A lot of changes in almost all files
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cd3e737385
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bc9d29cf68
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res/block.png
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res/block.png
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Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 8.1 KiB |
@ -2,6 +2,9 @@
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layout (location = 0) in vec2 v_position;
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uniform float u_ar;
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uniform float u_scale;
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void main(){
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gl_Position = vec4(v_position, 0.0, 1.0);
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gl_Position = vec4(v_position.x * u_ar * u_scale, v_position.y * u_scale, 0.0, 1.0);
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}
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@ -10,8 +10,8 @@ uniform vec3 u_fogColor;
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void main(){
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vec4 tex_color = texture(u_texture0, a_texCoord);
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if (tex_color.a < 0.5)
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discard;
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//if (tex_color.a < 0.5)
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// discard;
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float depth = (a_distance/256.0)*(a_distance/256.0)*256.0;
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f_color = mix(a_color * tex_color, vec4(u_fogColor,1.0), min(1.0, depth/256.0));
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f_color = mix(a_color * tex_color, vec4(u_fogColor,1.0), min(1.0, depth/256.0/1.0f));
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}
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@ -12,10 +12,12 @@ uniform mat4 u_model;
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uniform mat4 u_proj;
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uniform mat4 u_view;
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uniform vec3 u_skyLightColor;
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uniform vec3 u_cameraPos;
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uniform float u_gamma;
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void main(){
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vec4 viewmodelpos = u_view * u_model * vec4(v_position, 1.0);
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vec2 pos2d = (u_model * vec4(v_position, 1.0)).xz-u_cameraPos.xz;
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vec4 viewmodelpos = u_view * u_model * vec4(v_position+vec3(0,pow(length(pos2d)*0.0, 3.0),0), 1.0);
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a_color = vec4(pow(v_light.rgb, vec3(u_gamma)),1.0f);
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a_texCoord = v_texCoord;
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a_color.rgb += u_skyLightColor * v_light.a*0.5;
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@ -14,6 +14,9 @@ union {
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#include <fstream>
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#include <iostream>
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#define SECTION_POSITION 1
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#define SECTION_ROTATION 2
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unsigned long WorldFiles::totalCompressed = 0;
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int bytes2Int(const unsigned char* src, unsigned int offset){
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@ -27,6 +30,23 @@ void int2Bytes(int value, char* dest, unsigned int offset){
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dest[offset+3] = (char) (value >> 0 & 255);
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}
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void float2Bytes(float fvalue, char* dest, unsigned int offset){
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uint32_t value = *((uint32_t*)&fvalue);
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dest[offset] = (char) (value >> 24 & 255);
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dest[offset+1] = (char) (value >> 16 & 255);
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dest[offset+2] = (char) (value >> 8 & 255);
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dest[offset+3] = (char) (value >> 0 & 255);
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}
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float bytes2Float(char* srcs, unsigned int offset){
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unsigned char* src = (unsigned char*) srcs;
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uint32_t value = ((src[offset] << 24) |
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(src[offset+1] << 16) |
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(src[offset+2] << 8) |
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(src[offset+3]));
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return *(float*)(&value);
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}
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WorldFiles::WorldFiles(const char* directory, size_t mainBufferCapacity) : directory(directory){
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mainBufferIn = new char[CHUNK_VOL*2];
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mainBufferOut = new char[mainBufferCapacity];
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@ -81,6 +101,10 @@ std::string WorldFiles::getRegionFile(int x, int y) {
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return directory + std::to_string(x) + "_" + std::to_string(y) + ".bin";
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}
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std::string WorldFiles::getPlayerFile() {
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return directory + "/player.bin";
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}
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bool WorldFiles::getChunk(int x, int y, char* out){
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assert(out != nullptr);
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@ -129,7 +153,7 @@ bool WorldFiles::readChunk(int x, int y, char* out){
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input.read((char*)(&offset), 4);
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// Ordering bytes from big-endian to machine order (any, just reading)
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offset = bytes2Int((const unsigned char*)(&offset), 0);
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assert (offset < 1000000);
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//assert (offset < 1000000);
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if (offset == 0){
