All changes made for 10th part of tutorial

voxel_engine.cpp - changed structure, added character controls, physics
almost all files are modified (including shaders)
+ new source directory - physics
This commit is contained in:
MihailRis 2021-08-04 01:45:04 +03:00 committed by GitHub
parent e1cdcf01e9
commit 1a00a11917
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GPG Key ID: 4AEE18F83AFDEB23
22 changed files with 587 additions and 149 deletions

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@ -7,15 +7,16 @@ layout (location = 2) in vec4 v_light;
out vec4 a_color;
out vec2 a_texCoord;
uniform mat4 model;
uniform mat4 projview;
uniform mat4 u_model;
uniform mat4 u_projview;
uniform vec3 u_skyLightColor;
uniform float u_gamma;
void main(){
vec4 position = projview * model * vec4(v_position, 1.0);
a_color = vec4(v_light.r,v_light.g,v_light.b,1.0f);
vec4 position = u_projview * u_model * vec4(v_position, 1.0);
a_color = vec4(pow(v_light.rgb, vec3(u_gamma)),1.0f);
a_texCoord = v_texCoord;
a_color.rgb += v_light.a;
a_color.rgb += u_skyLightColor * v_light.a*0.5;
a_color.rgb *= 1.0-position.z*0.0025;
//a_color.rgb = pow(a_color.rgb, vec3(1.0/0.7));
gl_Position = position;
}

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@ -14,6 +14,8 @@ union {
#include <fstream>
#include <iostream>
unsigned long WorldFiles::totalCompressed = 0;
int bytes2Int(const unsigned char* src, unsigned int offset){
return (src[offset] << 24) | (src[offset+1] << 16) | (src[offset+2] << 8) | (src[offset+3]);
}
@ -26,11 +28,13 @@ void int2Bytes(int value, char* dest, unsigned int offset){
}
WorldFiles::WorldFiles(const char* directory, size_t mainBufferCapacity) : directory(directory){
mainBuffer = new char[mainBufferCapacity];
mainBufferIn = new char[CHUNK_VOL*2];
mainBufferOut = new char[mainBufferCapacity];
}
WorldFiles::~WorldFiles(){
delete[] mainBuffer;
delete[] mainBufferIn;
delete[] mainBufferOut;
std::unordered_map<long, char**>::iterator it;
for (it = regions.begin(); it != regions.end(); it++){
char** region = it->second;
@ -66,9 +70,11 @@ void WorldFiles::put(const char* chunkData, int x, int y){
if (targetChunk == nullptr){
targetChunk = new char[CHUNK_VOL];
region[localY * REGION_SIZE + localX] = targetChunk;
totalCompressed += CHUNK_VOL;
}
for (unsigned int i = 0; i < CHUNK_VOL; i++)
targetChunk[i] = chunkData[i];
}
std::string WorldFiles::getRegionFile(int x, int y) {
@ -123,19 +129,19 @@ bool WorldFiles::readChunk(int x, int y, char* out){
input.read((char*)(&offset), 4);
// Ordering bytes from big-endian to machine order (any, just reading)
offset = bytes2Int((const unsigned char*)(&offset), 0);
assert (offset < 1000000);
if (offset == 0){
input.close();
return false;
}
input.seekg(offset);
input.read((char*)(&offset), 4);
size_t compressedSize = bytes2Int((const unsigned char*)(&offset), 0);
input.read(mainBuffer, compressedSize);
input.read(mainBufferIn, compressedSize);
input.close();
decompressRLE(mainBuffer, compressedSize, out, CHUNK_VOL);
decompressRLE(mainBufferIn, compressedSize, out, CHUNK_VOL);
return true;
}
@ -150,8 +156,8 @@ void WorldFiles::write(){
int y;
longToCoords(x,y, it->first);
unsigned int size = writeRegion(mainBuffer, x,y, it->second);
write_binary_file(getRegionFile(x,y), mainBuffer, size);
unsigned int size = writeRegion(mainBufferOut, x,y, it->second);
write_binary_file(getRegionFile(x,y), mainBufferOut, size);
}
}
@ -165,8 +171,11 @@ unsigned int WorldFiles::writeRegion(char* out, int x, int y, char** region){
char* chunk = region[i];
if (chunk == nullptr){
chunk = new char[CHUNK_VOL];
assert((((i % REGION_SIZE) + x * REGION_SIZE) >> REGION_SIZE_BIT) == x);
assert((((i / REGION_SIZE) + y * REGION_SIZE) >> REGION_SIZE_BIT) == y);
if (readChunk((i % REGION_SIZE) + x * REGION_SIZE, (i / REGION_SIZE) + y * REGION_SIZE, chunk)){
region[i] = chunk;
totalCompressed += CHUNK_VOL;
} else {
delete[] chunk;
chunk = nullptr;

