SQCSimulator2023/SQCSim2021/engine.cpp
MarcEricMartel de7945038c :)
2021-11-27 14:14:05 -05:00

575 lines
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#include "engine.h"
#include <algorithm>
#include <cmath>
#include "transformation.h"
#include "player.h"
Engine::Engine() { }
Engine::~Engine() { }
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);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.0001f, 1000.0f);
glEnable(GL_DEPTH_TEST);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_CULL_FACE);
// Light
GLfloat light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f };
GLfloat light0Amb[4] = { 0.2f, 0.2f, 0.2f, 1.f };
GLfloat light0Diff[4] = { 1.f, 1.f, 1.f, 1.f };
GLfloat light0Spec[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, light0Pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, light0Amb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0Diff);
glLightfv(GL_LIGHT0, GL_SPECULAR, light0Spec);
// Objet de skybox avec sa propre texture et son propre shader!
m_skybox.Init(0.00013f);
// Objet de musique!
m_audio.ToggleMusicState();
// Init Chunks
m_world.GetChunks().Reset(nullptr);
// Gestion de souris.
CenterMouse();
HideCursor();
}
void Engine::DeInit() { }
void Engine::LoadResource() {
LoadTexture(m_textureFloor, TEXTURE_PATH "grass.png");
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png");
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp");
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp");
TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal.png");
if (!m_textureAtlas.Generate(128, false)) {
std::cout << " Unable to generate texture atlas ..." << std::endl;
abort();
}
float u, v, s;
m_textureAtlas.TextureIndexToCoord(texDirtIndex, u, v, s, s);
m_blockinfo[BTYPE_DIRT] = new BlockInfo(BTYPE_DIRT, "Dirt", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texGrassIndex, u, v, s, s);
m_blockinfo[BTYPE_GRASS] = new BlockInfo(BTYPE_GRASS, "Grass", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texMetalIndex, u, v, s, s);
m_blockinfo[BTYPE_METAL] = new BlockInfo(BTYPE_METAL, "Metal", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s);
m_blockinfo[BTYPE_ICE] = new BlockInfo(BTYPE_ICE, "Ice", u, v, s, 1);
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);
}
if (!m_skybox.GetShader().Load(SHADER_PATH "skybox.vert", SHADER_PATH "skybox.frag", true)) {
std::cout << " Failed to load shader " << std::endl;
exit(1);
}
}
void Engine::UnloadResource() {}
void Engine::DrawHud(float elapsedTime) {
// Setter le blend function , tout ce qui sera noir sera transparent
glDisable(GL_LIGHTING);
glColor4f(1.f, 1.f, 1.f, 1.f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// Bind de la texture pour le font
m_textureFont.Bind();
std::ostringstream ss;
ss << " Fps : " << GetFps(elapsedTime);
PrintText(10, Height() - 25, ss.str());
ss.str("");
ss << " Rendered Chunks : " << m_renderCount;
PrintText(10, Height() - 35, ss.str());
ss.str("");
ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position
PrintText(10, 10, ss.str());
ss.str("");
ss << " Direction : " << m_player.GetDirection();
PrintText(10, 20, ss.str());
ss.str("");
ss << " Position : " << m_player.GetPosition();
PrintText(10, 30, ss.str());
ss.str("");
ss << " CamPos : " << m_player.GetPOV();
PrintText(10, 40, ss.str());
// Affichage du crosshair
m_textureCrosshair.Bind();
static const int crossSize = 32;
glLoadIdentity();
glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(crossSize, 0);
glTexCoord2f(1, 1);
glVertex2i(crossSize, crossSize);
glTexCoord2f(0, 1);
glVertex2i(0, crossSize);
glEnd();
glEnable(GL_LIGHTING);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void Engine::PrintText(unsigned int x, unsigned int y, const std::string& t) {
glLoadIdentity();
glTranslated(x, y, 0);
for (unsigned int i = 0; i < t.length(); ++i) {
float left = (float)((t[i] - 32) % 16) / 16.f;
float top = (float)((t[i] - 32) / 16) / 16.f;
top += .5f;
glBegin(GL_QUADS);
glTexCoord2f(left, 1.f - top - .0625f);
glVertex2f(0, 0);
glTexCoord2f(left + .0625f, 1.f - top - .0625f);
glVertex2f(12, 0);
glTexCoord2f(left + .0625f, 1.f - top);
glVertex2f(12, 12);
glTexCoord2f(left, 1.f - top);
glVertex2f(0, 12);
glEnd();
glTranslated(8, 0, 0);
}
}
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
void Engine::Render(float elapsedTime) {
static float gameTime = elapsedTime;
if (elapsedTime > 0.1f) return;
gameTime += elapsedTime;
Transformation all;
Transformation skybox;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Transformations initiales
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, m_keylshift, elapsedTime), m_world, elapsedTime);
m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et
// son vecteur de v<>locit<69> (pour l'effet Doppler)
m_player.ApplyTransformation(all);
m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
glDisable(GL_LIGHT0);
m_skybox.Render(skybox);
// G<>n<EFBFBD>ration/Update de Chunks.