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input.close();
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return false;
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@ -161,6 +185,48 @@ void WorldFiles::write(){
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}
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}
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void WorldFiles::writePlayer(glm::vec3 position, float camX, float camY){
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char dst[1+3*4 + 1+2*4];
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size_t offset = 0;
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dst[offset++] = SECTION_POSITION;
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float2Bytes(position.x, dst, offset); offset += 4;
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float2Bytes(position.y, dst, offset); offset += 4;
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float2Bytes(position.z, dst, offset); offset += 4;
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dst[offset++] = SECTION_ROTATION;
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float2Bytes(camX, dst, offset); offset += 4;
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float2Bytes(camY, dst, offset); offset += 4;
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write_binary_file(getPlayerFile(), (const char*)dst, sizeof(dst));
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}
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bool WorldFiles::readPlayer(glm::vec3& position, float& camX, float& camY) {
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size_t length = 0;
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char* data = read_binary_file(getPlayerFile(), length);
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if (data == nullptr){
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std::cerr << "could not to read player.bin" << std::endl;
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return false;
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}
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size_t offset = 0;
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while (offset < length){
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char section = data[offset++];
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switch (section){
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case SECTION_POSITION:
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position.x = bytes2Float(data, offset); offset += 4;
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position.y = bytes2Float(data, offset); offset += 4;
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position.z = bytes2Float(data, offset); offset += 4;
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break;
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case SECTION_ROTATION:
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camX = bytes2Float(data, offset); offset += 4;
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camY = bytes2Float(data, offset); offset += 4;
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break;
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}
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}
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std::cout << position.x << " " << position.y << " " << position.z << std::endl;
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return true;
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}
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unsigned int WorldFiles::writeRegion(char* out, int x, int y, char** region){
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unsigned int offset = REGION_VOL * 4;
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for (unsigned int i = 0; i < offset; i++)
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@ -3,7 +3,8 @@
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#include <map>
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#include <unordered_map>
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#include <string>
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#include <glm/glm.hpp>
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#define REGION_SIZE_BIT 5
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#define REGION_SIZE (1 << (REGION_SIZE_BIT))
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#define REGION_VOL ((REGION_SIZE) * (REGION_SIZE))
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@ -26,13 +27,16 @@ public:
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void put(const char* chunkData, int x, int y);
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bool readPlayer(glm::vec3& position, float& camX, float& camY);
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bool readChunk(int x, int y, char* out);
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bool getChunk(int x, int y, char* out);
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void readRegion(char* fileContent);
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unsigned int writeRegion(char* out, int x, int y, char** region);
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void writePlayer(glm::vec3 position, float camX, float camY);
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void write();
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std::string getRegionFile(int x, int y);
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std::string getPlayerFile();
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};
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extern void longToCoords(int& x, int& y, long key);
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@ -40,14 +40,18 @@ bool read_binary_file(std::string filename, char* data, size_t size) {
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return true;
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}
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bool read_binary_file(std::string filename, char* data, size_t offset, size_t size) {
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char* read_binary_file(std::string filename, size_t& length) {
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std::ifstream input(filename, std::ios::binary);
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if (!input.is_open())
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return false;
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input.seekg(offset);
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input.read(data, size);
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return nullptr;
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input.seekg(0, std::ios_base::end);
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length = input.tellg();
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input.seekg(0, std::ios_base::beg);
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char* data = new char[length];
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input.read(data, length);
