z);
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bool valide = true;
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if (m_world.ChunkAt(cursor)) {
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int chx, chy;
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m_world.ChunkAt(cursor)->GetPosition(chx, chy);
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for (int index = 0; index < m_renderManifest.size(); ++index)
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if (m_renderManifest[index] == Vector3i(chx, 0, chy)) {
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valide = false;
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++m_badHitCount;
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}
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viewL.x += (direct.x + direct.z) * CHUNK_SIZE_X / 2;
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viewL.z += (direct.z - direct.x) * CHUNK_SIZE_X / 2;
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viewR.x += (direct.x - direct.z) * CHUNK_SIZE_X / 2;
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viewR.z += (direct.z + direct.x) * CHUNK_SIZE_X / 2;
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}
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}
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else {
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for (int chx = 0; chx < WORLD_SIZE_X; chx++)
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for (int chy = 0; chy < WORLD_SIZE_Y; chy++) {
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all.ApplyTranslation(chx * CHUNK_SIZE_X, 0, chy * CHUNK_SIZE_Z);
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all.Use();
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if (m_world.GetChunks().Get(chx, chy)) {
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if (valide) {
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all.ApplyTranslation(chx * CHUNK_SIZE_X, 0, chy * CHUNK_SIZE_Z);
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all.Use();
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float dist = (pos - cursor).Length();
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float blend = ((float)VIEW_DISTANCE - dist * 2.f + 128.f) / (float)VIEW_DISTANCE;
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glBlendColor(0.f,0.f,0.f,blend);
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m_world.GetChunks().Get(chx, chy)->Render();
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all.ApplyTranslation(-chx * CHUNK_SIZE_X, 0, -chy * CHUNK_SIZE_Z);
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m_renderManifest.push_back(Vector3i(chx, 0, chy));
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++m_renderCount;
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}
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all.ApplyTranslation(-chx * CHUNK_SIZE_X, 0, -chy * CHUNK_SIZE_Z);
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}
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}
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}
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m_shader01.Disable();
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|
||||
if (m_mouseL)
|
||||
GetBlockAtCursor(BTYPE_DIRT);
|
||||
else if (m_mouseR) GetBlockAtCursor(BTYPE_AIR);
|
||||
m_shader01.Disable();
|
||||
|
||||
if (m_wireframe)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
@ -309,15 +316,19 @@ void Engine::Render(float elapsedTime) {
|
||||
if (m_wireframe)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
|
||||
|
||||
if (m_player.GetPosition().y < -20.f)
|
||||
m_player = Player(Vector3f(CHUNK_SIZE_X * WORLD_SIZE_X / 2, CHUNK_SIZE_Y + 1.7f, CHUNK_SIZE_Z * WORLD_SIZE_X / 2)); // Respawn si le bonho- joueur tombe en bas du monde.
|
||||
m_player = Player(Vector3f(CHUNK_SIZE_X * WORLD_SIZE_X / 2, CHUNK_SIZE_Y + 1.8f, CHUNK_SIZE_Z * WORLD_SIZE_X / 2)); // Respawn si le bonho- joueur tombe en bas du monde.
|
||||
}
|
||||
|
||||
void Engine::KeyPressEvent(unsigned char key)
|
||||
{
|
||||
switch (key) {
|
||||
case 36: // ESC
|
||||
for (int x = 0; x < WORLD_SIZE_X; ++x) // Les destructeurs de Chunks ont de la misère je les aide un peu!