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@ -15,9 +15,11 @@
* */
class WorldFiles {
public:
static unsigned long totalCompressed;
std::unordered_map<long, char**> regions;
std::string directory;
char* mainBuffer;
char* mainBufferIn;
char* mainBufferOut;
WorldFiles(const char* directory, size_t mainBufferCapacity);
~WorldFiles();

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@ -26,6 +26,27 @@ void Shader::uniformMatrix(std::string name, glm::mat4 matrix){
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(matrix));
}
void Shader::uniform1i(std::string name, int x){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform1i(transformLoc, x);
}
void Shader::uniform1f(std::string name, float x){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform1f(transformLoc, x);
}
void Shader::uniform2f(std::string name, float x, float y){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform2f(transformLoc, x, y);
}
void Shader::uniform3f(std::string name, float x, float y, float z){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform3f(transformLoc, x,y,z);
}
Shader* load_shader(std::string vertexFile, std::string fragmentFile) {
// Reading Files

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@ -13,6 +13,10 @@ public:
void use();
void uniformMatrix(std::string name, glm::mat4 matrix);
void uniform1i(std::string name, int x);
void uniform1f(std::string name, float x);
void uniform2f(std::string name, float x, float y);
void uniform3f(std::string name, float x, float y, float z);
};
extern Shader* load_shader(std::string vertexFile, std::string fragmentFile);

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@ -1,3 +1,4 @@
#include <assert.h>
#include "LightSolver.h"
#include "Lightmap.h"
#include "../voxels/Chunks.h"
@ -24,6 +25,7 @@ void LightSolver::add(int x, int y, int z, int emission) {
}
void LightSolver::add(int x, int y, int z) {
assert (chunks != nullptr);
add(x,y,z, chunks->getLight(x,y,z, channel));
}

