Bientôt un monde infini?

This commit is contained in:
MarcEricMartel 2021-11-26 11:59:02 -05:00
parent 6446be1ceb
commit fe624fdafc
14 changed files with 815 additions and 146 deletions

View File

@ -28,6 +28,7 @@
<ClInclude Include="engine.h" />
<ClInclude Include="matrix4.h" />
<ClInclude Include="openglcontext.h" />
<ClInclude Include="perlin.h" />
<ClInclude Include="player.h" />
<ClInclude Include="shader.h" />
<ClInclude Include="skybox.h" />
@ -46,6 +47,7 @@
<ClCompile Include="engine.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="openglcontext.cpp" />
<ClCompile Include="perlin.cpp" />
<ClCompile Include="player.cpp" />
<ClCompile Include="shader.cpp" />
<ClCompile Include="skybox.cpp" />
@ -59,7 +61,7 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{A21FD938-1FEA-4687-AB86-0EABAC30877B}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>mcclone</RootNamespace>
<RootNamespace>SQCSim2021</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>SQCSim2021</ProjectName>
</PropertyGroup>

View File

@ -68,6 +68,9 @@
<ClInclude Include="world.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="perlin.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="blockinfo.cpp">
@ -115,5 +118,8 @@
<ClCompile Include="world.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="perlin.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup>
</Project>