|
||||
for (int y = 0; y < WORLD_SIZE_Y; ++y)
|
||||
if (m_world.GetChunks().Get(x,y))
|
||||
m_world.GetChunks().Get(x, y)->~Chunk();
|
||||
m_world.GetChunks().Reset(nullptr); // Hack cheap qui empêche d'avoir une exception en sortant du jeu
|
||||
Stop();
|
||||
break;
|
||||
case 94: // F10
|
||||
@ -490,17 +501,80 @@ bool Engine::GenerateChunk(int chx, int chy) {
|
||||
if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z &&
|
||||
chx >= 0 && chy >= 0)
|
||||
if (!m_world.ChunkAt(chx, 1, chy)) {
|
||||
m_world.GetChunks().Set(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z, new Chunk(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z));
|
||||
Chunk* chunk = m_world.GetChunks().Get(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z);
|
||||
|
||||
for (int x = 0; x < CHUNK_SIZE_X; ++x)
|
||||
for (int z = 0; z < CHUNK_SIZE_Z; ++z)
|
||||
for (int y = 0; y < 32; ++y)
|
||||
chunk->SetBlock(x, y, z, (chx + chy) % (BTYPE_LAST - 1) + 1, &m_world);
|
||||
std::ostringstream pos;
|
||||
pos << CHUNK_PATH << chx / CHUNK_SIZE_X << '_' << chy / CHUNK_SIZE_Z << ".chunk";
|
||||
|
||||
std::ifstream input(pos.str().c_str(), std::fstream::binary);
|
||||
|
||||
if (input.fail()) {
|
||||
m_world.GetChunks().Set(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z, new Chunk(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z));
|
||||
Chunk* chunk = m_world.GetChunks().Get(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z);
|
||||
|
||||
for (int x = 0; x < CHUNK_SIZE_X; ++x)
|
||||
for (int z = 0; z < CHUNK_SIZE_Z; ++z) {
|
||||
Vector3f perlin;
|
||||
perlin.z = x * CHUNK_SIZE_X + CHUNK_SIZE_X * chx;
|
||||
perlin.y = 0;
|
||||
perlin.x = z * CHUNK_SIZE_Z + CHUNK_SIZE_Z * chy;
|
||||
perlin.Normalize();
|
||||
float height = m_perlin.Get(perlin.x, perlin.z) * 3 - 32;
|
||||
for (int y = 0; y <= (int)height % CHUNK_SIZE_Y; ++y) {
|
||||
chunk->SetBlock(x, y, z, BTYPE_METAL, &m_world);
|
||||
}
|
||||
}
|
||||
|
||||
for (int x = 0; x < CHUNK_SIZE_X; ++x)
|
||||
for (int z = 0; z < CHUNK_SIZE_Z; ++z) {
|
||||
Vector3f perlin;
|
||||
perlin.x = x * CHUNK_SIZE_X + CHUNK_SIZE_X * chx;
|
||||
perlin.y = 0;
|
||||
perlin.z = z * CHUNK_SIZE_Z + CHUNK_SIZE_Z * chy;
|
||||
perlin.Normalize();
|
||||
float height = m_perlin.Get(perlin.x, perlin.z) + 16;
|
||||
for (int y = 0; y <= (int)height % CHUNK_SIZE_Y; ++y) {
|
||||
if (chunk->GetBlock(x, y, z) == BTYPE_AIR)
|
||||
chunk->SetBlock(x, y, z, BTYPE_GRASS, &m_world);
|
||||
}
|
||||
}
|
||||
|
||||
for (int x = 0; x < CHUNK_SIZE_X; ++x)
|
||||
for (int z = 0; z < CHUNK_SIZE_Z; ++z) {
|
||||
for (int y = 0; y <= 10; ++y) {
|
||||
if (chunk->GetBlock(x, y, z) == BTYPE_AIR)
|
||||
chunk->SetBlock(x, y, z, BTYPE_ICE, &m_world);
|
||||
}
|
||||
}
|
||||
|
||||
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) {
|
||||
Vector3f perlin;
|
||||
perlin.x = x * CHUNK_SIZE_X + CHUNK_SIZE_X * chx;
|
||||
perlin.y = (x + z) * CHUNK_SIZE_Y;
|
||||
perlin.z = z * CHUNK_SIZE_Z + CHUNK_SIZE_Z * chy;
|
||||
perlin.Normalize();
|
||||
float height = m_perlin.Get(perlin.x, perlin.y, perlin.z);
|
||||
if (chunk->GetBlock(x, y, z) != BTYPE_AIR && height > 18)
|
||||
chunk->SetBlock(x, y, z, BTYPE_DIRT, &m_world);
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
input.seekg(0, std::ios_base::end);
|
||||
int size = input.tellg();
|
||||
input.seekg(0, std::ios_base::beg);
|
||||
|
||||
char* data = new char[size];
|
||||
input.read(data, size);
|
||||
input.close();
|
||||
|
||||
m_world.GetChunks().Set(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z, new Chunk(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z, data));
|
||||
|
||||
delete[] data;
|
||||
}
|
||||
std::cout << "Chunk generated: " << chx / CHUNK_SIZE_X << ", " << chy / CHUNK_SIZE_Z << std::endl;