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@ -1,17 +1,15 @@
/*
* png_loading.cpp
*
* Created on: Feb 10, 2020
* Author: MihailRis
*/
#include "png_loading.h"
#include <iostream>
#include <GL/glew.h>
#include <png.h>
#include "../graphics/Texture.h"
// comment line below for use spng instead of libpng
#define LIBPNG
#ifdef LIBPNG
#include <png.h>
int _png_load(const char* file, int* width, int* height){
FILE *f;
int is_png, bit_depth, color_type, row_bytes;
@ -113,6 +111,116 @@ int _png_load(const char* file, int* width, int* height){
fclose( f );
return texture;
}
#else
#include <spng.h>
#include <stdio.h>
#include <inttypes.h>
int _png_load(const char* file, int* pwidth, int* pheight){
int r = 0;
FILE *png;
char *pngbuf = nullptr;
spng_ctx *ctx = nullptr;
unsigned char *out = nullptr;
png = fopen(file, "rb");
if (png == nullptr){
std::cerr << "could not to open file " << file << std::endl;
return 0;
}
fseek(png, 0, SEEK_END);
long siz_pngbuf = ftell(png);
rewind(png);
if(siz_pngbuf < 1) {
std::cerr << "could not to read file " << file << std::endl;
return 0;
}
pngbuf = new char[siz_pngbuf];
if(fread(pngbuf, siz_pngbuf, 1, png) != 1){
std::cerr << "fread() failed" << std::endl;
return 0;
}
ctx = spng_ctx_new(0);
if (ctx == nullptr){
std::cerr << "spng_ctx_new() failed" << std::endl;
return 0;
}
r = spng_set_crc_action(ctx, SPNG_CRC_USE, SPNG_CRC_USE);
if (r){
std::cerr << "spng_set_crc_action() error: " << spng_strerror(r) << std::endl;
return 0;
}
r = spng_set_png_buffer(ctx, pngbuf, siz_pngbuf);
if (r){
std::cerr << "spng_set_png_buffer() error: " << spng_strerror(r) << std::endl;
return 0;
}
spng_ihdr ihdr;
r = spng_get_ihdr(ctx, &ihdr);
if (r){
std::cerr << "spng_get_ihdr() error: " << spng_strerror(r) << std::endl;
return 0;
}
char *clr_type_str;
if(ihdr.color_type == SPNG_COLOR_TYPE_GRAYSCALE)
clr_type_str = "grayscale";
else if(ihdr.color_type == SPNG_COLOR_TYPE_TRUECOLOR)
clr_type_str = "truecolor";
else if(ihdr.color_type == SPNG_COLOR_TYPE_INDEXED)
clr_type_str = "indexed color";
else if(ihdr.color_type == SPNG_COLOR_TYPE_GRAYSCALE_ALPHA)
clr_type_str = "grayscale with alpha";
else
clr_type_str = "truecolor with alpha";
size_t out_size;
r = spng_decoded_image_size(ctx, SPNG_FMT_RGBA8, &out_size);
if (r){
std::cerr << "spng_decoded_image_size() error: " << spng_strerror(r) << std::endl;
return 0;
}
out = new unsigned char[out_size];
r = spng_decode_image(ctx, out, out_size, SPNG_FMT_RGBA8, 0);
if (r){
std::cerr << "spng_decode_image() error: " << spng_strerror(r) << std::endl;
return 0;
}
unsigned char* flipped = new unsigned char[out_size];
for (size_t i = 0; i < ihdr.height; i+=1){
size_t rowsize = ihdr.width*4;
for (size_t j = 0; j < rowsize; j++){
flipped[(ihdr.height-i-1)*rowsize+j] = out[i*rowsize+j];
}
}
delete[] out;
unsigned int texture;
int alpha = GL_RGBA;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ihdr.width, ihdr.height, 0,
alpha, GL_UNSIGNED_BYTE, (GLvoid *) flipped);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
pwidth[0] = ihdr.width;
pheight[0] = ihdr.height;
spng_ctx_free(ctx);
delete[] pngbuf;
return texture;
}
#endif
Texture* load_texture(std::string filename){
int width, height;

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@ -1,10 +1,3 @@
/*
* png_loading.h
*
* Created on: Feb 10, 2020
* Author: MihailRis
*/
#ifndef LOADERS_PNG_LOADING_H_
#define LOADERS_PNG_LOADING_H_

4
src/physics/Hitbox.cpp Normal file
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@ -0,0 +1,4 @@
#include "Hitbox.h"
Hitbox::Hitbox(vec3 position, vec3 halfsize) : position(position), halfsize(halfsize), velocity(0.0f,0.0f,0.0f) {
}

20
src/physics/Hitbox.h Normal file
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@ -0,0 +1,20 @@
#ifndef PHYSICS_HITBOX_H_
#define PHYSICS_HITBOX_H_
#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
class Hitbox {
public:
vec3 position;
vec3 halfsize;
vec3 velocity;
bool grounded = false;
Hitbox(vec3 position, vec3 halfsize);
};
#endif /* PHYSICS_HITBOX_H_ */