glEnable(GL_LIGHT0);
m_textureAtlas.Bind();
int cx = m_player.GetPosition().x;
int cy = m_player.GetPosition().z;
static int frameGenerate = 0;
static int frameUpdate = 0;
int side = 0;
m_shader01.Use();
m_renderCount = 0;
if (frameGenerate > 0) --frameGenerate;
if (frameUpdate > 0) --frameUpdate;
if (!frameGenerate || !frameUpdate)
while (side * CHUNK_SIZE_X <= VIEW_DISTANCE) {
int tx = -side, ty = -side;
for (; tx <= side; ++tx)
UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z);
for (; ty <= side; ++ty)
UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z);
for (; tx >= -side; --tx)
UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z);
for (; ty >= -side; --ty)
UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z);
++side;
}
// Rendering de Chunks.
all.Use();
if (m_renderer) { // Choix d'algorithme de rendu pour comparer.
Vector3f direct = m_player.GetDirection();
Vector3f renderpos = m_player.GetPosition();
direct.y = 0;
direct.Normalize();
Vector3f viewL = renderpos - direct * CHUNK_SIZE_X * 2,
viewR = viewL;
viewL.Dot(direct);
viewR.Dot(direct);
for (int x = -3; x <= VIEW_DISTANCE / CHUNK_SIZE_X; ++x) {
int chunkxL = -1, chunkyL = -1, chunkxR = -1, chunkyR = -1;
if (m_world.ChunkAt(viewL)) {
chunkxL = m_world.ChunkAt(viewL)->GetPosX();
chunkyL = m_world.ChunkAt(viewL)->GetPosY();
}
if (m_world.ChunkAt(viewR)) {
chunkxR = m_world.ChunkAt(viewR)->GetPosX();
chunkyR = m_world.ChunkAt(viewR)->GetPosY();
}
if (chunkxL == chunkxR) {
++chunkxR;
--chunkxL;
}
if (chunkyL == chunkyR) {
++chunkyR;
--chunkyL;
}
if (chunkxL >= 0 && chunkyL >= 0 && chunkxR >= 0 && chunkyR >= 0)
for (int rx = chunkxL; rx != chunkxR; chunkxL < chunkxR ? ++rx : --rx)
for (int ry = chunkyL; ry != chunkyR; chunkyL < chunkyR ? ++ry : --ry) {
all.ApplyTranslation(rx * CHUNK_SIZE_X, 0, ry * CHUNK_SIZE_Z);
all.Use();
if (m_world.GetChunks().Get(rx, ry)) {
m_world.GetChunks().Get(rx, ry)->Render();
++m_renderCount;
}
all.ApplyTranslation(-rx * CHUNK_SIZE_X, 0, -ry * CHUNK_SIZE_Z);
}
viewL.x += (direct.x + direct.z) * CHUNK_SIZE_X / 2;
viewL.z += (direct.z - direct.x) * CHUNK_SIZE_X / 2;
viewR.x += (direct.x - direct.z) * CHUNK_SIZE_X / 2;
viewR.z += (direct.z + direct.x) * CHUNK_SIZE_X / 2;
}
}
else {
for (int chx = 0; chx < WORLD_SIZE_X; chx++)
for (int chy = 0; chy < WORLD_SIZE_Y; chy++) {
all.ApplyTranslation(chx * CHUNK_SIZE_X, 0, chy * CHUNK_SIZE_Z);
all.Use();
if (m_world.GetChunks().Get(chx, chy)) {
m_world.GetChunks().Get(chx, chy)->Render();
++m_renderCount;
}
all.ApplyTranslation(-chx * CHUNK_SIZE_X, 0, -chy * CHUNK_SIZE_Z);
}
}
m_shader01.Disable();
if (m_mouseL)
GetBlockAtCursor(BTYPE_DIRT);
else if (m_mouseR) GetBlockAtCursor(BTYPE_AIR);
if (m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
DrawHud(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.
