#include "world.h" World::World() {} World::~World() {} Array2d& World::GetChunks() { return m_chunks; } Chunk* World::ChunkAt(float x, float y, float z) const { int cx = (int)x / CHUNK_SIZE_X; int cz = (int)z / CHUNK_SIZE_Z; if (x < 0 || y < 0 || z < 0 || 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); } Chunk* World::ChunkAt(const Vector3f& pos) const { return ChunkAt(pos.x, pos.y, pos.z); } BlockType World::BlockAt(float x, float y, float z, BlockType defaultBlockType) const { Chunk* c = ChunkAt(x, y, z); if (!c) return defaultBlockType; int bx = (int)x % CHUNK_SIZE_X; int by = (int)y % CHUNK_SIZE_Y; int bz = (int)z % CHUNK_SIZE_Z; return c->GetBlock(bx, by, bz); } BlockType World::BlockAt(const Vector3f& pos, BlockType defaultBlockType) const { return BlockAt(pos.x, pos.y, pos.z, defaultBlockType); } void World::TransposeWorld(Player& player, Bullet* bullets[MAX_BULLETS]) { int x = 0, y = 0; if (player.GetPosition().x > (WORLD_SIZE_X * CHUNK_SIZE_X) * .66f) ++x; else if (player.GetPosition().x < (WORLD_SIZE_X * CHUNK_SIZE_X) * .33f) --x; if (player.GetPosition().z > (WORLD_SIZE_Y * CHUNK_SIZE_Z) * .66f) ++y; else if (player.GetPosition().z < (WORLD_SIZE_Y * CHUNK_SIZE_Z) * .33f) --y; if (!x && !y) return; if (x > 0) { for (int ax = 0; ax < WORLD_SIZE_X; ++ax) for (int ay = 0; ay < WORLD_SIZE_Y; ++ay) if (ax - x >= 0) m_chunks.Set(ax - x, ay, m_chunks.Remove(ax, ay)); else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay)); } else if (x < 0) { for (int ax = WORLD_SIZE_X - 1; ax >= 0; --ax) for (int ay = WORLD_SIZE_Y - 1; ay >= 0; --ay) if (ax - x < WORLD_SIZE_X) m_chunks.Set(ax - x, ay, m_chunks.Remove(ax, ay)); else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay)); } if (y > 0) { for (int ax = 0; ax < WORLD_SIZE_X; ++ax) for (int ay = 0; ay < WORLD_SIZE_Y; ++ay) if (ay - y >= 0) m_chunks.Set(ax, ay - y, m_chunks.Remove(ax, ay)); else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay)); } else if (y < 0) { for (int ax = WORLD_SIZE_X - 1; ax >= 0; --ax) for (int ay = WORLD_SIZE_Y - 1; ay >= 0; --ay) if (ay - y < WORLD_SIZE_Y) m_chunks.Set(ax, ay - y, m_chunks.Remove(ax, ay)); else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay)); } m_center[0] += x; m_center[1] += y; player.Teleport(x, y); for (int index = 0; index < MAX_BULLETS; ++index) if (bullets[index]) bullets[index]->Transpose(x, y); } void World::CleanUpWorld(int& deleteframes, bool clear = false) { if (clear) { while (m_tbDeleted.size() > 0) { delete m_tbDeleted.back(); m_tbDeleted.pop_back(); } } if (!m_tbDeleted.empty() && !deleteframes) { delete m_tbDeleted.back(); m_tbDeleted.pop_back(); deleteframes = FRAMES_DELETE_CHUNKS; } } void World::GetScope(int& x, int& y) { x = m_center[0]; y = m_center[1]; } void World::Update(int& rendercount, Bullet* bullets[MAX_BULLETS], Player& player, Transformation& world, Shader& shader, TextureAtlas& atlas, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]) { glStencilFunc(GL_EQUAL, 1, 0x00); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); atlas.Bind(); RenderWorld(rendercount, player, world, shader); UpdateWorld(player, perlin, blockinfo); TransposeWorld(player, bullets); shader.Disable(); glStencilFunc(GL_GREATER, 1, 0xFF); } void World::UpdateChunk(int& updates, int chx, int chy, BlockInfo* blockinfo[BTYPE_LAST]) { if (updates == 0 && ChunkAt(chx, 1, chy) && ChunkAt(chx, 1, chy)->IsDirty()) { ChunkAt(chx, 1, chy)->Update(blockinfo, this); updates = FRAMES_UPDATE_CHUNKS; } } void World::ChangeBlockAtCursor(BlockType blockType, Player& player, bool& block) { Vector3f currentPos = player.GetPosition(); Vector3f currentBlock = currentPos; Vector3f ray = player.GetDirection(); bool found = false; if (block) return; while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) { currentBlock += ray / 10.f; BlockType bt = 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 = BlockAt(currentBlock); 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; 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; ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, this); ChunkAt(currentBlock)->MakeModified(); block = true; } } void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) { int bx = (int)pos.x % CHUNK_SIZE_X; int by = (int)pos.y % CHUNK_SIZE_Y; int bz = (int)pos.z % CHUNK_SIZE_Z; ChunkAt(pos)->SetBlock(bx, by, bz, blockType, this); ChunkAt(pos)->MakeModified(); } void World::RenderWorld(int& rendercount, Player& player, Transformation& world, Shader& shader) { shader.Use(); rendercount = 0; Vector3f angle; Vector3f cursor; Vector3f direct = player.GetDirection(); Vector3f pos = player.GetPosition() - direct; direct.y = 0; direct.Normalize(); pos.y = 1; static Vector3f renderManifest[VIEW_DISTANCE * 4]; // Nombre de Chunks maximal à être rendus. //for (int dist = VIEW_DISTANCE; dist >= 0; dist -= CHUNK_SIZE_X) { for (int dist = 0; dist <= VIEW_DISTANCE; dist += CHUNK_SIZE_X) { // Configuration du radar. float sinus, cosinus; int echantillons; if (dist > VIEW_DISTANCE * .5f) { sinus = .00872653549f; // sin(1/2 degré) cosinus = .99996192306; // cos(1/2 degré) echantillons = 180; } else if (dist > VIEW_DISTANCE * .4f) { sinus = .01151891831f; // sin(2/3 degré) cosinus = .99993365506; // cos(2/3 degré) echantillons = 120; } else if (dist > VIEW_DISTANCE * .3f) { sinus = .01745240643; // sin(1 degré) cosinus = .99984769515; // cos(1 degré) echantillons = 90; } else if (dist > VIEW_DISTANCE * .2f) { sinus = .0261769483; cosinus = .99965732497; echantillons = 60; } else { sinus = .0348994967; cosinus = .99939082701; echantillons = 45; } angle.x = direct.z + direct.x; angle.z = direct.z - direct.x; angle.y = 0; angle.Normalize(); for (int radar = 0; radar < echantillons; ++radar) { float x = angle.x; angle.x = angle.x * cosinus - angle.z * sinus; angle.z = angle.z * cosinus + x * sinus; angle.Normalize(); cursor = pos - direct * CHUNK_SIZE_X * 2 + angle * dist; if (cursor.y >= 128.f || cursor.y >= 0.f) cursor.y = CHUNK_SIZE_Y / 2.f; bool valide = true; if (ChunkAt(cursor)) { int chx, chy; ChunkAt(cursor)->GetPosition(chx, chy); for (int index = 0; index < rendercount; ++index) // Permet de vérifier seulement contre celles ajoutées dans la frame, et ne pas avoir à refaire l'array à chaque frame. if (renderManifest[index].x == chx && renderManifest[index].z == chy) valide = false; if (valide) renderManifest[rendercount++] = Vector3f(chx, (VIEW_DISTANCE - (pos - cursor).Length() * 2.f + 128) / (float)VIEW_DISTANCE, chy); } } } for (int index = 0; index < rendercount; ++index) { int chx = (renderManifest[index].x - m_center[0]) * CHUNK_SIZE_X, chy = (renderManifest[index].z - m_center[1]) * CHUNK_SIZE_Z; world.ApplyTranslation(chx, 0, chy); world.Use(); glBlendColor(renderManifest[index].y, renderManifest[index].y, renderManifest[index].y, 1.f); ChunkAt(chx, 1, chy)->Render(); world.ApplyTranslation(-chx, 0, -chy); } shader.Disable(); }; void World::UpdateWorld(Player& player, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]) { int cx = player.GetPosition().x; int cy = player.GetPosition().z; static int frameGenerate = 0; static int frameUpdate = 0; static int frameDelete = 0; int side = 0; int threads = 0; std::future genThList[THREADS_GENERATE_CHUNKS]; //std::future updateThList[THREADS_UPDATE_CHUNKS]; if (frameGenerate > 0) --frameGenerate; if (frameUpdate > 0) --frameUpdate; if (frameDelete > 0) --frameDelete; if (!frameGenerate) while (side * CHUNK_SIZE_X <= VIEW_DISTANCE * 2) { int tx = -side, ty = -side; int chx = 0; int chy = 0; for (; tx <= side; ++tx) { if (frameGenerate) break; chx = cx + tx * CHUNK_SIZE_X; chy = cy + ty * CHUNK_SIZE_Z; if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z && chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy)) genThList[threads++] = std::async(std::launch::async, [](int