View File

@ -16,7 +16,7 @@ void Chunk::RemoveBlock(int x, int y, int z, World* world) {
void Chunk::SetBlock(int x, int y, int z, BlockType type, World* world) {
m_blocks.Set(x, y, z, type);
CheckNeighbors(x, y, world);
CheckNeighbors(x, z, world);
m_isDirty = true;
}
@ -24,25 +24,25 @@ void Chunk::SetBlock(int x, int y, int z, BlockType type, World* world) {
BlockType Chunk::GetBlock(int x, int y, int z) { return m_blocks.Get(x, y, z); }
void Chunk::CheckNeighbors(int x, int z, World* world) {
if (x == 0 && m_posX > 0 &&
world->ChunkAt((m_posX - 1) * CHUNK_SIZE_X, 1, m_posY * CHUNK_SIZE_Z) &&
!world->ChunkAt((m_posX - 1) * CHUNK_SIZE_X, 1, m_posY * CHUNK_SIZE_Z)->IsDirty())
world->ChunkAt((m_posX - 1) * CHUNK_SIZE_X, 1, m_posY * CHUNK_SIZE_Z)->MakeDirty();
else if (x == CHUNK_SIZE_X - 1 && m_posX < VIEW_DISTANCE &&
world->ChunkAt((m_posX + 1) * CHUNK_SIZE_X, 1, m_posY * CHUNK_SIZE_Z) &&
!world->ChunkAt((m_posX + 1) * CHUNK_SIZE_X, 1, m_posY * CHUNK_SIZE_Z)->IsDirty())
world->ChunkAt((m_posX + 1) * CHUNK_SIZE_X, 1, m_posY * CHUNK_SIZE_Z)->MakeDirty();
if (x == 0 && m_posX >= 0 &&
world->ChunkAt((m_posX - 1) * CHUNK_SIZE_X, 1, m_posY * CHUNK_SIZE_Z))
world->ChunkAt((m_posX - 1) * CHUNK_SIZE_X, 1, m_posY * CHUNK_SIZE_Z)->MakeDirty();
else if (x == CHUNK_SIZE_X - 1 && m_posX < WORLD_SIZE_X &&
world->ChunkAt((m_posX + 1) * CHUNK_SIZE_X - 1, 1, m_posY * CHUNK_SIZE_Z))
world->ChunkAt((m_posX + 1) * CHUNK_SIZE_X - 1, 1, m_posY * CHUNK_SIZE_Z)->MakeDirty();
if (z == 0 && m_posY > 0 &&
world->ChunkAt(m_posX * CHUNK_SIZE_X, 1, (m_posY - 1) * CHUNK_SIZE_Z) &&
!world->ChunkAt(m_posX * CHUNK_SIZE_X, 1, (m_posY - 1) * CHUNK_SIZE_Z)->IsDirty())
if (z == 0 && m_posY >= 0 &&
world->ChunkAt(m_posX * CHUNK_SIZE_X, 1, (m_posY - 1) * CHUNK_SIZE_Z))
world->ChunkAt(m_posX * CHUNK_SIZE_X, 1, (m_posY - 1) * CHUNK_SIZE_Z)->MakeDirty();
else if (z == CHUNK_SIZE_X - 1 && m_posY < VIEW_DISTANCE &&
world->ChunkAt(m_posX * CHUNK_SIZE_X, 1, (m_posY + 1) * CHUNK_SIZE_Z) &&
!world->ChunkAt(m_posX * CHUNK_SIZE_X, 1, (m_posY + 1) * CHUNK_SIZE_Z)->IsDirty())
world->ChunkAt(m_posX * CHUNK_SIZE_X, 1, (m_posY + 1) * CHUNK_SIZE_Z)->MakeDirty();
else if (z == CHUNK_SIZE_X - 1 && m_posY < WORLD_SIZE_Y &&
world->ChunkAt(m_posX * CHUNK_SIZE_X, 1, (m_posY + 1) * CHUNK_SIZE_Z - 1))
world->ChunkAt(m_posX * CHUNK_SIZE_X, 1, (m_posY + 1) * CHUNK_SIZE_Z - 1)->MakeDirty();
}
int Chunk::GetPosX() const { return m_posX; }
int Chunk::GetPosY() const { return m_posY; }
void Chunk::Update(BlockInfo* blockinfo[BTYPE_LAST], World* world) {
float u, v, s;
// Update mesh
@ -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, 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);
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);
}
if (y == 0 || GetBlock(x, y - 1, z) == BTYPE_AIR) { // -y
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);
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);
}
if (cx == INT16_MAX - 1 || world->BlockAt(cx + 1, y, cy) == BTYPE_AIR) { // x
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, .9f, .9f, .9f, u, v);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, .9f, .9f, .9f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .9f, .9f, .9f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .9f, .9f, .9f, u + s, v);
if (world->BlockAt(cx + 1, y, cy) == BTYPE_AIR) { // x
vd[count++] = VertexBuffer::VertexData(x + 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);
}
if (cx == 0 || world->BlockAt(cx - 1, y, cy) == BTYPE_AIR) { // -x
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 - 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);
}
if (cy == INT16_MAX - 1 || world->BlockAt(cx, y, cy + 1) == BTYPE_AIR) { // z
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, 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);
}
if (cy == 0 || world->BlockAt(cx, y, cy - 1) == BTYPE_AIR) { // -z
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, 1.f, 1.f, 1.f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, 1.f, 1.f, 1.f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, 1.f, 1.f, 1.f, u + s, v);
vd[count++] = VertexBuffer::VertexData(x, y, z, 1.f, 1.f, 1.f, u, v);
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);
}
}
@ -129,3 +129,5 @@ bool Chunk::IsDirty() const { return m_isDirty; }
void Chunk::MakeDirty() { m_isDirty = true; }
void Chunk::MakeModified() { m_isModified = true; }

View File

@ -13,6 +13,7 @@ class Chunk {
Array3d<BlockType> m_blocks = Array3d<BlockType>(CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z);
VertexBuffer m_vertexBuffer;
bool m_isDirty = true;
bool m_isModified = false;
int m_posX; // Position du chunk dans l'array constituant le monde.
int m_posY;
@ -27,12 +28,15 @@ class Chunk {
void SetBlock(int x, int y, int z, BlockType type, World* world);
BlockType GetBlock(int x, int y, int z);
void CheckNeighbors(int x, int z, World* world);
int GetPosX() const;
int GetPosY() const;
void Update(BlockInfo* blockinfo[BTYPE_LAST], World* world);
void Render() const;
bool IsDirty() const;
void MakeDirty();
void MakeModified();
};
#endif // CHUNK_H__