}
void Engine::KeyPressEvent(unsigned char key)
{
switch (key) {
case 36: // ESC
Stop();
break;
case 94: // F10
SetFullscreen(!IsFullscreen());
break;
case 22: // W
if (!m_keyW) {
std::cout << "W " << std::endl;
m_keyW = true;
}
break;
case 0: // A
if (!m_keyA) {
std::cout << "A " << std::endl;
m_keyA = true;
}
break;
case 18: // S
if (!m_keyS) {
std::cout << "S " << std::endl;
m_keyS = true;
}
break;
case 3: // D
if (!m_keyD) {
std::cout << "D " << std::endl;
m_keyD = true;
}
break;
case 38: // Left Shift
if (!m_keylshift) {
std::cout << "Dash!" << std::endl;
m_keylshift = true;
}
break;
case 57: // Space
if (!m_keySpace) {
std::cout << "Jump! " << std::endl;
m_keySpace = true;
}
break;
case 24: // Y - Ignorer
case 255: // Fn - Ignorer
case 12: // M - Ignorer
case 17: // R - Ignorer
break;
default:
std::cout << "Unhandled key: " << (int)key << std::endl;
}
}
void Engine::KeyReleaseEvent(unsigned char key)
{
switch (key) {
case 12:
m_audio.ToggleMusicState();
break;
case 17:
m_renderer = !m_renderer;
break;
case 24: // Y
m_wireframe = !m_wireframe;
if (m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
case 22: // W
std::cout << "rW " << std::endl;
m_keyW = false;
break;
case 0: // A
std::cout << "rA " << std::endl;
m_keyA = false;
break;
case 18: // S
std::cout << "rS " << std::endl;
m_keyS = false;
break;
case 3: // D
std::cout << "rD " << std::endl;
m_keyD = false;
break;
case 38: // Left Shift
std::cout << "rLS " << std::endl;
m_keylshift = false;
case 57: // Espace
std::cout << "rSpace " << std::endl;
m_keySpace = false;
break;
}
}
void Engine::MouseMoveEvent(int x, int y)
{
m_player.TurnLeftRight(x - (Width() / 2));
m_player.TurnTopBottom(y - (Height() / 2));
// Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e
// Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber
// dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un
// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
// MouseMoveEvent, etc
if (x == (Width() / 2) && y == (Height() / 2))
return;
CenterMouse();
}
void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
switch (button) {
case MOUSE_BUTTON_LEFT:
m_mouseL = true;
break;
case MOUSE_BUTTON_RIGHT:
m_mouseR = true;
break;
case MOUSE_BUTTON_MIDDLE:
m_mouseC = true;
break;
case MOUSE_BUTTON_WHEEL_UP:
m_mouseWU = true;
break;
case MOUSE_BUTTON_WHEEL_DOWN:
m_mouseWD = true;
break;
case MOUSE_BUTTON_NONE: break;
}
}
void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
switch (button) {
case MOUSE_BUTTON_LEFT:
m_mouseL = false;
m_block = false;
break;
case MOUSE_BUTTON_RIGHT:
m_mouseR = false;
m_block = false;
break;
case MOUSE_BUTTON_MIDDLE:
m_mouseC = false;
break;
case MOUSE_BUTTON_WHEEL_UP:
m_mouseWU = false;
break;
case MOUSE_BUTTON_WHEEL_DOWN:
m_mouseWD = false;
break;
case MOUSE_BUTTON_NONE: break;
}
}
bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool stopOnError)
{
texture.Load(filename);
if (!texture.IsValid())
{
std::cerr << "Unable to load texture (" << filename << ")" << std::endl;
if (stopOnError)
Stop();
return false;
}
return true;
}
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::cout << "Chunk generated: " << chx / CHUNK_SIZE_X << ", " << chy / CHUNK_SIZE_Z << std::endl;
return true;
}
return false;
}
void Engine::UpdateWorld(int& generates, int& updates, int chx, int chy) {
if (generates == 0 && GenerateChunk(chx, chy)) generates = FRAMES_RENDER_CHUNKS;
if (updates == 0 && m_world.ChunkAt(chx, 1, chy) &&
m_world.ChunkAt(chx, 1, chy)->IsDirty()) {
m_world.ChunkAt(chx, 1, chy)->Update(m_blockinfo, &m_world);
updates = FRAMES_UPDATE_CHUNKS;
}
}
void Engine::GetBlockAtCursor(BlockType blockType) {
Vector3f currentPos = m_player.GetPosition();
Vector3f currentBlock = currentPos;
Vector3f ray = m_player.GetDirection();
bool found = false;
if (m_block) return;
while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) {
currentBlock += ray / 10.f;
BlockType bt = m_world.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 = m_world.BlockAt(currentBlock);
if (bt == BTYPE_AIR) {
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;
m_world.ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, &m_world);
m_world.ChunkAt(currentBlock)->MakeModified();
m_block = true;
}
}