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input.close();
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return true;
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return data;
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}
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// returns decompressed length
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@ -7,6 +7,7 @@ extern bool write_binary_file(std::string filename, const char* data, size_t siz
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extern unsigned int append_binary_file(std::string filename, const char* data, size_t size);
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extern bool read_binary_file(std::string filename, char* data, size_t size);
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extern bool read_binary_file(std::string filename, char* data, size_t offset, size_t size);
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extern char* read_binary_file(std::string filename, size_t& length);
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extern unsigned int calcRLE(const char* src, unsigned int length);
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extern unsigned int compressRLE(const char* src, unsigned int length, char* dst);
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@ -67,6 +67,7 @@ void LineBatch::box(float x, float y, float z, float w, float h, float d,
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line(x+w, y+h, z-d, x+w, y+h, z+d, r,g,b,a);
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}
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#include <iostream>
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void LineBatch::render(){
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if (index == 0)
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return;
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@ -44,16 +44,11 @@ VoxelRenderer::~VoxelRenderer(){
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delete[] buffer;
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}
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Mesh* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks){
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size_t index = 0;
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for (int y = 0; y < CHUNK_H; y++){
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for (int z = 0; z < CHUNK_D; z++){
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for (int x = 0; x < CHUNK_W; x++){
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voxel vox = chunk->voxels[(y * CHUNK_D + z) * CHUNK_W + x];
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inline void _renderBlock(float* buffer, int x, int y, int z, const Chunk** chunks, voxel vox, size_t& index){
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unsigned int id = vox.id;
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if (!id){
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continue;
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return;
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}
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float l;
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@ -293,6 +288,28 @@ Mesh* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks){
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VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u1,v1, lr3,lg3,lb3,ls3);
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}
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}
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Mesh* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks){
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size_t index = 0;
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for (int y = 0; y < CHUNK_H; y++){
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for (int z = 0; z < CHUNK_D; z++){
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for (int x = 0; x < CHUNK_W; x++){
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voxel vox = chunk->voxels[(y * CHUNK_D + z) * CHUNK_W + x];
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if (vox.id == 9)
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continue;
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_renderBlock(buffer, x, y, z, chunks, vox, index);
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}
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}
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}
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for (int y = 0; y < CHUNK_H; y++){
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for (int z = 0; z < CHUNK_D; z++){
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for (int x = 0; x < CHUNK_W; x++){
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voxel vox = chunk->voxels[(y * CHUNK_D + z) * CHUNK_W + x];
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if (vox.id != 9)
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continue;
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_renderBlock(buffer, x, y, z, chunks, vox, index);
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}
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}
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}
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return new Mesh(buffer, index / VERTEX_SIZE, chunk_attrs);
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@ -1,3 +1,4 @@
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#include <iostream>
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#include <assert.h>
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#include "LightSolver.h"
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#include "Lightmap.h"
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@ -60,7 +61,7 @@ void LightSolver::solve(){
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};
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while (!remqueue.empty()){
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lightentry entry = remqueue.front();
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const lightentry entry = remqueue.front();
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remqueue.pop();
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for (size_t i = 0; i < 6; i++) {
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@ -6,22 +6,15 @@
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#include "../voxels/voxel.h"
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#include "../voxels/Block.h"
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Chunks* Lighting::chunks = nullptr;
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LightSolver* Lighting::solverR = nullptr;
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LightSolver* Lighting::solverG = nullptr;
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LightSolver* Lighting::solverB = nullptr;
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LightSolver* Lighting::solverS = nullptr;
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int Lighting::initialize(Chunks* chunks){