View File

@ -12,12 +12,17 @@
#include <gl/GLU.h>
#endif
#define VIEW_DISTANCE 128
#define CHUNK_SIZE_X 16
#define CHUNK_SIZE_Y 128
#define CHUNK_SIZE_Z 16
#define MAX_RENDER_CHUNKS 2
#define MAX_UPDATE_CHUNKS 2
#define WORLD_SIZE_X 8
#define WORLD_SIZE_Y 8
#define VIEW_DISTANCE 128
#define FRAMES_RENDER_CHUNKS 2
#define FRAMES_UPDATE_CHUNKS 2
#define MAX_SELECTION_DISTANCE 5
typedef uint8_t BlockType;
enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_LAST };

View File

@ -67,7 +67,7 @@ void Engine::LoadResource() {
TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal.png");
if (!m_textureAtlas.Generate(512, false)) {
if (!m_textureAtlas.Generate(128, false)) {
std::cout << " Unable to generate texture atlas ..." << std::endl;
abort();
}
@ -116,6 +116,9 @@ void Engine::DrawHud(float elapsedTime) {
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 operateur << pour afficher la position
PrintText(10, 10, ss.str());
ss.str("");
@ -198,110 +201,109 @@ void Engine::Render(float elapsedTime) {
glDisable(GL_LIGHT0);
m_skybox.Render(skybox);
// Chunks
all.Use();
// Génération/Update de Chunks.
glEnable(GL_LIGHT0);
m_shader01.Use();
m_textureAtlas.Bind();
int cx = m_player.GetPosition().x;
int cy = m_player.GetPosition().z;
int accRender = 0;
static int frameGenerate = 0;
static int frameUpdate = 0;
int side = 0;
m_shader01.Use();
m_renderCount = 0;
for (int chx = cx - CHUNK_SIZE_X * 6; chx < cx + CHUNK_SIZE_X * 6; chx+= CHUNK_SIZE_X)
for (int chy = cy - CHUNK_SIZE_Z * 6; chy < cy + CHUNK_SIZE_Z * 6; chy += CHUNK_SIZE_Z) {
if (chx / CHUNK_SIZE_X < VIEW_DISTANCE && chy / CHUNK_SIZE_Z < VIEW_DISTANCE &&
chx >= 0 && chy >= 0)
if (!m_world.ChunkAt(chx, 1, chy)) {
if (frameGenerate > 0) --frameGenerate;
if (frameUpdate > 0) --frameUpdate;
m_world.GetChunks().Set(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z, new Chunk(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z));
if (!frameGenerate || !frameUpdate)
while (side * CHUNK_SIZE_X <= VIEW_DISTANCE) {
int tx = -side, ty = -side;
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)
m_world.ChunkAt(chx, 1, chy)->SetBlock(x, y, z, (chx + chy) % (BTYPE_LAST - 1) + 1, &m_world);
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);
m_world.ChunkAt(chx, 1, chy)->SetBlock(5, 32, 15, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(5, 33, 15, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(5, 34, 15, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(6, 34, 15, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(7, 34, 15, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(7, 33, 15, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(7, 32, 15, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(8, 32, 3, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(8, 33, 4, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(8, 34, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(8, 35, 6, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(11, 32, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(11, 33, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(11, 34, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(11, 35, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(12, 32, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(12, 33, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(12, 34, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(12, 35, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(13, 32, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(13, 33, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(13, 34, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(13, 35, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(14, 32, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(14, 33, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(14, 34, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(14, 35, 5, BTYPE_GRASS, &m_world);
++side;
}
