diff --git a/SQCSim2021/chunk.cpp b/SQCSim2021/chunk.cpp index a1c1592..e4bb929 100644 --- a/SQCSim2021/chunk.cpp +++ b/SQCSim2021/chunk.cpp @@ -81,45 +81,45 @@ void Chunk::AddBlockToMesh(VertexBuffer::VertexData* vd, int& count, BlockType b int cx = x + m_posX * CHUNK_SIZE_X, cy = z + m_posY * CHUNK_SIZE_Z; if (y == CHUNK_SIZE_Y - 1 || GetBlock(x, y + 1, z) == BTYPE_AIR) { // y - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X, y + 1.f, z + m_posY * CHUNK_SIZE_Z, .8f, .8f, .8f, u, v); - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X, y + 1.f, z + m_posY * CHUNK_SIZE_Z + 1.f, .8f, .8f, .8f, u, v + s); - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X + 1.f, y + 1.f, z + m_posY * CHUNK_SIZE_Z + 1.f, .8f, .8f, .8f, u + s, v + s); - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X + 1.f, y + 1.f, z + m_posY * CHUNK_SIZE_Z, .8f, .8f, .8f, u + s, v); + 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 + m_posX * CHUNK_SIZE_X, y, z + m_posY * CHUNK_SIZE_Z + 1.f, .8f, .8f, .8f, u, v); - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X, y, z + m_posY * CHUNK_SIZE_Z, .8f, .8f, .8f, u, v + s); - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X + 1.f, y, z + m_posY * CHUNK_SIZE_Z, .8f, .8f, .8f, u + s, v + s); - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X + 1.f, y, z + m_posY * CHUNK_SIZE_Z + 1.f, .8f, .8f, .8f, u + s, v); + vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .8f, .8f, .8f, u, v); + vd[count++] = VertexBuffer::VertexData(x, y, z, .8f, .8f, .8f, u, v + s); + vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, .8f, .8f, .8f, u + s, v + s); + vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .8f, .8f, .8f, u + s, v); } if (world->BlockAt(cx + 1, y, cy) == BTYPE_AIR) { // x - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X + 1.f, y, z + m_posY * CHUNK_SIZE_Z, .9f, .9f, .9f, u, v); - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X + 1.f, y + 1.f, z + m_posY * CHUNK_SIZE_Z, .9f, .9f, .9f, u, v + s); - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X + 1.f, y + 1.f, z + m_posY * CHUNK_SIZE_Z + 1.f, .9f, .9f, .9f, u + s, v + s); - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X + 1.f, y, z + m_posY * CHUNK_SIZE_Z + 1.f, .9f, .9f, .9f, u + s, v); + 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 + m_posX * CHUNK_SIZE_X, y + 1.f, z + m_posY * CHUNK_SIZE_Z + 1.f, .9f, .9f, .9f, u, v + s); - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X, y + 1.f, z + m_posY * CHUNK_SIZE_Z, .9f, .9f, .9f, u + s, v + s); - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X, y, z + m_posY * CHUNK_SIZE_Z, .9f, .9f, .9f, u + s, v); - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X, y, z + m_posY * CHUNK_SIZE_Z + 1.f, .9f, .9f, .9f, u, v); + vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .9f, .9f, .9f, u, v + s); + vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, .9f, .9f, .9f, u + s, v + s); + vd[count++] = VertexBuffer::VertexData(x, y, z, .9f, .9f, .9f, u + s, v); + vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .9f, .9f, .9f, u, v); } if (world->BlockAt(cx, y, cy + 1) == BTYPE_AIR) { // z - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X, y, z + m_posY * CHUNK_SIZE_Z + 1.f, 1.f, 1.f, 1.f, u, v); - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X + 1.f, y, z + m_posY * CHUNK_SIZE_Z + 1.f, 1.f, 1.f, 1.f, u + s, v); - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X + 1.f, y + 1.f, z + m_posY * CHUNK_SIZE_Z + 1.f, 1.f, 1.f, 1.f, u + s, v + s); - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X, y + 1.f, z + m_posY * CHUNK_SIZE_Z + 1.f, 1.f, 1.f, 1.f, u, v + s); + vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, 1.f, 1.f, 1.f, u, v); + vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, 1.f, 1.f, 1.f, u + s, v); + vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, 1.f, 1.f, 1.f, u + s, v + s); + vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, 1.f, 1.f, 1.f, u, v + s); } if (world->BlockAt(cx, y, cy - 1) == BTYPE_AIR) { // -z - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X, y + 1.f, z + m_posY * CHUNK_SIZE_Z, 1.f, 1.f, 1.f, u, v + s); - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X + 1.f, y + 1.f, z + m_posY * CHUNK_SIZE_Z, 1.f, 1.f, 1.f, u + s, v + s); - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X + 1.f, y, z + m_posY * CHUNK_SIZE_Z, 1.f, 1.f, 1.f, u + s, v); - vd[count++] = VertexBuffer::VertexData(x + m_posX * CHUNK_SIZE_X, y, z + m_posY * CHUNK_SIZE_Z, 1.f, 1.f, 1.f, u, v); + 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); } } diff --git a/SQCSim2021/engine.cpp b/SQCSim2021/engine.cpp index 7a8ab4a..99af690 100644 --- a/SQCSim2021/engine.cpp +++ b/SQCSim2021/engine.cpp @@ -269,11 +269,15 @@ void Engine::Render(float elapsedTime) { 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) + 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; @@ -283,11 +287,15 @@ void Engine::Render(float elapsedTime) { } else { for (int chx = 0; chx < WORLD_SIZE_X; chx++) - for (int chy = 0; chy < WORLD_SIZE_Y; chy++) + 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(); @@ -444,9 +452,11 @@ 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; @@ -488,50 +498,6 @@ bool Engine::GenerateChunk(int chx, int chy) { for (int y = 0; y < 32; ++y) chunk->SetBlock(x, y, z, (chx + chy) % (BTYPE_LAST - 1) + 1, &m_world); - chunk->SetBlock(5, 32, 15, BTYPE_GRASS, &m_world); - chunk->SetBlock(5, 33, 15, BTYPE_GRASS, &m_world); - chunk->SetBlock(5, 34, 15, BTYPE_GRASS, &m_world); - chunk->SetBlock(6, 34, 15, BTYPE_GRASS, &m_world); - chunk->SetBlock(7, 34, 15, BTYPE_GRASS, &m_world); - chunk->SetBlock(7, 33, 15, BTYPE_GRASS, &m_world); - chunk->SetBlock(7, 32, 15, BTYPE_GRASS, &m_world); - chunk->SetBlock(8, 32, 3, BTYPE_GRASS, &m_world); - chunk->SetBlock(8, 33, 4, BTYPE_GRASS, &m_world); - chunk->SetBlock(8, 34, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(8, 35, 6, BTYPE_GRASS, &m_world); - chunk->SetBlock(11, 32, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(11, 33, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(11, 34, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(11, 35, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(12, 32, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(12, 33, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(12, 34, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(12, 35, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(13, 32, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(13, 33, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(13, 34, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(13, 35, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(14, 32, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(14, 33, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(14, 34, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(14, 35, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(3, 32, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(3, 33, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(3, 34, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(3, 35, 5, BTYPE_GRASS, &m_world); - chunk->SetBlock(3, 32, 6, BTYPE_GRASS, &m_world); - chunk->SetBlock(3, 33, 6, BTYPE_GRASS, &m_world); - chunk->SetBlock(3, 34, 6, BTYPE_GRASS, &m_world); - chunk->SetBlock(3, 35, 6, BTYPE_GRASS, &m_world); - chunk->SetBlock(3, 32, 7, BTYPE_GRASS, &m_world); - chunk->SetBlock(3, 33, 7, BTYPE_GRASS, &m_world); - chunk->SetBlock(3, 34, 7, BTYPE_GRASS, &m_world); - chunk->SetBlock(3, 35, 7, BTYPE_GRASS, &m_world); - chunk->SetBlock(3, 32, 8, BTYPE_GRASS, &m_world); - chunk->SetBlock(3, 33, 8, BTYPE_GRASS, &m_world); - chunk->SetBlock(3, 34, 8, BTYPE_GRASS, &m_world); - chunk->SetBlock(3, 35, 8, BTYPE_GRASS, &m_world); - std::cout << "Chunk generated: " << chx / CHUNK_SIZE_X << ", " << chy / CHUNK_SIZE_Z << std::endl; @@ -549,104 +515,43 @@ void Engine::UpdateWorld(int& generates, int& updates, int chx, int chy) { } } -void Engine::GetBlockAtCursor(BlockType blockType) -{ - int x = Width() / 2; - int y = Height() / 2; - - Vector3f currentBlock; - Vector3f currentFaceNormal; - - GLint viewport[4]; - GLdouble modelview[16]; - GLdouble projection[16]; - GLfloat winX, winY, winZ; - GLdouble posX, posY, posZ; - - glGetDoublev(GL_MODELVIEW_MATRIX, modelview); - glGetDoublev(GL_PROJECTION_MATRIX, projection); - glGetIntegerv(GL_VIEWPORT, viewport); - - winX = (float)x; - winY = (float)viewport[3] - (float)y; - glReadPixels(x, int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ); - - gluUnProject(winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ); - - // Le cast vers int marche juste pour les valeurs entiere, utiliser une fonction de la libc si besoin - // de valeurs negatives - int px = (int)(posX); - int py = (int)(posY); - int pz = (int)(posZ); - +void Engine::GetBlockAtCursor(BlockType blockType) { + Vector3f currentBlock = m_player.GetPosition(); + Vector3f ray = m_player.GetDirection(); bool found = false; - if ((m_player.GetPosition() - Vector3f((float)posX, (float)posY, (float)posZ)).Length() < MAX_SELECTION_DISTANCE) - { - // Apres avoir determine la position du bloc en utilisant la partie entiere du hit - // point retourne par opengl, on doit verifier de chaque cote du bloc trouve pour trouver - // le vrai bloc. Le vrai bloc peut etre different a cause d'erreurs de precision de nos - // nombres flottants (si z = 14.999 par exemple, et qu'il n'y a pas de blocs a la position - // 14 (apres arrondi vers l'entier) on doit trouver et retourner le bloc en position 15 s'il existe - // A cause des erreurs de precisions, ils arrive que le cote d'un bloc qui doit pourtant etre a la - // position 15 par exemple nous retourne plutot la position 15.0001 - for (int x = px - 1; !found && x <= px + 1; ++x) { - for (int y = py - 1; !found && x >= 0 && y <= py + 1; ++y) { - for (int z = pz - 1; !found && y >= 0 && z <= pz + 1; ++z) { - if (z >= 0) { - BlockType bt = m_world.BlockAt((float)x, (float)y, (float)z); - if (bt == BTYPE_AIR) - continue; + if (m_block) return; - // Skip water blocs - //if(bloc->Type == BT_WATER) - // continue; + while ((m_player.GetPosition() - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) { + currentBlock += ray / 10.f; - currentBlock.x = x; - currentBlock.y = y; - currentBlock.z = z; + BlockType bt = m_world.BlockAt(currentBlock); + + if (bt != BTYPE_AIR) + found = true; + } - if (InRangeWithEpsilon((float)posX, (float)x, (float)x + 1.f, 0.05f) && InRangeWithEpsilon((float)posY, (float)y, (float)y + 1.f, 0.05f) && InRangeWithEpsilon((float)posZ, (float)z, (float)z + 1.f, 