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Lighting::chunks = chunks;
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Lighting::Lighting(Chunks* chunks){
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this->chunks = chunks;
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solverR = new LightSolver(chunks, 0);
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solverG = new LightSolver(chunks, 1);
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solverB = new LightSolver(chunks, 2);
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solverS = new LightSolver(chunks, 3);
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return 0;
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}
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void Lighting::finalize(){
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Lighting::~Lighting(){
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delete solverR, solverG, solverB, solverS;
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}
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@ -37,11 +30,11 @@ void Lighting::clear(){
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}
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}
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void Lighting::onChunkLoaded(int cx, int cy, int cz){
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void Lighting::onChunkLoaded(int cx, int cy, int cz, bool sky){
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Chunk* chunk = chunks->getChunk(cx, cy, cz);
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Chunk* chunkUpper = chunks->getChunk(cx, cy+1, cz);
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Chunk* chunkLower = chunks->getChunk(cx, cy-1, cz);
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if (chunkLower){
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if (chunkLower && sky){
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for (int z = 0; z < CHUNK_D; z++){
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for (int x = 0; x < CHUNK_W; x++){
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int gx = x + cx * CHUNK_W;
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@ -65,7 +58,7 @@ void Lighting::onChunkLoaded(int cx, int cy, int cz){
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break;
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voxel* vox = &(current->voxels[(y * CHUNK_D + z) * CHUNK_W + x]);//chunks->get(gx,gy+y,gz);
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Block* block = Block::blocks[vox->id];
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if (!block->lightPassing)
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if (!block->skyLightPassing)
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break;
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//current->lightmap->setS(x,y,z, 0);
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current->modified = true;
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@ -76,7 +69,7 @@ void Lighting::onChunkLoaded(int cx, int cy, int cz){
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}
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}
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}
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if (chunkUpper){
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if (chunkUpper && sky){
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for (int z = 0; z < CHUNK_D; z++){
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for (int x = 0; x < CHUNK_W; x++){
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int gx = x + cx * CHUNK_W;
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@ -99,7 +92,7 @@ void Lighting::onChunkLoaded(int cx, int cy, int cz){
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break;
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voxel* vox = &(current->voxels[(y * CHUNK_D + z) * CHUNK_W + x]);//chunks->get(gx,gy+y,gz);
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Block* block = Block::blocks[vox->id];
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if (!block->lightPassing)
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if (!block->skyLightPassing)
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break;
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current->lightmap->setS(x,y,z, 15);
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current->modified = true;
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@ -110,7 +103,7 @@ void Lighting::onChunkLoaded(int cx, int cy, int cz){
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}
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}
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}
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} else {
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} else if (sky){
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for (int z = 0; z < CHUNK_D; z++){
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for (int x = 0; x < CHUNK_W; x++){
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int gx = x + cx * CHUNK_W;
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@ -129,11 +122,11 @@ void Lighting::onChunkLoaded(int cx, int cy, int cz){
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break;
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voxel* vox = &(current->voxels[(y * CHUNK_D + z) * CHUNK_W + x]);//chunks->get(gx,gy+y,gz);
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Block* block = Block::blocks[vox->id];
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if (!block->lightPassing)
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if (!block->skyLightPassing)
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break;
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current->lightmap->setS(x,y,z, 15);
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current->modified = true;
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//solverS->add(gx,y+ncy*CHUNK_H,gz);
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solverS->add(gx,y+ncy*CHUNK_H,gz);
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}
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}
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}
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@ -163,13 +156,16 @@ void Lighting::onChunkLoaded(int cx, int cy, int cz){
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int gx = x + cx * CHUNK_W;
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int gy = y + cy * CHUNK_H;
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int gz = z + cz * CHUNK_D;
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if (chunks->getLight(x,y,z)){
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solverR->add(gx,gy,gz);
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solverG->add(gx,gy,gz);
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solverB->add(gx,gy,gz);
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if (sky)
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solverS->add(gx,gy,gz);