m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 32, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 33, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 34, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 35, 5, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 32, 6, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 33, 6, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 34, 6, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 35, 6, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 32, 7, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 33, 7, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 34, 7, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 35, 7, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 32, 8, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 33, 8, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 34, 8, BTYPE_GRASS, &m_world);
m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 35, 8, BTYPE_GRASS, &m_world);
// 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();
if (++accRender > MAX_RENDER_CHUNKS) {
chx = cx + CHUNK_SIZE_X * 6;
chy = cy + CHUNK_SIZE_Z * 6;
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)
if (m_world.GetChunks().Get(rx, ry)) {
m_world.GetChunks().Get(rx, ry)->Render();
++m_renderCount;
}
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++)
if (m_world.GetChunks().Get(chx, chy)) {
m_world.GetChunks().Get(chx, chy)->Render();
++m_renderCount;
}
}
}
int accUpdate = 0;
for (int chx = 0; chx < VIEW_DISTANCE; chx++)
for (int chy = 0; chy < VIEW_DISTANCE; chy++) {
if (m_world.GetChunks().Get(chx, chy)) {
all.ApplyTranslation(chx * CHUNK_SIZE_X, 0, chy * CHUNK_SIZE_Z);
all.Use();
if (m_world.GetChunks().Get(chx, chy)->IsDirty())
if (++accUpdate < MAX_UPDATE_CHUNKS)
m_world.GetChunks().Get(chx, chy)->Update(m_blockinfo, &m_world);
/* View fustrum culling va ici */
m_world.GetChunks().Get(chx, chy)->Render();
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(VIEW_DISTANCE * CHUNK_SIZE_X / 2, CHUNK_SIZE_Y / 2, VIEW_DISTANCE * CHUNK_SIZE_Z / 2)); // Respawn si le bonho- joueur tombe en bas du monde.
if (m_player.GetPosition().y < -20.f)
m_player = Player(Vector3f(CHUNK_SIZE_X * WORLD_SIZE_X / 2, CHUNK_SIZE_Y, CHUNK_SIZE_Z * WORLD_SIZE_X / 2)); // Respawn si le bonho- joueur tombe en bas du monde.
}
void Engine::KeyPressEvent(unsigned char key)
@ -352,6 +354,7 @@ void Engine::KeyPressEvent(unsigned char key)
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;
@ -364,6 +367,9 @@ void Engine::KeyReleaseEvent(unsigned char key)
case 12:
m_audio.ToggleMusicState();
break;
case 17:
m_renderer = !m_renderer;
break;
case 24: // Y
m_wireframe = !m_wireframe;
if (m_wireframe)
@ -413,12 +419,46 @@ void Engine::MouseMoveEvent(int x, int y)
CenterMouse();
}
void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y)
{
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)
{
void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
switch (button) {
case MOUSE_BUTTON_LEFT:
m_mouseL = false;
break;
case MOUSE_BUTTON_RIGHT:
m_mouseR = 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)
@ -435,3 +475,178 @@ bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool sto
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);
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;
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)
{
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);
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;
// Skip water blocs
//if(bloc->Type == BT_WATER)
// continue;
currentBlock.x = x;
currentBlock.y = y;
currentBlock.z = z;
if (InRangeWithEpsilon<float>((float)posX, (float)x, (float)x + 1.f, 0.05f) && InRangeWithEpsilon<float>((float)posY, (float)y, (float)y + 1.f, 0.05f) && InRangeWithEpsilon<float>((float)posZ, (float)z, (float)z + 1.f, 0.05f))
{
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>((float)posZ, (float)currentBlock.z, epsilon))
currentFaceNormal.z = -1;
else if (EqualWithEpsilon<float>((float)posZ, (float)currentBlock.z + 1.f, epsilon))
currentFaceNormal.z = 1;
else if (EqualWithEpsilon<float>((float)posX, (float)currentBlock.x, epsilon))
currentFaceNormal.x = -1;
else if (EqualWithEpsilon<float>((float)posX, (float)currentBlock.x + 1.f, epsilon))
currentFaceNormal.x = 1;
else if (EqualWithEpsilon<float>((float)posY, (float)currentBlock.y, epsilon))
currentFaceNormal.y = -1;
else if (EqualWithEpsilon<float>((float)posY, (float)currentBlock.y + 1.f, epsilon))
currentFaceNormal.y = 1;
currentBlock += currentFaceNormal;
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();
}
}