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
@ -515,7 +589,7 @@ void Engine::UpdateWorld(int& generates, int& updates, int chx, int chy) {
|
||||
}
|
||||
}
|
||||
|
||||
void Engine::GetBlockAtCursor(BlockType blockType) {
|
||||
void Engine::ChangeBlockAtCursor(BlockType blockType) {
|
||||
Vector3f currentPos = m_player.GetPosition();
|
||||
Vector3f currentBlock = currentPos;
|
||||
Vector3f ray = m_player.GetDirection();
|
||||
@ -540,7 +614,7 @@ void Engine::GetBlockAtCursor(BlockType blockType) {
|
||||
|
||||
BlockType bt = m_world.BlockAt(currentBlock);
|
||||
|
||||
if (bt == BTYPE_AIR) {
|
||||
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;
|
||||
@ -552,10 +626,10 @@ void Engine::GetBlockAtCursor(BlockType blockType) {
|
||||
int Pz = (int)currentPos.z;
|
||||
|
||||
if (!(Bx == Px &&
|
||||
(By == PyA ||
|
||||
By == PyB ||
|
||||
By == PyC) &&
|
||||
Bz == Pz))
|
||||
(By == PyA ||
|
||||
By == PyB ||
|
||||
By == PyC) &&
|
||||
Bz == Pz))
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
|
@ -13,6 +13,7 @@
|
||||
#include "blockinfo.h"
|
||||
#include "array2d.h"
|
||||
#include "world.h"
|
||||
#include "perlin.h"
|
||||
|
||||
class Engine : public OpenglContext {
|
||||
public:
|
||||
@ -37,17 +38,19 @@ private:
|
||||
bool GenerateChunk(int chx, int chy);
|
||||
void UpdateWorld(int& generates, int& updates, int chx, int chy);
|
||||
|
||||
void GetBlockAtCursor(BlockType blocktype);
|
||||
void ChangeBlockAtCursor(BlockType blocktype);
|
||||
|
||||
bool m_wireframe = false;
|
||||
bool m_renderer = false;
|
||||
|
||||
int m_renderCount = 0;
|
||||
int m_badHitCount = 0;
|
||||
std::vector<Vector3i> m_renderManifest;
|
||||
|
||||
BlockInfo* m_blockinfo[BTYPE_LAST];
|
||||
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
|
||||
World m_world = World();
|
||||
|
||||
Perlin m_perlin = Perlin(3,5.f,64.f,12345);
|
||||
|
||||
Texture m_textureFloor;
|
||||
Texture m_textureSkybox;
|
||||
@ -59,7 +62,7 @@ private:
|
||||
Shader m_shader01;
|
||||
Audio m_audio = Audio(AUDIO_PATH "music01.wav");
|
||||
|
||||
Player m_player = Player(Vector3f(CHUNK_SIZE_X * WORLD_SIZE_X / 2, CHUNK_SIZE_Y + 1.7f, CHUNK_SIZE_Z * WORLD_SIZE_X / 2));
|
||||
Player m_player = Player(Vector3f(CHUNK_SIZE_X * WORLD_SIZE_X / 2, CHUNK_SIZE_Y + 1.8f, CHUNK_SIZE_Z * WORLD_SIZE_X / 2));
|
||||
|
||||
bool m_keyW = false;
|
||||
bool m_keyA = false;
|
||||
|
@ -1,90 +0,0 @@
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <cstdlib>
|
||||
|
||||
void FichierTexte()
|
||||
{
|
||||
std::ofstream sortie("fichier.txt"); // std::fstream::app
|
||||
if(!sortie.is_open())
|
||||
{
|
||||
std::cerr << "Erreur d'ouverture de fichier" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
sortie << "Premiere ligne de plusieurs mots" << std::endl;
|
||||
sortie << "Age: " << 6 << std::endl;
|
||||
sortie.close();
|
||||
|
||||
|
||||
std::ifstream entree("fichier.txt");
|
||||
if(!entree.is_open())
|
||||
{
|
||||
std::cerr << "Erreur d'ouverture de fichier" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
std::string mot;
|
||||
std::string line;
|
||||
int age;
|
||||
entree >> mot;
|
||||
std::cout << mot << std::endl;
|
||||
|
||||
std::getline(entree, line);
|
||||
std::cout << line << std::endl;
|
||||
|
||||
entree >> mot;
|
||||
entree >> age;
|
||||
std::cout << age << std::endl;
|
||||
|
||||
|
||||
// TODO montrer eof..
|
||||
}
|
||||
|
||||
|
||||
void FichierBinaire()
|
||||
{
|
||||
srand(time(0));
|
||||
char data[1024];
|
||||
for(int i = 0; i < sizeof(data); ++i)
|
||||
data[i] = rand() % 256;
|
||||
|
||||
std::ofstream sortie("fichier.bin", std::fstream::binary);
|
||||
sortie.write(data, sizeof(data));
|
||||
sortie.close();
|
||||
|
||||
|
||||
// Relire le fichier et comparer...