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@ -0,0 +1,148 @@
#include "PhysicsSolver.h"
#include "Hitbox.h"
#include "../voxels/Chunks.h"
#include <iostream>
#define E 0.01
PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) {
}
void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned substeps, bool shifting) {
for (unsigned i = 0; i < substeps; i++){
float dt = delta / (float)substeps;
vec3& pos = hitbox->position;
vec3& half = hitbox->halfsize;
vec3& vel = hitbox->velocity;
vel.x += gravity.x*dt;
vel.y += gravity.y*dt;
vel.z += gravity.z*dt;
float px = pos.x;
float pz = pos.z;
if (vel.x < 0.0){
for (int y = floor(pos.y-half.y+E); y <= floor(pos.y+half.y-E); y++){
for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
int x = floor(pos.x-half.x-E);
if (chunks->isObstacle(x,y,z)){
vel.x *= 0.0;
pos.x = x + 1 + half.x + E;
break;
}
}
}
}
if (vel.x > 0.0){
for (int y = floor(pos.y-half.y+E); y <= floor(pos.y+half.y-E); y++){
for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
int x = floor(pos.x+half.x+E);
if (chunks->isObstacle(x,y,z)){
vel.x *= 0.0;
pos.x = x - half.x - E;
break;
}
}
}
}
if (vel.z < 0.0){
for (int y = floor(pos.y-half.y+E); y <= floor(pos.y+half.y-E); y++){
for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
int z = floor(pos.z-half.z-E);
if (chunks->isObstacle(x,y,z)){
vel.z *= 0.0;
pos.z = z + 1 + half.z + E;
break;
}
}
}
}
if (vel.z > 0.0){
for (int y = floor(pos.y-half.y+E); y <= floor(pos.y+half.y-E); y++){
for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
int z = floor(pos.z+half.z+E);
if (chunks->isObstacle(x,y,z)){
vel.z *= 0.0;
pos.z = z - half.z - E;
break;
}
}
}
}
hitbox->grounded = false;
if (vel.y < 0.0){
for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
int y = floor(pos.y-half.y-E);
if (chunks->isObstacle(x,y,z)){
vel.y *= 0.0;
pos.y = y + 1 + half.y;
int f = 18.0;
vel.x *= max(0.0, 1.0 - dt * f);
vel.z *= max(0.0, 1.0 - dt * f);
hitbox->grounded = true;
break;
}
}
}
}
if (vel.y > 0.0){
for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
int y = floor(pos.y+half.y+E);
if (chunks->isObstacle(x,y,z)){
vel.y *= 0.0;
pos.y = y - half.y - E;
break;
}
}
}
}
pos.x += vel.x * dt;
pos.y += vel.y * dt;
pos.z += vel.z * dt;
if (shifting && hitbox->grounded){
int y = floor(pos.y-half.y-E);
hitbox->grounded = false;
for (int x = floor(px-half.x+E); x <= floor(px+half.x-E); x++){
for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
if (chunks->isObstacle(x,y,z)){
hitbox->grounded = true;
break;
}
}
}
if (!hitbox->grounded)
pos.z = pz;
hitbox->grounded = false;
for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
for (int z = floor(pz-half.z+E); z <= floor(pz+half.z-E); z++){
if (chunks->isObstacle(x,y,z)){
hitbox->grounded = true;
break;
}
}
}
if (!hitbox->grounded)
pos.x = px;
hitbox->grounded = true;
}
}
}
bool PhysicsSolver::isBlockInside(int x, int y, int z, Hitbox* hitbox) {
vec3& pos = hitbox->position;
vec3& half = hitbox->halfsize;
return x >= floor(pos.x-half.x) && x <= floor(pos.x+half.x) &&
z >= floor(pos.z-half.z) && z <= floor(pos.z+half.z) &&
y >= floor(pos.y-half.y) && y <= floor(pos.y+half.y);
}

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@ -0,0 +1,21 @@
#ifndef PHYSICS_PHYSICSSOLVER_H_
#define PHYSICS_PHYSICSSOLVER_H_
#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
class Hitbox;
class Chunks;
class PhysicsSolver {
vec3 gravity;
public:
PhysicsSolver(vec3 gravity);
void step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned substeps, bool shifting);
bool isBlockInside(int x, int y, int z, Hitbox* hitbox);
};
#endif /* PHYSICS_PHYSICSSOLVER_H_ */