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}
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}
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}
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}
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solverR->solve();
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solverG->solve();
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@ -199,7 +195,7 @@ void Lighting::onBlockSet(int x, int y, int z, int id){
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if (chunks->getLight(x,y+1,z, 3) == 0xF){
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for (int i = y; i >= 0; i--){
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voxel* vox = chunks->get(x,i,z);
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if (vox == nullptr || vox->id != 0)
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if (vox == nullptr || vox->id != 0 && Block::blocks[id]->skyLightPassing)
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break;
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solverS->add(x,i,z, 0xF);
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}
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@ -220,7 +216,7 @@ void Lighting::onBlockSet(int x, int y, int z, int id){
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solverR->remove(x,y,z);
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solverG->remove(x,y,z);
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solverB->remove(x,y,z);
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if (!block->lightPassing){
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if (!block->skyLightPassing){
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solverS->remove(x,y,z);
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for (int i = y-1; i >= 0; i--){
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solverS->remove(x,i,z);
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@ -5,18 +5,18 @@ class Chunks;
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class LightSolver;
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class Lighting {
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static Chunks* chunks;
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static LightSolver* solverR;
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static LightSolver* solverG;
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static LightSolver* solverB;
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static LightSolver* solverS;
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Chunks* chunks = nullptr;
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LightSolver* solverR = nullptr;
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LightSolver* solverG = nullptr;
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LightSolver* solverB = nullptr;
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LightSolver* solverS = nullptr;
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public:
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static int initialize(Chunks* chunks);
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static void finalize();
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Lighting(Chunks* chunks);
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~Lighting();
|
||||
|
||||
static void clear();
|
||||
static void onChunkLoaded(int cx, int cy, int cz);
|
||||
static void onBlockSet(int x, int y, int z, int id);
|
||||
void clear();
|
||||
void onChunkLoaded(int cx, int cy, int cz, bool sky);
|
||||
void onBlockSet(int x, int y, int z, int id);
|
||||
};
|
||||
|
||||
#endif /* LIGHTING_LIGHTING_H_ */
|
||||
|
||||
@ -10,3 +10,9 @@ Lightmap::Lightmap(){
|
||||
Lightmap::~Lightmap(){
|
||||
delete[] map;
|
||||
}
|
||||
|
||||
void Lightmap::set(const Lightmap* lightmap) {
|
||||
for (unsigned int i = 0; i < CHUNK_VOL; i++){
|
||||
map[i] = lightmap->map[i];
|
||||
}
|
||||
}
|
||||
|
||||
@ -9,6 +9,12 @@ public:
|
||||
Lightmap();
|
||||
~Lightmap();
|
||||
|
||||
void set(const Lightmap* lightmap);
|
||||
|
||||
inline unsigned short get(int x, int y, int z){
|
||||
return (map[y*CHUNK_D*CHUNK_W+z*CHUNK_W+x]);
|
||||
}
|
||||
|
||||
inline unsigned char get(int x, int y, int z, int channel){
|
||||
return (map[y*CHUNK_D*CHUNK_W+z*CHUNK_W+x] >> (channel << 2)) & 0xF;
|
||||
}
|
||||
|
||||
@ -101,7 +101,7 @@ int _png_load(const char* file, int* width, int* height){
|
||||
alpha, GL_UNSIGNED_BYTE, (GLvoid *) image_data);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 4);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
|
||||
2433
src/maths/FastNoiseLite.h
Normal file
2433
src/maths/FastNoiseLite.h
Normal file
File diff suppressed because it is too large
Load Diff
@ -4,6 +4,8 @@
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <vector>
|
||||
#include <ctime>
|
||||
|
||||
// GLM
|
||||
@ -27,6 +29,7 @@ using namespace glm;
|
||||
#include "voxels/Chunks.h"
|
||||
#include "voxels/Block.h"
|
||||
#include "voxels/WorldGenerator.h"
|
||||
#include "voxels/ChunksController.h"
|
||||
#include "files/files.h"
|
||||
#include "files/WorldFiles.h"
|
||||
#include "lighting/LightSolver.h"
|
||||
@ -67,6 +70,7 @@ void setup_definitions() {
|
||||
Block* block = new Block(0,0);
|
||||
block->drawGroup = 1;
|
||||
block->lightPassing = true;
|
||||
block->skyLightPassing = true;
|
||||
block->obstacle = false;
|
||||
Block::blocks[block->id] = block;
|
||||
|
||||
@ -96,6 +100,28 @@ void setup_definitions() {
|
||||
// PLANKS
|
||||
block = new Block(5,6);
|
||||
Block::blocks[block->id] = block;
|
||||
|
||||
// WOOD
|
||||
block = new Block(6,7);
|
||||
block->textureFaces[2] = 8;
|
||||
block->textureFaces[3] = 8;
|
||||
Block::blocks[block->id] = block;
|
||||
|
||||
// LEAVES
|
||||
block = new Block(7,9);
|
||||
Block::blocks[block->id] = block;
|
||||
|
||||
// ACTUAL STONE
|
||||
block = new Block(8,10);
|
||||
Block::blocks[block->id] = block;
|
||||
|
||||
// WATER
|
||||
block = new Block(9,11);
|
||||
block->drawGroup = 4;
|
||||
block->lightPassing = true;
|
||||
block->skyLightPassing = false;
|
||||
block->obstacle = false;
|
||||
Block::blocks[block->id] = block;
|
||||
}
|
||||
|
||||
// Shaders, textures, renderers
|
||||
@ -131,35 +157,19 @@ int initialize_assets() {
|
||||
return 0;
|
||||
}
|
||||
|
||||
void draw_world(Camera* camera){
|
||||
glClearColor(0.7f,0.85f,1.0f,1);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Draw VAO
|
||||
shader->use();
|
||||
shader->uniformMatrix("u_proj", camera->getProjection());
|
||||
shader->uniformMatrix("u_view", camera->getView());
|
||||
shader->uniform1f("u_gamma", 1.6f);
|
||||
shader->uniform3f("u_skyLightColor", 1.8f,1.8f,1.8f);
|
||||
shader->uniform3f("u_fogColor", 0.7f,0.85f,1.0f);
|
||||
texture->bind();
|
||||
mat4 model(1.0f);
|
||||
void draw_chunk(size_t index, Camera* camera){
|
||||
Chunk* chunk = chunks->chunks[index];
|
||||
Mesh* mesh = chunks->meshes[index];
|
||||
if (mesh == nullptr)
|
||||
return;
|
||||
|
||||
// Simple frustum culling (culling chunks behind the camera in 2D - XZ)
|