View File

@ -34,13 +34,21 @@ private:
void DrawHud(float elapsedTime);
void PrintText(unsigned int x, unsigned int y, const std::string& t);
int GetFps(float elapsedTime) const;
bool GenerateChunk(int chx, int chy);
void UpdateWorld(int& generates, int& updates, int chx, int chy);
void GetBlockAtCursor(BlockType blocktype);
bool m_wireframe = false;
bool m_renderer = false;
int m_renderCount = 0;
BlockInfo* m_blockinfo[BTYPE_LAST];
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
World m_world = World();
Texture m_textureFloor;
Texture m_textureSkybox;
Texture m_textureFont;
@ -51,7 +59,7 @@ private:
Shader m_shader01;
Audio m_audio = Audio(AUDIO_PATH "music01.wav");
Player m_player = Player(Vector3f(VIEW_DISTANCE * CHUNK_SIZE_X / 2, CHUNK_SIZE_Y / 2, VIEW_DISTANCE * CHUNK_SIZE_Z / 2));
Player m_player = Player(Vector3f(CHUNK_SIZE_X * WORLD_SIZE_X / 2, CHUNK_SIZE_Y, CHUNK_SIZE_Z * WORLD_SIZE_X / 2));
bool m_keyW = false;
bool m_keyA = false;
@ -59,7 +67,23 @@ private:
bool m_keyD = false;
bool m_keylshift = false;
bool m_keySpace = false;
bool m_mouseL = false;
bool m_mouseR = false;
bool m_mouseC = false;
bool m_mouseWU = false;
bool m_mouseWD = false;
};
template <class T>
static bool EqualWithEpsilon(const T& v1, const T& v2, T epsilon = T(0.0001))
{
return (fabs(v2 - v1) < epsilon);
}
template <class T>
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__

View File

@ -0,0 +1,90 @@
#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();
}

View File

@ -153,7 +153,7 @@ void OpenglContext::ShowCrossCursor() const
void OpenglContext::InitWindow(int width, int height)
{
m_app.create((m_fullscreen ? sf::VideoMode::getFullscreenModes()[0] : sf::VideoMode(width, height, 32)), m_title.c_str(), m_fullscreen ? sf::Style::Fullscreen : (sf::Style::Resize | sf::Style::Close), sf::ContextSettings(32, 8, 8));
m_app.create((m_fullscreen ? sf::VideoMode::getFullscreenModes()[0] : sf::VideoMode(width, height, 32)), m_title.c_str(), m_fullscreen ? sf::Style::Fullscreen : (sf::Style::Resize | sf::Style::Close), sf::ContextSettings(32, 8, 0));
}
OpenglContext::MOUSE_BUTTON OpenglContext::ConvertMouseButton(sf::Mouse::Button button) const