|
||||
std::ifstream entree("fichier.bin", std::fstream::binary);
|
||||
|
||||
// Obtenir la taille du fichier
|
||||
entree.seekg(0, std::ios_base::end);
|
||||
int size = entree.tellg();
|
||||
entree.seekg(0, std::ios_base::beg);
|
||||
|
||||
char* data2 = new char[size];
|
||||
entree.read(data2, size);
|
||||
entree.close();
|
||||
|
||||
// Comparaison
|
||||
bool pareil = true;
|
||||
for(int i = 0; i < size; ++i)
|
||||
{
|
||||
if(data[i] != data2[i])
|
||||
{
|
||||
pareil = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
std::cout << "Les donnees sont " << (pareil ? "pareilles" : "differentes") << std::endl;
|
||||
|
||||
|
||||
delete [] data2;
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
FichierTexte();
|
||||
FichierBinaire();
|
||||
|
||||
}
|
BIN
SQCSim2021/media/chunks/60_66.chunk
Normal file
BIN
SQCSim2021/media/chunks/60_66.chunk
Normal file
Binary file not shown.
BIN
SQCSim2021/media/chunks/60_67.chunk
Normal file
BIN
SQCSim2021/media/chunks/60_67.chunk
Normal file
Binary file not shown.
BIN
SQCSim2021/media/chunks/60_68.chunk
Normal file
BIN
SQCSim2021/media/chunks/60_68.chunk
Normal file
Binary file not shown.
BIN
SQCSim2021/media/chunks/61_55.chunk
Normal file
BIN
SQCSim2021/media/chunks/61_55.chunk
Normal file
Binary file not shown.
1
SQCSim2021/media/chunks/61_56.chunk
Normal file
1
SQCSim2021/media/chunks/61_56.chunk
Normal file
File diff suppressed because one or more lines are too long
BIN
SQCSim2021/media/chunks/61_68.chunk
Normal file
BIN
SQCSim2021/media/chunks/61_68.chunk
Normal file
Binary file not shown.
BIN
SQCSim2021/media/chunks/64_72.chunk
Normal file
BIN
SQCSim2021/media/chunks/64_72.chunk
Normal file
Binary file not shown.
BIN
SQCSim2021/media/chunks/66_57.chunk
Normal file
BIN
SQCSim2021/media/chunks/66_57.chunk
Normal file
Binary file not shown.
BIN
SQCSim2021/media/chunks/70_49.chunk
Normal file
BIN
SQCSim2021/media/chunks/70_49.chunk
Normal file
Binary file not shown.
BIN
SQCSim2021/media/chunks/70_50.chunk
Normal file
BIN
SQCSim2021/media/chunks/70_50.chunk
Normal file
Binary file not shown.
BIN
SQCSim2021/media/chunks/80_36.chunk
Normal file
BIN
SQCSim2021/media/chunks/80_36.chunk
Normal file
Binary file not shown.
BIN
SQCSim2021/media/chunks/86_31.chunk
Normal file
BIN
SQCSim2021/media/chunks/86_31.chunk
Normal file
Binary file not shown.
BIN
SQCSim2021/media/chunks/88_31.chunk
Normal file
BIN
SQCSim2021/media/chunks/88_31.chunk
Normal file
Binary file not shown.
BIN
SQCSim2021/media/chunks/89_29.chunk
Normal file
BIN
SQCSim2021/media/chunks/89_29.chunk
Normal file
Binary file not shown.
BIN
SQCSim2021/media/chunks/89_31.chunk
Normal file
BIN
SQCSim2021/media/chunks/89_31.chunk
Normal file
Binary file not shown.
@ -7,6 +7,7 @@ void main()
|
||||
texel = texture2D(tex,gl_TexCoord[0].st);
|
||||
|
||||
texel *= light;
|
||||
|
||||
texel.a = 255;
|
||||
gl_FragColor = texel;
|
||||
|
||||
}
|
||||
|
@ -26,5 +26,4 @@ class Shader
|
||||
bool CheckProgramError(GLenum program, bool showWarning, bool verbose);
|
||||
};
|
||||
|
||||
|
||||
#endif // SHADER_H__
|
||||
|
@ -35,3 +35,4 @@ BlockType World::BlockAt(float x, float y, float z, BlockType defaultBlockType)
|
||||
BlockType World::BlockAt(const Vector3f& pos, BlockType defaultBlockType) const {
|
||||
return BlockAt(pos.x, pos.y, pos.z, defaultBlockType);
|
||||
}
|
||||
|
||||
|
@ -5,6 +5,8 @@
|
||||
#include "array2d.h"
|
||||
#include "vector3.h"
|
||||
#include "transformation.h"
|
||||
#include <fstream>
|
||||
#include <string>
|
||||
|
||||
class Chunk;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user