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@ -32,6 +32,8 @@ using namespace glm;
#include "lighting/LightSolver.h"
#include "lighting/Lightmap.h"
#include "lighting/Lighting.h"
#include "physics/Hitbox.h"
#include "physics/PhysicsSolver.h"
int WIDTH = 1280;
int HEIGHT = 720;
@ -49,90 +51,166 @@ int attrs[] = {
2, 0 //null terminator
};
int main() {
Window::initialize(WIDTH, HEIGHT, "Window 2.0");
Events::initialize();
Mesh *crosshair;
Shader *shader, *linesShader, *crosshairShader;
Texture *texture;
LineBatch *lineBatch;
Shader* shader = load_shader("res/main.glslv", "res/main.glslf");
Chunks* chunks;
WorldFiles* wfile;
// All in-game definitions (blocks, items, etc..)
void setup_definitions() {
// AIR
Block* block = new Block(0,0);
block->drawGroup = 1;
block->lightPassing = true;
block->obstacle = false;
Block::blocks[block->id] = block;
// STONE
block = new Block(1,2);
Block::blocks[block->id] = block;
// GRASS
block = new Block(2,4);
block->textureFaces[2] = 2;
block->textureFaces[3] = 1;
Block::blocks[block->id] = block;
// LAMP
block = new Block(3,3);
block->emission[0] = 15;
block->emission[1] = 14;
block->emission[2] = 13;
Block::blocks[block->id] = block;
// GLASS
block = new Block(4,5);
block->drawGroup = 2;
block->lightPassing = true;
Block::blocks[block->id] = block;
// PLANKS
block = new Block(5,6);
Block::blocks[block->id] = block;
}
// Shaders, textures, renderers
int initialize_assets() {
shader = load_shader("res/main.glslv", "res/main.glslf");
if (shader == nullptr){
std::cerr << "failed to load shader" << std::endl;
Window::terminate();
return 1;
}
Shader* crosshairShader = load_shader("res/crosshair.glslv", "res/crosshair.glslf");
crosshairShader = load_shader("res/crosshair.glslv", "res/crosshair.glslf");
if (crosshairShader == nullptr){
std::cerr << "failed to load crosshair shader" << std::endl;
Window::terminate();
return 1;
}
Shader* linesShader = load_shader("res/lines.glslv", "res/lines.glslf");
linesShader = load_shader("res/lines.glslv", "res/lines.glslf");
if (linesShader == nullptr){
std::cerr << "failed to load lines shader" << std::endl;
Window::terminate();
return 1;
}
Texture* texture = load_texture("res/block.png");
texture = load_texture("res/block.png");
if (texture == nullptr){
std::cerr << "failed to load texture" << std::endl;
delete shader;
Window::terminate();
return 1;
}
return 0;
}
{
// AIR
Block* block = new Block(0,0);
block->drawGroup = 1;
block->lightPassing = true;
Block::blocks[block->id] = block;
void draw_world(Camera* camera){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// STONE
block = new Block(1,2);
Block::blocks[block->id] = block;
// GRASS
block = new Block(2,4);
block->textureFaces[2] = 2;
block->textureFaces[3] = 1;
Block::blocks[block->id] = block;
// LAMP
block = new Block(3,3);
block->emission[0] = 10;
block->emission[1] = 0;
block->emission[2] = 0;
Block::blocks[block->id] = block;
// GLASS
block = new Block(4,5);
block->drawGroup = 2;
block->lightPassing = true;
Block::blocks[block->id] = block;
// PLANKS
block = new Block(5,6);
Block::blocks[block->id] = block;