x, int y) { return new Chunk(x, y); }, chx / CHUNK_SIZE_X + m_center[0], chy / CHUNK_SIZE_Z + m_center[1]); if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS; } for (; ty <= side; ++ty) { if (frameGenerate) break; chx = cx + tx * CHUNK_SIZE_X; chy = cy + ty * CHUNK_SIZE_Z; if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z && chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy)) genThList[threads++] = std::async(std::launch::async, [](int x, int y) { return new Chunk(x, y); }, chx / CHUNK_SIZE_X + m_center[0], chy / CHUNK_SIZE_Z + m_center[1]); if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS; } for (; tx >= -side; --tx) { if (frameGenerate) break; chx = cx + tx * CHUNK_SIZE_X; chy = cy + ty * CHUNK_SIZE_Z; if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z && chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy)) genThList[threads++] = std::async(std::launch::async, [](int x, int y) { return new Chunk(x, y); }, chx / CHUNK_SIZE_X + m_center[0], chy / CHUNK_SIZE_Z + m_center[1]); if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS; } for (; ty >= -side; --ty) { if (frameGenerate) break; chx = cx + tx * CHUNK_SIZE_X; chy = cy + ty * CHUNK_SIZE_Z; if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z && chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy)) genThList[threads++] = std::async(std::launch::async, [](int x, int y) { return new Chunk(x, y); }, chx / CHUNK_SIZE_X + m_center[0], chy / CHUNK_SIZE_Z + m_center[1]); if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS; } if (frameGenerate) break; ++side; } if (threads > 0) { for (int i = 0; i < threads; ++i) genThList[i].wait(); for (int i = 0; i < threads; ++i) { int x, y; Chunk* chunk = genThList[i].get(); chunk->GetPosition(x,y); m_chunks.Set(x - m_center[0], y - m_center[1], chunk); } } side = 0; threads = 0; if (!frameUpdate) while (side * CHUNK_SIZE_X <= VIEW_DISTANCE * 2) { int tx = -side, ty = -side; for (; tx <= side; ++tx) { if (frameUpdate) break; int chx = cx + tx * CHUNK_SIZE_X; int chy = cy + ty * CHUNK_SIZE_Z; if (ChunkAt(chx, 1, chy) && ChunkAt(chx, 1, chy)->IsDirty()) { ChunkAt(chx, 1, chy)->Update(blockinfo, this); if (threads++ == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS; } } for (; ty <= side; ++ty) { if (frameUpdate) break; int chx = cx + tx * CHUNK_SIZE_X; int chy = cy + ty * CHUNK_SIZE_Z; if (ChunkAt(chx, 1, chy) && ChunkAt(chx, 1, chy)->IsDirty()) { ChunkAt(chx, 1, chy)->Update(blockinfo, this); if (threads++ == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS; } } for (; tx >= -side; --tx) { if (frameUpdate) break; int chx = cx + tx * CHUNK_SIZE_X; int chy = cy + ty * CHUNK_SIZE_Z; if (ChunkAt(chx, 1, chy) && ChunkAt(chx, 1, chy)->IsDirty()) { ChunkAt(chx, 1, chy)->Update(blockinfo, this); if (threads++ == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS; } } for (; ty >= -side; --ty) { if (frameUpdate) break; int chx = cx + tx * CHUNK_SIZE_X; int chy = cy + ty * CHUNK_SIZE_Z; if (ChunkAt(chx, 1, chy) && ChunkAt(chx, 1, chy)->IsDirty()) { ChunkAt(chx, 1, chy)->Update(blockinfo, this); if (threads++ == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS; } /*if (ChunkAt(chx, 1, chy) && // Version multithread d'UpdateChunks qui ne fonctionne pas. ChunkAt(chx, 1, chy)->IsDirty()) { updateThList[threads++] = std::async(std::launch::async, [](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) { chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this); if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS; }*/ } if (frameUpdate) break; ++side; } /*if (threads > 0) { for (int i = 0; i < threads; ++i) updateThList[i].wait(); for (int i = 0; i < threads; ++i) { int x, y; Chunk* chunk = updateThList[i].get(); chunk->GetPosition(x, y); m_chunks.Set(x - m_center[0], y - m_center[1], chunk); } }*/ CleanUpWorld(frameDelete); }