262
SQCSim2021/perlin.cpp Normal file
View File

@ -0,0 +1,262 @@
/* coherent noise function over 1, 2 or 3 dimensions */
/* (copyright Ken Perlin) */
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include "perlin.h"
#define B SAMPLE_SIZE
#define BM (SAMPLE_SIZE-1)
#define N 0x1000
#define NP 12 /* 2^N */
#define NM 0xfff
#define s_curve(t) ( t * t * (3.0f - 2.0f * t) )
#define lerp(t, a, b) ( a + t * (b - a) )
#define setup(i,b0,b1,r0,r1)\
t = vec[i] + N;\
b0 = ((int)t) & BM;\
b1 = (b0+1) & BM;\
r0 = t - (int)t;\
r1 = r0 - 1.0f;
float Perlin::noise1(float arg)
{
int bx0, bx1;
float rx0, rx1, sx, t, u, v, vec[1];
vec[0] = arg;
if (mStart)
{
srand(mSeed);
mStart = false;
init();
}
setup(0, bx0,bx1, rx0,rx1);
sx = s_curve(rx0);
u = rx0 * g1[ p[ bx0 ] ];
v = rx1 * g1[ p[ bx1 ] ];
return lerp(sx, u, v);
}
float Perlin::noise2(float vec[2])
{
int bx0, bx1, by0, by1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v;
int i, j;
if (mStart)
{
srand(mSeed);
mStart = false;
init();
}
setup(0,bx0,bx1,rx0,rx1);
setup(1,by0,by1,ry0,ry1);
i = p[bx0];
j = p[bx1];
b00 = p[i + by0];
b10 = p[j + by0];
b01 = p[i + by1];
b11 = p[j + by1];
sx = s_curve(rx0);
sy = s_curve(ry0);
#define at2(rx,ry) ( rx * q[0] + ry * q[1] )
q = g2[b00];
u = at2(rx0,ry0);
q = g2[b10];
v = at2(rx1,ry0);
a = lerp(sx, u, v);
q = g2[b01];
u = at2(rx0,ry1);
q = g2[b11];
v = at2(rx1,ry1);
b = lerp(sx, u, v);
return lerp(sy, a, b);
}
float Perlin::noise3(float vec[3])
{
int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v;
int i, j;
if (mStart)
{
srand(mSeed);
mStart = false;
init();
}
setup(0, bx0,bx1, rx0,rx1);
setup(1, by0,by1, ry0,ry1);
setup(2, bz0,bz1, rz0,rz1);
i = p[ bx0 ];
j = p[ bx1 ];
b00 = p[ i + by0 ];
b10 = p[ j + by0 ];
b01 = p[ i + by1 ];
b11 = p[ j + by1 ];
t = s_curve(rx0);
sy = s_curve(ry0);
sz = s_curve(rz0);
#define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] )
q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0);
q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0);
a = lerp(t, u, v);
q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0);
q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0);
b = lerp(t, u, v);
c = lerp(sy, a, b);
q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1);
q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1);
a = lerp(t, u, v);
q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1);
q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1);
b = lerp(t, u, v);
d = lerp(sy, a, b);
return lerp(sz, c, d);
}
void Perlin::normalize2(float v[2])
{
float s;
s = (float)sqrt(v[0] * v[0] + v[1] * v[1]);
s = 1.0f/s;
v[0] = v[0] * s;
v[1] = v[1] * s;
}
void Perlin::normalize3(float v[3])
{
float s;
s = (float)sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
s = 1.0f/s;
v[0] = v[0] * s;
v[1] = v[1] * s;
v[2] = v[2] * s;
}
void Perlin::init(void)
{
int i, j, k;
for (i = 0 ; i < B ; i++)
{
p[i] = i;
g1[i] = (float)((rand() % (B + B)) - B) / B;
for (j = 0 ; j < 2 ; j++)
g2[i][j] = (float)((rand() % (B + B)) - B) / B;
normalize2(g2[i]);
for (j = 0 ; j < 3 ; j++)
g3[i][j] = (float)((rand() % (B + B)) - B) / B;
normalize3(g3[i]);
}
while (--i)
{
k = p[i];
p[i] = p[j = rand() % B];
p[j] = k;
}
for (i = 0 ; i < B + 2 ; i++)
{
p[B + i] = p[i];
g1[B + i] = g1[i];
for (j = 0 ; j < 2 ; j++)
g2[B + i][j] = g2[i][j];
for (j = 0 ; j < 3 ; j++)
g3[B + i][j] = g3[i][j];
}
}
float Perlin::perlin_noise_2D(float vec[2])
{
int terms = mOctaves;
//float freq = mFrequency;
float result = 0.0f;
float amp = mAmplitude;
vec[0]*=mFrequency;
vec[1]*=mFrequency;
for( int i=0; i<terms; i++ )
{
result += noise2(vec)*amp;
vec[0] *= 2.0f;
vec[1] *= 2.0f;
amp*=0.5f;
}
return result;
}
float Perlin::perlin_noise_3D(float vec[3])
{
int terms = mOctaves;
//float freq = mFrequency;
float result = 0.0f;
float amp = mAmplitude;
vec[0]*=mFrequency;
vec[1]*=mFrequency;
vec[2]*=mFrequency;
for( int i=0; i<terms; i++ )
{
result += noise3(vec)*amp;
vec[0] *= 2.0f;
vec[1] *= 2.0f;
vec[2] *= 2.0f;
amp*=0.5f;
}
return result;
}
Perlin::Perlin(int octaves,float freq,float amp,int seed)
{
mOctaves = octaves;
mFrequency = freq;
mAmplitude = amp;
mSeed = seed;
mStart = true;
}

