Some refactor

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MihailRis 2022-06-29 16:07:55 +03:00 committed by GitHub
parent 123f3ae6ff
commit 4ceba017c7
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GPG Key ID: 4AEE18F83AFDEB23
11 changed files with 92 additions and 27 deletions

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@ -8,6 +8,7 @@ RM := rm -rf
# All of the sources participating in the build are defined here
-include sources.mk
-include src/world/subdir.mk
-include src/window/subdir.mk
-include src/voxels/subdir.mk
-include src/physics/subdir.mk

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@ -33,4 +33,5 @@ src/objects \
src/physics \
src/voxels \
src/window \
src/world \

24
Debug/src/world/subdir.mk Normal file
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@ -0,0 +1,24 @@
################################################################################
# Automatically-generated file. Do not edit!
################################################################################
# Add inputs and outputs from these tool invocations to the build variables
CPP_SRCS += \
../src/world/World.cpp
OBJS += \
./src/world/World.o
CPP_DEPS += \
./src/world/World.d
# Each subdirectory must supply rules for building sources it contributes
src/world/%.o: ../src/world/%.cpp src/world/subdir.mk
@echo 'Building file: $<'
@echo 'Invoking: Cross G++ Compiler'
g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$@" -o "$@" "$<"
@echo 'Finished building: $<'
@echo ' '

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@ -50,7 +50,7 @@ float bytes2Float(char* srcs, unsigned int offset){
return *(float*)(&value);
}
WorldFiles::WorldFiles(const char* directory, size_t mainBufferCapacity) : directory(directory){
WorldFiles::WorldFiles(std::string directory, size_t mainBufferCapacity) : directory(directory){
mainBufferIn = new char[CHUNK_VOL*2];
mainBufferOut = new char[mainBufferCapacity];
}

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@ -25,7 +25,7 @@ public:
char* mainBufferIn;
char* mainBufferOut;
WorldFiles(const char* directory, size_t mainBufferCapacity);
WorldFiles(std::string directory, size_t mainBufferCapacity);
~WorldFiles();
void put(const char* chunkData, int x, int y);

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@ -1,5 +1,8 @@
#include "Player.h"
#include "../physics/Hitbox.h"
#include "../physics/PhysicsSolver.h"
#include "../voxels/Chunks.h"
#include "../window/Events.h"
#include <glm/glm.hpp>

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@ -5,6 +5,8 @@
class Camera;
class Hitbox;
class PhysicsSolver;
class Chunks;
class Player {
public:

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@ -41,6 +41,7 @@ using namespace glm;
#include "lighting/Lighting.h"
#include "physics/Hitbox.h"
#include "physics/PhysicsSolver.h"
#include "world/World.h"
#include "audio/Audio.h"
#include "audio/audioutil.h"
@ -49,10 +50,18 @@ using namespace glm;
#include "declarations.h"
#include "world_render.h"
#include "player_control.h"
int WIDTH = 1280;
int HEIGHT = 720;
// Save all world data to files
void write_world(WorldFiles* wfile, Chunks* chunks){
void write_world(World* world){
WorldFiles* wfile = world->wfile;
Chunks* chunks = world->chunks;
for (unsigned int i = 0; i < chunks->volume; i++){
Chunk* chunk = chunks->chunks[i];
if (chunk == nullptr)
@ -63,17 +72,6 @@ void write_world(WorldFiles* wfile, Chunks* chunks){
wfile->write();
}
// Deleting world data from memory
void close_world(WorldFiles* wfile, Chunks* chunks){
delete chunks;
delete wfile;
}
int WIDTH = 1280;
int HEIGHT = 720;
#include "player_control.h"
int main() {
setup_definitions();
@ -93,13 +91,13 @@ int main() {
}
std::cout << "-- loading world" << std::endl;
Camera *camera = new Camera(vec3(-320,255,32), radians(90.0f));
WorldFiles *wfile = new WorldFiles("world/", REGION_VOL * (CHUNK_VOL * 2 + 8));
Chunks *chunks = new Chunks(34,1,34, 0,0,0);
Camera* camera = new Camera(vec3(-320,255,32), radians(90.0f));
World* world = new World("world-1", "world/", new Chunks(34,1,34, 0,0,0));
Chunks* chunks = world->chunks;
Player* player = new Player(vec3(camera->position), 4.0f, camera);
wfile->readPlayer(player);
world->wfile->readPlayer(player);
camera->rotation = mat4(1.0f);
camera->rotate(player->camY, player->camX, 0);
@ -142,24 +140,24 @@ int main() {
update_controls(&physics, chunks, player, delta);
update_interaction(chunks, &physics, player, &lighting, lineBatch);
chunks->setCenter(wfile, camera->position.x,0,camera->position.z);
chunks->setCenter(world->wfile, camera->position.x,0,camera->position.z);
chunksController._buildMeshes(&renderer, frame);
int freeLoaders = chunksController.countFreeLoaders();
for (int i = 0; i < freeLoaders; i++)
chunksController.loadVisible(wfile);
chunksController.loadVisible(world->wfile);
draw_world(player, camera, assets, chunks, occlusion);
draw_hud(player, assets, chunks, devdata, fps);
draw_world(player, camera, assets, world, occlusion);
draw_hud(player, assets, world, devdata, fps);
Window::swapBuffers();
Events::pullEvents();
}
std::cout << "-- saving world" << std::endl;
wfile->writePlayer(player);
write_world(wfile, chunks);
close_world(wfile, chunks);
world->wfile->writePlayer(player);
write_world(world);
delete world;
std::cout << "-- shutting down" << std::endl;

13
src/world/World.cpp Normal file
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@ -0,0 +1,13 @@
#include "World.h"
#include "../files/WorldFiles.h"
#include "../voxels/Chunk.h"
#include "../voxels/Chunks.h"
World::World(std::string name, std::string directory, Chunks* chunks) : name(name), chunks(chunks) {
wfile = new WorldFiles(directory, REGION_VOL * (CHUNK_VOL * 2 + 8));
}
World::~World(){
delete wfile;
}

19
src/world/World.h Normal file
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@ -0,0 +1,19 @@
#ifndef WORLD_WORLD_H_
#define WORLD_WORLD_H_
#include <string>
class WorldFiles;
class Chunks;
class World {
public:
std::string name;
WorldFiles* wfile;
Chunks* chunks;
World(std::string name, std::string directory, Chunks* chunks);
~World();
};
#endif /* WORLD_WORLD_H_ */

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@ -110,7 +110,9 @@ bool chunks_comparator(size_t i, size_t j) {
}
void draw_hud(Player* player, Assets* assets, Chunks* chunks, bool devdata, int fps){
void draw_hud(Player* player, Assets* assets, World* world, bool devdata, int fps){
Chunks* chunks = world->chunks;
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
Shader* uishader = assets->getShader("ui");
@ -141,7 +143,9 @@ void draw_hud(Player* player, Assets* assets, Chunks* chunks, bool devdata, int
batch->render();
}
void draw_world(Player* player, Camera* camera, Assets* assets, Chunks* chunks, bool occlusion){
void draw_world(Player* player, Camera* camera, Assets* assets, World* world, bool occlusion){
Chunks* chunks = world->chunks;
glClearColor(0.7f,0.81f,1.0f,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);