// Draw VAO
shader->use();
shader->uniformMatrix("u_projview", camera->getProjection()*camera->getView());
shader->uniform1f("u_gamma", 1.6f);
shader->uniform3f("u_skyLightColor", 0.1*2,0.15*2,0.2*2);
texture->bind();
mat4 model(1.0f);
for (size_t i = 0; i < chunks->volume; i++){
Chunk* chunk = chunks->chunks[i];
if (chunk == nullptr)
continue;
Mesh* mesh = chunks->meshes[i];
if (mesh == nullptr)
continue;
model = glm::translate(mat4(1.0f), vec3(chunk->x*CHUNK_W+0.5f, chunk->y*CHUNK_H+0.5f, chunk->z*CHUNK_D+0.5f));
shader->uniformMatrix("u_model", model);
mesh->draw(GL_TRIANGLES);
}
WorldFiles wfile = WorldFiles("world/", 24*1024*1024);
Chunks* chunks = new Chunks(16*4,1,16*4, 0,0,0);
VoxelRenderer renderer(1024*1024*8);
LineBatch* lineBatch = new LineBatch(4096);
crosshairShader->use();
crosshair->draw(GL_LINES);
linesShader->use();
linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView());
glLineWidth(2.0f);
lineBatch->render();
}
// Deleting GL objects like shaders, textures
void finalize_assets(){
delete shader;
delete texture;
delete crosshair;
delete crosshairShader;
delete linesShader;
delete lineBatch;
}
// Save all world data to files
void write_world(){
for (unsigned int i = 0; i < chunks->volume; i++){
Chunk* chunk = chunks->chunks[i];
if (chunk == nullptr)
continue;
wfile->put((const char*)chunk->voxels, chunk->x, chunk->z);
}
wfile->write();
}
// Deleting world data from memory
void close_world(){
delete chunks;
delete wfile;
}
int main() {
setup_definitions();
Window::initialize(WIDTH, HEIGHT, "Window 2.0");
Events::initialize();
int result = initialize_assets();
if (result){
Window::terminate();
return result;
}
wfile = new WorldFiles("world/", REGION_VOL * (CHUNK_VOL * 2 + 8));
chunks = new Chunks(32,1,32, 0,0,0);
VoxelRenderer renderer(1024*1024);
lineBatch = new LineBatch(4096);
PhysicsSolver physics(vec3(0,-16.0f,0));
Lighting::initialize(chunks);
glClearColor(0.0f,0.0f,0.0f,1);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Mesh* crosshair = new Mesh(vertices, 4, attrs);
crosshair = new Mesh(vertices, 4, attrs);
Camera* camera = new Camera(vec3(32,32,32), radians(90.0f));
Hitbox* hitbox = new Hitbox(vec3(32,32,32), vec3(0.2f,0.9f,0.2f));
float lastTime = glfwGetTime();
float delta = 0.0f;
@ -140,13 +218,15 @@ int main() {
float camX = 0.0f;
float camY = 0.0f;
float speed = 15;
float playerSpeed = 4.0f;
int choosenBlock = 1;
long frame = 0;
glfwSwapInterval(0);
glfwSwapInterval(1);
while (!Window::isShouldClose()){
frame++;
float currentTime = glfwGetTime();
delta = currentTime - lastTime;
lastTime = currentTime;
@ -164,22 +244,58 @@ int main() {
}
}
if (Events::pressed(GLFW_KEY_W)){
camera->position += camera->front * delta * speed;
// Controls
bool sprint = Events::pressed(GLFW_KEY_LEFT_CONTROL);
bool shift = Events::pressed(GLFW_KEY_LEFT_SHIFT) && hitbox->grounded && !sprint;
float speed = playerSpeed;
int substeps = (int)(delta * 1000);
substeps = (substeps <= 0 ? 1 : (substeps > 100 ? 100 : substeps));
physics.step(chunks, hitbox, delta, substeps, shift);
camera->position.x = hitbox->position.x;