0.05f)) - { - found = true; - } - } - } + if (found) { + if (blockType != BTYPE_AIR) { + found = false; + while ((m_player.GetPosition() - currentBlock).Length() >= .7f && !found) { + currentBlock -= ray / 10.f; + + BlockType bt = m_world.BlockAt(currentBlock); + + if (bt == BTYPE_AIR) + found = true; } } } - if (!found) { - currentBlock.x = -1; - } - else { - // Find on which face of the bloc we got an hit - currentFaceNormal.Zero(); - - const float epsilon = 0.01f; - - // Front et back: - if (blockType != BTYPE_AIR) - if (EqualWithEpsilon((float)posZ, (float)currentBlock.z, epsilon)) - currentFaceNormal.z = -1; - else if (EqualWithEpsilon((float)posZ, (float)currentBlock.z + 1.f, epsilon)) - currentFaceNormal.z = 1; - else if (EqualWithEpsilon((float)posX, (float)currentBlock.x, epsilon)) - currentFaceNormal.x = -1; - else if (EqualWithEpsilon((float)posX, (float)currentBlock.x + 1.f, epsilon)) - currentFaceNormal.x = 1; - else if (EqualWithEpsilon((float)posY, (float)currentBlock.y, epsilon)) - currentFaceNormal.y = -1; - else if (EqualWithEpsilon((float)posY, (float)currentBlock.y + 1.f, epsilon)) - currentFaceNormal.y = 1; - - currentBlock += currentFaceNormal; - + if (found) { 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; } } diff --git a/SQCSim2021/engine.h b/SQCSim2021/engine.h index 1e790dd..a5b4ddd 100644 --- a/SQCSim2021/engine.h +++ b/SQCSim2021/engine.h @@ -72,18 +72,14 @@ private: bool m_mouseC = false; bool m_mouseWU = false; bool m_mouseWD = false; + + bool m_block = false; }; template -static bool EqualWithEpsilon(const T& v1, const T& v2, T epsilon = T(0.0001)) -{ - return (fabs(v2 - v1) < epsilon); -} +static bool EqualWithEpsilon(const T& v1, const T& v2, T epsilon = T(0.0001)) { return (fabs(v2 - v1) < epsilon); } template -static bool InRangeWithEpsilon(const T& v, const T& vinf, const T& vsup, T epsilon = T(0.0001)) -{ - return (v >= vinf - epsilon && v <= vsup + epsilon); -} +static bool InRangeWithEpsilon(const T& v, const T& vinf, const T& vsup, T epsilon = T(0.0001)) { return (v >= vinf - epsilon && v <= vsup + epsilon); } #endif // ENGINE_H__ diff --git a/SQCSim2021/player.cpp b/SQCSim2021/player.cpp index 244e869..7d064e7 100644 --- a/SQCSim2021/player.cpp +++ b/SQCSim2021/player.cpp @@ -13,8 +13,8 @@ void Player::TurnLeftRight(float value) { void Player::TurnTopBottom(float value) { m_rotX += value; - if (m_rotX > 45) m_rotX = 45; - else if (m_rotX < -45) m_rotX = -45; + if (m_rotX > 80) m_rotX = 80; + else if (m_rotX < -80) m_rotX = -80; } @@ -25,17 +25,19 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295... float xrotrad = (m_rotX / 57.2957795056f); - m_direction = Vector3f(sin(yrotrad), - -sin(xrotrad), - -cos(yrotrad)); + 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; + delta.x += float(-sin(yrotrad)) * elapsedTime * 10.f; + delta.z += float(cos(yrotrad)) * elapsedTime * 10.f; } if (left) { @@ -43,8 +45,8 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum 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.x += float(cos(yrotrad)) * elapsedTime * 10.f; + delta.z += float(sin(yrotrad)) * elapsedTime * 10.f; } delta.Normalize(); diff --git a/SQCSim2021/world.h b/SQCSim2021/world.h index 71c9f28..7d27412 100644 --- a/SQCSim2021/world.h +++ b/SQCSim2021/world.h @@ -23,8 +23,9 @@ class World { private: Array2d m_chunks = Array2d(WORLD_SIZE_X, WORLD_SIZE_Y); + Array2d m_buffer = Array2d(WORLD_SIZE_X, WORLD_SIZE_Y); - int m_center[2] = {0, 0}; + unsigned int m_center[2] = {UINT16_MAX / 2, UINT16_MAX / 2}; }; #endif // WORLD_H__