||||
if (occlusion){
|
||||
const float cameraX = camera->position.x;
|
||||
const float cameraZ = camera->position.z;
|
||||
const float camDirX = camera->dir.x;
|
||||
const float camDirZ = camera->dir.z;
|
||||
|
||||
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;
|
||||
|
||||
// Simple frustum culling (culling chunks behind the camera in 2D - XZ)
|
||||
if (occlusion){
|
||||
bool unoccluded = false;
|
||||
do {
|
||||
if ((chunk->x*CHUNK_W-cameraX)*camDirX + (chunk->z*CHUNK_D-cameraZ)*camDirZ >= 0.0){
|
||||
@ -176,15 +186,80 @@ void draw_world(Camera* camera){
|
||||
}
|
||||
} while (false);
|
||||
if (!unoccluded)
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
|
||||
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));
|
||||
mat4 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);
|
||||
}
|
||||
|
||||
float find_most_distant_sqr(float px, float pz, float distance_limit2){
|
||||
float max_dist2 = -1.0f;
|
||||
for (size_t i = 0; i < chunks->volume; i++){
|
||||
Chunk* chunk = chunks->chunks[i];
|
||||
if (chunk == nullptr)
|
||||
continue;
|
||||
float dist2 = (chunk->x - px) * (chunk->z - pz);
|
||||
if (dist2 > max_dist2 && dist2 < distance_limit2){
|
||||
max_dist2 = dist2;
|
||||
}
|
||||
}
|
||||
return max_dist2;
|
||||
}
|
||||
|
||||
float _camera_cx;
|
||||
float _camera_cz;
|
||||
|
||||
bool chunks_comparator(size_t i, size_t j) {
|
||||
Chunk* a = chunks->chunks[i];
|
||||
Chunk* b = chunks->chunks[j];
|
||||
return ((a->x + 0.5f - _camera_cx)*(a->x + 0.5f - _camera_cx) + (a->z + 0.5f - _camera_cz)*(a->z + 0.5f - _camera_cz)
|
||||
>
|
||||
(b->x + 0.5f - _camera_cx)*(b->x + 0.5f - _camera_cx) + (b->z + 0.5f - _camera_cz)*(b->z + 0.5f - _camera_cz));
|
||||
}
|
||||
|
||||
void draw_world(Camera* camera){
|
||||
glClearColor(0.7f,0.71f,0.73f,1);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Draw VAO
|
||||
shader->use();
|
||||
shader->uniformMatrix("u_proj", camera->getProjection());
|
||||
shader->uniformMatrix("u_view", camera->getView());
|
||||
shader->uniform1f("u_gamma", 1.6f);
|
||||
shader->uniform3f("u_skyLightColor", 1.8f,1.8f,1.8f);
|
||||
shader->uniform3f("u_fogColor", 0.7f,0.71f,0.73f);
|
||||
shader->uniform3f("u_cameraPos", camera->position.x,camera->position.y,camera->position.z);
|
||||
texture->bind();
|
||||
|
||||
std::vector<size_t> indices;
|
||||
|
||||
for (size_t i = 0; i < chunks->volume; i++){
|
||||
Chunk* chunk = chunks->chunks[i];
|
||||
if (chunk == nullptr)
|
||||
continue;
|
||||
if (chunks->meshes[i] != nullptr)
|
||||
indices.push_back(i);
|
||||
}
|
||||
|
||||
std::sort(indices.begin(), indices.end(), chunks_comparator);
|
||||
|
||||
|
||||
float px = camera->position.x / (float)CHUNK_W;
|
||||
float pz = camera->position.z / (float)CHUNK_D;
|
||||
|
||||
_camera_cx = px;
|
||||
_camera_cz = pz;
|
||||
|
||||
|
||||
for (size_t i = 0; i < indices.size(); i++){
|
||||
draw_chunk(indices[i], camera);
|
||||
}
|
||||
|
||||
crosshairShader->use();
|
||||
crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
|
||||
crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));
|
||||
crosshair->draw(GL_LINES);
|
||||
|
||||
linesShader->use();
|
||||
@ -233,30 +308,39 @@ int main() {
|
||||
return result;
|
||||
}
|
||||
|
||||
Camera* camera = new Camera(vec3(-320,255,32), radians(90.0f));
|
||||
|
||||
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);
|
||||
|
||||
crosshair = new Mesh(vertices, 4, attrs);
|
||||
Camera* camera = new Camera(vec3(32,32,32), radians(90.0f));
|
||||
Hitbox* hitbox = new Hitbox(vec3(32,120,32), vec3(0.2f,0.9f,0.2f));
|
||||
|
||||
float lastTime = glfwGetTime();
|
||||
float delta = 0.0f;
|
||||
chunks = new Chunks(34,1,34, 0,0,0);
|
||||
|
||||
float camX = 0.0f;
|
||||
float camY = 0.0f;
|
||||
|
||||
float playerSpeed = 4.0f;
|
||||
wfile->readPlayer(camera->position, camX, camY);
|
||||
camera->rotation = mat4(1.0f);
|
||||
camera->rotate(camY, camX, 0);
|
||||
|
||||
Hitbox* hitbox = new Hitbox(vec3(camera->position.x,camera->position.y+1,camera->position.z), vec3(0.2f,0.9f,0.2f));
|
||||
|
||||
VoxelRenderer renderer(1024*1024);
|
||||
lineBatch = new LineBatch(4096);
|
||||
PhysicsSolver physics(vec3(0,-16.0f,0));
|
||||
|
||||
Lighting lighting(chunks);
|
||||
|
||||
crosshair = new Mesh(vertices, 4, attrs);
|
||||
|
||||
ChunksController chunksController(chunks, &lighting);
|
||||
|
||||
float lastTime = glfwGetTime();
|
||||
float delta = 0.0f;
|
||||
|
||||
float playerSpeed = 5.0f;
|
||||
|
||||
int choosenBlock = 1;
|
||||
long frame = 0;
|
||||
|
||||
glfwSwapInterval(0);
|
||||
glfwSwapInterval(1);
|
||||
|
||||
while (!Window::isShouldClose()){
|
||||
frame++;
|
||||
@ -264,8 +348,8 @@ int main() {
|
||||
delta = currentTime - lastTime;
|
||||
lastTime = currentTime;
|
||||
|
||||
//if (frame % 240 == 0)
|
||||
// std::cout << delta << std::endl;
|
||||
if (frame % 240 == 0)
|
||||
std::cout << 1.0/delta << std::endl;
|
||||
|
||||
if (Events::jpressed(GLFW_KEY_O)){
|
||||
occlusion = !occlusion;
|
||||
@ -278,7 +362,7 @@ int main() {
|
||||
Events::toogleCursor();
|
||||
}
|
||||
|
||||
for (int i = 1; i < 6; i++){
|
||||
for (int i = 1; i < 10; i++){
|
||||
if (Events::jpressed(GLFW_KEY_0+i)){
|
||||
choosenBlock = i;
|
||||
}
|
||||
@ -334,8 +418,8 @@ int main() {
|
||||
hitbox->velocity.z = dir.z * speed;
|
||||
|
||||
chunks->setCenter(wfile, camera->position.x,0,camera->position.z);
|
||||
chunks->_buildMeshes(&renderer);
|
||||
chunks->loadVisible(wfile);
|
||||
chunksController._buildMeshes(&renderer, frame);
|
||||
chunksController.loadVisible(wfile);
|
||||
|
||||
if (Events::_cursor_locked){
|
||||
camY += -Events::deltaY / Window::height * 2;
|
||||
@ -365,7 +449,7 @@ int main() {
|
||||
int y = (int)iend.y;
|
||||
int z = (int)iend.z;
|
||||
chunks->set(x,y,z, 0);
|
||||
Lighting::onBlockSet(x,y,z,0);
|
||||
lighting.onBlockSet(x,y,z,0);
|
||||
}
|
||||
if (Events::jclicked(GLFW_MOUSE_BUTTON_2)){
|
||||
int x = (int)(iend.x)+(int)(norm.x);
|
||||
@ -373,7 +457,7 @@ int main() {
|
||||
int z = (int)(iend.z)+(int)(norm.z);
|
||||
if (!physics.isBlockInside(x,y,z, hitbox)){
|
||||
chunks->set(x, y, z, choosenBlock);
|
||||
Lighting::onBlockSet(x,y,z, choosenBlock);
|
||||
lighting.onBlockSet(x,y,z, choosenBlock);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -384,10 +468,10 @@ int main() {
|
||||
Events::pullEvents();
|
||||
}
|
||||
|
||||
wfile->writePlayer(hitbox->position, camX, camY);
|
||||
write_world();
|
||||
close_world();
|
||||
|
||||
Lighting::finalize();
|
||||
finalize_assets();
|
||||
Window::terminate();
|
||||
return 0;
|
||||
|
||||
@ -11,6 +11,7 @@ public:
|
||||
unsigned char emission[3];
|
||||
unsigned char drawGroup = 0;
|
||||
bool lightPassing = false;
|
||||
bool skyLightPassing = false;
|
||||
bool obstacle = true;
|
||||
|
||||
Block(unsigned int id, int texture);
|
||||
|
||||
@ -27,3 +27,11 @@ bool Chunk::isEmpty(){
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
Chunk* Chunk::clone() const {
|
||||
Chunk* other = new Chunk(x,y,z);
|
||||
for (int i = 0; i < CHUNK_VOL; i++)
|
||||
other->voxels[i] = voxels[i];
|
||||