camera->position.y = hitbox->position.y + 0.5f;
camera->position.z = hitbox->position.z;
float dt = min(1.0f, delta * 16);
if (shift){
speed *= 0.25f;
camera->position.y -= 0.2f;
camera->zoom = 0.9f * dt + camera->zoom * (1.0f - dt);
} else if (sprint){
speed *= 1.5f;
camera->zoom = 1.1f * dt + camera->zoom * (1.0f - dt);
} else {
camera->zoom = dt + camera->zoom * (1.0f - dt);
}
if (Events::pressed(GLFW_KEY_S)){
camera->position -= camera->front * delta * speed;
}
if (Events::pressed(GLFW_KEY_D)){
camera->position += camera->right * delta * speed;
}
if (Events::pressed(GLFW_KEY_A)){
camera->position -= camera->right * delta * speed;
if (Events::pressed(GLFW_KEY_SPACE) && hitbox->grounded){
hitbox->velocity.y = 6.0f;
}
chunks->setCenter(camera->position.x,0,camera->position.z);
vec3 dir(0,0,0);
if (Events::pressed(GLFW_KEY_W)){
dir.x += camera->dir.x;
dir.z += camera->dir.z;
}
if (Events::pressed(GLFW_KEY_S)){
dir.x -= camera->dir.x;
dir.z -= camera->dir.z;
}
if (Events::pressed(GLFW_KEY_D)){
dir.x += camera->right.x;
dir.z += camera->right.z;
}
if (Events::pressed(GLFW_KEY_A)){
dir.x -= camera->right.x;
dir.z -= camera->right.z;
}
if (length(dir) > 0.0f)
dir = normalize(dir);
hitbox->velocity.x = dir.x * speed;
hitbox->velocity.z = dir.z * speed;
chunks->setCenter(wfile, camera->position.x,0,camera->position.z);
chunks->_buildMeshes(&renderer);
chunks->loadVisible(&wfile);
chunks->loadVisible(wfile);
if (Events::_cursor_locked){
camY += -Events::deltaY / Window::height * 2;
@ -215,62 +331,24 @@ int main() {
int x = (int)(iend.x)+(int)(norm.x);
int y = (int)(iend.y)+(int)(norm.y);
int z = (int)(iend.z)+(int)(norm.z);
chunks->set(x, y, z, choosenBlock);
Lighting::onBlockSet(x,y,z, choosenBlock);
if (!physics.isBlockInside(x,y,z, hitbox)){
chunks->set(x, y, z, choosenBlock);
Lighting::onBlockSet(x,y,z, choosenBlock);
}
}
}
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw VAO
shader->use();
shader->uniformMatrix("projview", camera->getProjection()*camera->getView());
texture->bind();
mat4 model(1.0f);
for (size_t i = 0; i < chunks->volume; i++){
Chunk* chunk = chunks->chunks[i];
if (chunk == nullptr)
continue;
Mesh* mesh = chunks->meshes[i];
if (mesh == nullptr)
continue;
model = glm::translate(mat4(1.0f), vec3(chunk->x*CHUNK_W+0.5f, chunk->y*CHUNK_H+0.5f, chunk->z*CHUNK_D+0.5f));
shader->uniformMatrix("model", model);
mesh->draw(GL_TRIANGLES);
}
crosshairShader->use();
crosshair->draw(GL_LINES);
linesShader->use();
linesShader->uniformMatrix("projview", camera->getProjection()*camera->getView());
glLineWidth(2.0f);
lineBatch->render();
draw_world(camera);
Window::swapBuffers();
Events::pullEvents();
}
write_world();
close_world();
Lighting::finalize();
for (unsigned int i = 0; i < chunks->volume; i++){
Chunk* chunk = chunks->chunks[i];
if (chunk == nullptr)
continue;
wfile.put((const char*)chunk->voxels, chunk->x, chunk->z);
}
wfile.write();
delete shader;
delete texture;
delete chunks;
delete crosshair;
delete crosshairShader;
delete linesShader;
delete lineBatch;
finalize_assets();
Window::terminate();
return 0;
}