60
SQCSim2021/perlin.h Normal file
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@ -0,0 +1,60 @@
//http://www.flipcode.com/archives/Perlin_Noise_Class.shtml
#ifndef PERLIN_H_
#define PERLIN_H_
#include <stdlib.h>
#define SAMPLE_SIZE 1024
class Perlin
{
public:
Perlin(int octaves,float freq,float amp,int seed);
float Get(float x,float y)
{
float vec[2];
vec[0] = x;
vec[1] = y;
return perlin_noise_2D(vec);
};
float Get(float x,float y, float z)
{
float vec[3];
vec[0] = x;
vec[1] = y;
vec[2] = z;
return perlin_noise_3D(vec);
};
private:
void init_perlin(int n,float p);
float perlin_noise_2D(float vec[2]);
float perlin_noise_3D(float vec[3]);
float noise1(float arg);
float noise2(float vec[2]);
float noise3(float vec[3]);
void normalize2(float v[2]);
void normalize3(float v[3]);
void init(void);
int mOctaves;
float mFrequency;
float mAmplitude;
int mSeed;
int p[SAMPLE_SIZE + SAMPLE_SIZE + 2];
float g3[SAMPLE_SIZE + SAMPLE_SIZE + 2][3];
float g2[SAMPLE_SIZE + SAMPLE_SIZE + 2][2];
float g1[SAMPLE_SIZE + SAMPLE_SIZE + 2];
bool mStart;
};
#endif

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@ -25,9 +25,9 @@ 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(cos(yrotrad) * cos(xrotrad),
m_direction = Vector3f(sin(yrotrad),
-sin(xrotrad),
sin(yrotrad) * cos(xrotrad));
-cos(yrotrad));
if (front) {
delta.x += float(sin(yrotrad)) * elapsedTime * 10.f;

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@ -11,7 +11,7 @@ Chunk* World::ChunkAt(float x, float y, float z) const {
int cz = (int)z / CHUNK_SIZE_Z;
if (x < 0 || y < 0 || z < 0 ||
cx >= VIEW_DISTANCE || cz >= VIEW_DISTANCE || y >= CHUNK_SIZE_Y)
x >= WORLD_SIZE_X * CHUNK_SIZE_X || z >= CHUNK_SIZE_Z * WORLD_SIZE_Y || y > CHUNK_SIZE_Y)
return 0;
return m_chunks.Get(cx, cz);

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@ -17,13 +17,12 @@ class World {
Chunk* ChunkAt(float x, float y, float z) const;
Chunk* ChunkAt(const Vector3f& pos) const;
BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType = BTYPE_AIR) const;
BlockType BlockAt(const Vector3f& pos, BlockType defaultBlockType = BTYPE_AIR) const;
private:
Array2d<Chunk*> m_chunks = Array2d<Chunk*>(VIEW_DISTANCE, VIEW_DISTANCE);
Array2d<Chunk*> m_chunks = Array2d<Chunk*>(WORLD_SIZE_X, WORLD_SIZE_Y);
int m_center[2] = {0, 0};
};