other->lightmap->set(lightmap);
|
||||
return other;
|
||||
}
|
||||
|
||||
@ -15,10 +15,15 @@ public:
|
||||
voxel* voxels;
|
||||
Lightmap* lightmap;
|
||||
bool modified = true;
|
||||
bool ready = false;
|
||||
bool accepted = false;
|
||||
bool generated = false;
|
||||
Chunk(int x, int y, int z);
|
||||
~Chunk();
|
||||
|
||||
bool isEmpty();
|
||||
|
||||
Chunk* clone() const;
|
||||
};
|
||||
|
||||
#endif /* VOXELS_CHUNK_H_ */
|
||||
|
||||
@ -6,14 +6,8 @@
|
||||
#include "../lighting/Lightmap.h"
|
||||
#include "../files/WorldFiles.h"
|
||||
|
||||
#include "../lighting/Lighting.h"
|
||||
#include "../graphics/VoxelRenderer.h"
|
||||
#include "../graphics/Mesh.h"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
using namespace glm;
|
||||
|
||||
#include <math.h>
|
||||
#include <limits.h>
|
||||
|
||||
@ -38,77 +32,6 @@ Chunks::~Chunks(){
|
||||
delete[] chunks;
|
||||
}
|
||||
|
||||
bool Chunks::_buildMeshes(VoxelRenderer* renderer) {
|
||||
int nearX = 0;
|
||||
int nearY = 0;
|
||||
int nearZ = 0;
|
||||
int minDistance = 1000000000;
|
||||
for (unsigned int y = 0; y < h; y++){
|
||||
for (unsigned int z = 1; z < d-1; z++){
|
||||
for (unsigned int x = 1; x < w-1; x++){
|
||||
int index = (y * d + z) * w + x;
|
||||
Chunk* chunk = chunks[index];
|
||||
if (chunk == nullptr)
|
||||
continue;
|
||||
Mesh* mesh = meshes[index];
|
||||
if (mesh != nullptr && !chunk->modified)
|
||||
continue;
|
||||
int lx = x - w / 2;
|
||||
int ly = y - h / 2;
|
||||
int lz = z - d / 2;
|
||||
int distance = (lx * lx + ly * ly + lz * lz);
|
||||
if (distance < minDistance){
|
||||
minDistance = distance;
|
||||
nearX = x;
|
||||
nearY = y;
|
||||
nearZ = z;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int index = (nearY * d + nearZ) * w + nearX;
|
||||
|
||||
Chunk* closes[27];
|
||||
|
||||
Chunk* chunk = chunks[index];
|
||||
if (chunk == nullptr)
|
||||
return false;
|
||||
Mesh* mesh = meshes[index];
|
||||
if (mesh == nullptr || chunk->modified){
|
||||
if (mesh != nullptr)
|
||||
delete mesh;
|
||||
if (chunk->isEmpty()){
|
||||
meshes[index] = nullptr;
|
||||
return false;
|
||||
}
|
||||
chunk->modified = false;
|
||||
for (int i = 0; i < 27; i++)
|
||||
closes[i] = nullptr;
|
||||
for (size_t j = 0; j < volume; j++){
|
||||
Chunk* other = chunks[j];
|
||||
if (other == nullptr)
|
||||
continue;
|
||||
|
||||
int ox = other->x - chunk->x;
|
||||
int oy = other->y - chunk->y;
|
||||
int oz = other->z - chunk->z;
|
||||
|
||||
if (abs(ox) > 1 || abs(oy) > 1 || abs(oz) > 1)
|
||||
continue;
|
||||
|
||||
ox += 1;
|
||||
oy += 1;
|
||||
oz += 1;
|
||||
closes[(oy * 3 + oz) * 3 + ox] = other;
|
||||
}
|
||||
mesh = renderer->render(chunk, (const Chunk**)closes);
|
||||
meshes[index] = mesh;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
voxel* Chunks::get(int x, int y, int z){
|
||||
x -= ox * CHUNK_W;
|
||||
y -= oy * CHUNK_H;
|
||||
@ -158,6 +81,27 @@ unsigned char Chunks::getLight(int x, int y, int z, int channel){
|
||||
return chunk->lightmap->get(lx,ly,lz, channel);
|
||||
}
|
||||
|
||||
unsigned short Chunks::getLight(int x, int y, int z){
|
||||
x -= ox * CHUNK_W;
|
||||
y -= oy * CHUNK_H;
|
||||
z -= oz * CHUNK_D;
|
||||
int cx = x / CHUNK_W;
|
||||
int cy = y / CHUNK_H;
|
||||
int cz = z / CHUNK_D;
|
||||
if (x < 0) cx--;
|
||||
if (y < 0) cy--;
|
||||
if (z < 0) cz--;
|
||||
if (cx < 0 || cy < 0 || cz < 0 || cx >= w || cy >= h || cz >= d)
|
||||
return 0;
|
||||
Chunk* chunk = chunks[(cy * d + cz) * w + cx];
|
||||
if (chunk == nullptr)
|
||||
return 0;
|
||||
int lx = x - cx * CHUNK_W;
|
||||
int ly = y - cy * CHUNK_H;
|
||||
int lz = z - cz * CHUNK_D;
|
||||
return chunk->lightmap->get(lx,ly,lz);
|
||||
}
|
||||
|
||||
Chunk* Chunks::getChunkByVoxel(int x, int y, int z){
|
||||
x -= ox * CHUNK_W;
|
||||
y -= oy * CHUNK_H;
|
||||
@ -317,46 +261,6 @@ void Chunks::setCenter(WorldFiles* worldFiles, int x, int y, int z) {
|
||||
translate(worldFiles, cx,cy,cz);
|
||||
}
|
||||
|
||||
bool Chunks::loadVisible(WorldFiles* worldFiles){
|
||||
int nearX = 0;
|
||||
int nearY = 0;
|
||||
int nearZ = 0;
|
||||
int minDistance = (w/2)*(w/2);
|
||||
for (unsigned int y = 0; y < h; y++){
|
||||
for (unsigned int z = 1; z < d-1; z++){
|
||||
for (unsigned int x = 1; x < w-1; x++){
|
||||
int index = (y * d + z) * w + x;
|
||||
Chunk* chunk = chunks[index];
|
||||
if (chunk != nullptr)
|
||||
continue;
|
||||
int lx = x - w / 2;
|
||||
int ly = y - h / 2;
|
||||
int lz = z - d / 2;
|
||||
int distance = (lx * lx + ly * ly + lz * lz);
|
||||
if (distance < minDistance){
|
||||
minDistance = distance;
|
||||
nearX = x;
|
||||
nearY = y;
|
||||
nearZ = z;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int index = (nearY * d + nearZ) * w + nearX;
|
||||
Chunk* chunk = chunks[index];
|
||||
if (chunk != nullptr)
|
||||
return false;
|
||||
chunk = new Chunk(nearX+ox,nearY+oy,nearZ+oz);
|
||||
if (!worldFiles->getChunk(chunk->x, chunk->z, (char*)chunk->voxels)){
|
||||
WorldGenerator::generate(chunk->voxels, chunk->x, chunk->y, chunk->z);
|
||||
}
|
||||
|
||||
chunks[index] = chunk;
|
||||
Lighting::onChunkLoaded(ox+nearX, oy+nearY, oz+nearZ);
|
||||
return true;
|
||||
}
|
||||
|
||||
void Chunks::translate(WorldFiles* worldFiles, int dx, int dy, int dz){
|
||||
for (unsigned int i = 0; i < volume; i++){
|
||||
chunksSecond[i] = nullptr;
|
||||
@ -395,3 +299,33 @@ void Chunks::translate(WorldFiles* worldFiles, int dx, int dy, int dz){
|
||||
oy += dy;
|
||||
oz += dz;
|
||||
}
|
||||
|
||||
void Chunks::_setOffset(int x, int y, int z){
|
||||
ox = x;
|
||||
oy = y;
|
||||
oz = z;
|
||||
}
|
||||
|
||||
bool Chunks::putChunk(Chunk* chunk) {
|
||||
int x = chunk->x;
|
||||
int y = chunk->y;
|
||||
int z = chunk->z;
|
||||
x -= ox;
|
||||
y -= oy;
|
||||
z -= oz;
|
||||
if (x < 0 || y < 0 || z < 0 || x >= w || y >= h || z >= d)
|
||||
return false;
|
||||
chunks[(y * d + z) * w + x] = chunk;
|
||||
return true;
|
||||
}
|
||||
|
||||
void Chunks::clear(bool freeMemory){
|
||||
for (size_t i = 0; i < volume; i++){
|
||||
if (freeMemory){
|
||||
delete chunks[i];
|
||||
delete meshes[i];
|
||||
}
|
||||
chunks[i] = nullptr;
|
||||
meshes[i] = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
@ -26,20 +26,25 @@ public:
|
||||
Chunks(int w, int h, int d, int ox, int oy, int oz);
|
||||
~Chunks();
|
||||
|
||||
bool putChunk(Chunk* chunk);
|
||||
|
||||
Chunk* getChunk(int x, int y, int z);
|
||||
Chunk* getChunkByVoxel(int x, int y, int z);
|
||||
voxel* get(int x, int y, int z);
|
||||
unsigned short getLight(int x, int y, int z);
|
||||
unsigned char getLight(int x, int y, int z, int channel);
|
||||
void set(int x, int y, int z, int id);
|
||||
voxel* rayCast(vec3 start, vec3 dir, float maxLength, vec3& end, vec3& norm, vec3& iend);
|
||||
|
||||
bool isObstacle(int x, int y, int z);
|
||||
|
||||
// does not move chunks inside
|
||||
void _setOffset(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);
|
||||
void clear(bool freeMemory);
|
||||
};
|
||||
|
||||
#endif /* VOXELS_CHUNKS_H_ */
|
||||
|
||||
209
src/voxels/ChunksController.cpp
Normal file
209
src/voxels/ChunksController.cpp
Normal file
@ -0,0 +1,209 @@