View File

@ -11,6 +11,7 @@ public:
unsigned char emission[3];
unsigned char drawGroup = 0;
bool lightPassing = false;
bool obstacle = true;
Block(unsigned int id, int texture);
};

View File

@ -2,7 +2,7 @@
#define VOXELS_CHUNK_H_
#define CHUNK_W 16
#define CHUNK_H 128
#define CHUNK_H 64
#define CHUNK_D 16
#define CHUNK_VOL (CHUNK_W * CHUNK_H * CHUNK_D)

View File

@ -1,6 +1,7 @@
#include "Chunks.h"
#include "Chunk.h"
#include "voxel.h"
#include "Block.h"
#include "WorldGenerator.h"
#include "../lighting/Lightmap.h"
#include "../files/WorldFiles.h"
@ -129,6 +130,13 @@ voxel* Chunks::get(int x, int y, int z){
return &chunk->voxels[(ly * CHUNK_D + lz) * CHUNK_W + lx];
}
bool Chunks::isObstacle(int x, int y, int z){
voxel* v = get(x,y,z);
if (v == nullptr)
return true; // void - is obstacle
return Block::blocks[v->id]->obstacle;
}
unsigned char Chunks::getLight(int x, int y, int z, int channel){
x -= ox * CHUNK_W;
y -= oy * CHUNK_H;
@ -292,7 +300,7 @@ voxel* Chunks::rayCast(vec3 a, vec3 dir, float maxDist, vec3& end, vec3& norm, v
return nullptr;
}
void Chunks::setCenter(int x, int y, int z) {
void Chunks::setCenter(WorldFiles* worldFiles, int x, int y, int z) {
int cx = x / CHUNK_W;
int cy = y / CHUNK_H;
int cz = z / CHUNK_D;
@ -306,7 +314,7 @@ void Chunks::setCenter(int x, int y, int z) {
cy -= h/2;
cz -= d/2;
if (cx != 0 || cy != 0 || cz != 0)
translate(cx,cy,cz);
translate(worldFiles, cx,cy,cz);
}
bool Chunks::loadVisible(WorldFiles* worldFiles){
@ -349,7 +357,7 @@ bool Chunks::loadVisible(WorldFiles* worldFiles){
return true;
}
void Chunks::translate(int dx, int dy, int dz){
void Chunks::translate(WorldFiles* worldFiles, int dx, int dy, int dz){
for (unsigned int i = 0; i < volume; i++){
chunksSecond[i] = nullptr;
meshesSecond[i] = nullptr;
@ -365,6 +373,7 @@ void Chunks::translate(int dx, int dy, int dz){
continue;
Mesh* mesh = meshes[(y * d + z) * w + x];
if (nx < 0 || ny < 0 || nz < 0 || nx >= w || ny >= h || nz >= d){
worldFiles->put((const char*)chunk->voxels, chunk->x, chunk->z);
delete chunk;
delete mesh;
continue;

View File

@ -33,8 +33,10 @@ public:
void set(int x, int y, int z, int id);
voxel* rayCast(vec3 start, vec3 dir, float maxLength, vec3& end, vec3& norm, vec3& iend);
void setCenter(int x, int y, int z);
void translate(int x, int y, int z);
bool isObstacle(int x, int y, int z);
void setCenter(WorldFiles* worldFiles, int x, int y, int z);
void translate(WorldFiles* worldFiles, int x, int y, int z);
bool loadVisible(WorldFiles* worldFiles);
bool _buildMeshes(VoxelRenderer* renderer);

View File

@ -10,7 +10,7 @@
#include <glm/ext.hpp>
Camera::Camera(vec3 position, float fov) : position(position), fov(fov), rotation(1.0f) {
Camera::Camera(vec3 position, float fov) : position(position), fov(fov), zoom(1.0f), rotation(1.0f) {
updateVectors();
}
@ -18,6 +18,13 @@ void Camera::updateVectors(){
front = vec3(rotation * vec4(0,0,-1,1));
right = vec3(rotation * vec4(1,0,0,1));
up = vec3(rotation * vec4(0,1,0,1));
dir = vec3(rotation * vec4(0,0,-1,1));
dir.y = 0;
float len = length(dir);
if (len > 0.0f){
dir.x /= len;
dir.z /= len;
}
}
void Camera::rotate(float x, float y, float z){
@ -30,7 +37,7 @@ void Camera::rotate(float x, float y, float z){
mat4 Camera::getProjection(){
float aspect = (float)Window::width / (float)Window::height;
return glm::perspective(fov, aspect, 0.1f, 1500.0f);
return glm::perspective(fov*zoom, aspect, 0.05f, 1500.0f);
}
mat4 Camera::getView(){

View File

@ -17,9 +17,11 @@ public:
vec3 front;
vec3 up;
vec3 right;
vec3 dir;
vec3 position;
float fov;
float zoom;
mat4 rotation;
Camera(vec3 position, float fov);

View File

@ -30,6 +30,12 @@ int Window::initialize(int width, int height, const char* title){
}
glViewport(0,0, width, height);
glClearColor(0.0f,0.0f,0.0f,1);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Window::width = width;
Window::height = height;
return 0;