|
||||
#include "ChunksController.h"
|
||||
#include "Chunk.h"
|
||||
#include "Chunks.h"
|
||||
#include "WorldGenerator.h"
|
||||
#include "../graphics/Mesh.h"
|
||||
#include "../graphics/VoxelRenderer.h"
|
||||
#include "../lighting/Lighting.h"
|
||||
#include "../files/WorldFiles.h"
|
||||
#include "ChunksLoader.h"
|
||||
#include <iostream>
|
||||
|
||||
#define LOADERS_COUNT 3
|
||||
|
||||
ChunksController::ChunksController(Chunks* chunks, Lighting* lighting) : chunks(chunks), lighting(lighting){
|
||||
loaders = new ChunksLoader*[LOADERS_COUNT];
|
||||
for (int i = 0; i < LOADERS_COUNT; i++){
|
||||
loaders[i] = new ChunksLoader();
|
||||
}
|
||||
}
|
||||
|
||||
ChunksController::~ChunksController(){
|
||||
for (int i = 0; i < LOADERS_COUNT; i++)
|
||||
delete loaders[i];
|
||||
delete[] loaders;
|
||||
}
|
||||
|
||||
bool ChunksController::loadVisible(WorldFiles* worldFiles){
|
||||
const int w = chunks->w;
|
||||
const int h = chunks->h;
|
||||
const int d = chunks->d;
|
||||
const int ox = chunks->ox;
|
||||
const int oy = chunks->oy;
|
||||
const int oz = chunks->oz;
|
||||
int nearX = 0;
|
||||
int nearY = 0;
|
||||
int nearZ = 0;
|
||||
int minDistance = (w/2)*(w/2);
|
||||
for (int y = 0; y < h; y++){
|
||||
for (int z = 2; z < d-2; z++){
|
||||
for (int x = 2; x < w-2; x++){
|
||||
int index = (y * d + z) * w + x;
|
||||
Chunk* chunk = chunks->chunks[index];
|
||||
if (chunk != nullptr)
|
||||
continue;
|
||||
int lx = x - w / 2;
|
||||
int ly = y - h / 2;
|
||||
int lz = z - d / 2;
|
||||
int distance = (lx * lx + ly * ly + lz * lz);
|
||||
if (distance < minDistance){
|
||||
minDistance = distance;
|
||||
nearX = x;
|
||||
nearY = y;
|
||||
nearZ = z;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int index = (nearY * d + nearZ) * w + nearX;
|
||||
Chunk* chunk = chunks->chunks[index];
|
||||
if (chunk != nullptr)
|
||||
return false;
|
||||
|
||||
ChunksLoader* freeLoader = nullptr;
|
||||
for (int i = 0; i < LOADERS_COUNT; i++){
|
||||
ChunksLoader* loader = loaders[i];
|
||||
if (loader->isBusy())
|
||||
continue;
|
||||
freeLoader = loader;
|
||||
break;
|
||||
}
|
||||
if (freeLoader == nullptr)
|
||||
return false;
|
||||
chunk = new Chunk(nearX+ox,nearY+oy,nearZ+oz);
|
||||
if (worldFiles->getChunk(chunk->x, chunk->z, (char*)chunk->voxels))
|
||||
chunk->generated = true;
|
||||
|
||||
chunks->chunks[index] = chunk;
|
||||
|
||||
Chunk* closes[27];
|
||||
for (int i = 0; i < 27; i++)
|
||||
closes[i] = nullptr;
|
||||
for (size_t j = 0; j < chunks->volume; j++){
|
||||
Chunk* other = chunks->chunks[j];
|
||||
if (other == nullptr)
|
||||
continue;
|
||||
if (!other->ready)
|
||||
continue;
|
||||
|
||||
int ox = other->x - chunk->x;
|
||||
int oy = other->y - chunk->y;
|
||||
int oz = other->z - chunk->z;
|
||||
|
||||
if (abs(ox) > 1 || abs(oy) > 1 || abs(oz) > 1)
|
||||
continue;
|
||||
|
||||
ox += 1;
|
||||
oy += 1;
|
||||
oz += 1;
|
||||
closes[(oy * 3 + oz) * 3 + ox] = other;
|
||||
}
|
||||
freeLoader->perform(chunk, (const Chunk**)closes);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ChunksController::_buildMeshes(VoxelRenderer* renderer, int tick) {
|
||||
const int w = chunks->w;
|
||||
const int h = chunks->h;
|
||||
const int d = chunks->d;
|
||||
|
||||
int nearX = 0;
|
||||
int nearY = 0;
|
||||
int nearZ = 0;
|
||||
int minDistance = 1000000000;
|
||||
for (int y = 0; y < h; y++){
|
||||
for (int z = 1; z < d-1; z++){
|
||||
for (int x = 1; x < w-1; x++){
|
||||
int index = (y * d + z) * w + x;
|
||||
Chunk* chunk = chunks->chunks[index];
|
||||
if (chunk == nullptr)
|
||||
continue;
|
||||
Mesh* mesh = chunks->meshes[index];
|
||||
if (mesh != nullptr && !chunk->modified)
|
||||
continue;
|
||||
if (!chunk->ready){
|
||||
continue;
|
||||
}
|
||||
int lx = x - w / 2;
|
||||
int ly = y - h / 2;
|
||||
int lz = z - d / 2;
|
||||
int distance = (lx * lx + ly * ly + lz * lz);
|
||||
if (distance < minDistance){
|
||||
minDistance = distance;
|
||||
nearX = x;
|
||||
nearY = y;
|
||||
nearZ = z;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int index = (nearY * d + nearZ) * w + nearX;
|
||||
|
||||
|
||||
Chunk* chunk = chunks->chunks[index];
|
||||
if (chunk == nullptr){
|
||||
for (int y = 0; y < h; y++){
|
||||
for (int z = 1; z < d-1; z++){
|
||||
for (int x = 1; x < w-1; x++){
|
||||
int index = (y * d + z) * w + x;
|
||||
chunk = chunks->chunks[index];
|
||||
if (chunk != nullptr && chunk->ready && !chunk->accepted){
|
||||
int lx = x - w / 2;
|
||||
int ly = y - h / 2;
|
||||
int lz = z - d / 2;
|
||||
int distance = (lx * lx + ly * ly + lz * lz);
|
||||
lighting->onChunkLoaded(chunk->x, chunk->y, chunk->z, false);
|
||||
for (int i = 0; i < chunks->volume; i++){
|
||||
Chunk* other = chunks->chunks[i];
|
||||
if (other)
|
||||
other->modified = true;
|
||||
}
|
||||
chunk->accepted = true;
|
||||
std::cout << "1: built mesh for " << chunk << std::endl;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
Mesh* mesh = chunks->meshes[index];
|
||||
if (mesh == nullptr || chunk->modified){
|
||||
Chunk* closes[27];
|
||||
if (mesh != nullptr)
|
||||
delete mesh;
|
||||
if (chunk->isEmpty()){
|
||||
chunks->meshes[index] = nullptr;
|
||||
return false;
|
||||
}
|
||||
chunk->modified = false;
|
||||
for (int i = 0; i < 27; i++)
|
||||
closes[i] = nullptr;
|
||||
for (size_t j = 0; j < chunks->volume; j++){
|
||||
Chunk* other = chunks->chunks[j];
|
||||
if (other == nullptr)
|
||||
continue;
|
||||
if (!other->ready)
|
||||
continue;
|
||||
|
||||
int ox = other->x - chunk->x;
|
||||
int oy = other->y - chunk->y;
|
||||
int oz = other->z - chunk->z;
|
||||
|
||||
if (abs(ox) > 1 || abs(oy) > 1 || abs(oz) > 1)
|
||||
continue;
|
||||
|
||||
ox += 1;
|
||||
oy += 1;
|
||||
oz += 1;
|
||||
closes[(oy * 3 + oz) * 3 + ox] = other;
|
||||
}
|
||||
mesh = renderer->render(chunk, (const Chunk**)closes);
|
||||
chunks->meshes[index] = mesh;
|
||||
//std::cout << "2: built mesh for " << chunk << std::endl;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
23
src/voxels/ChunksController.h
Normal file
23
src/voxels/ChunksController.h
Normal file
@ -0,0 +1,23 @@
|
||||
#ifndef VOXELS_CHUNKSCONTROLLER_H_
|
||||
#define VOXELS_CHUNKSCONTROLLER_H_
|
||||
|
||||
class Chunks;
|
||||
class Lighting;
|
||||
class WorldFiles;
|
||||
class VoxelRenderer;
|
||||
class ChunksLoader;
|
||||
|
||||
class ChunksController {
|
||||
private:
|
||||
Chunks* chunks;
|
||||
Lighting* lighting;
|
||||
ChunksLoader** loaders;
|
||||
public:
|
||||
ChunksController(Chunks* chunks, Lighting* lighting);
|
||||
~ChunksController();
|
||||
|
||||
bool loadVisible(WorldFiles* worldFiles);
|
||||
bool _buildMeshes(VoxelRenderer* renderer, int tick);
|
||||
};
|
||||
|
||||
#endif /* VOXELS_CHUNKSCONTROLLER_H_ */
|
||||
64
src/voxels/ChunksLoader.cpp
Normal file
64
src/voxels/ChunksLoader.cpp
Normal file
@ -0,0 +1,64 @@
|
||||
#include "ChunksLoader.h"
|
||||
#include <chrono>
|
||||
|
||||
#include "Chunk.h"
|
||||
#include "Chunks.h"
|
||||
#include "WorldGenerator.h"
|
||||
#include "../lighting/Lighting.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
void ChunksLoader::_thread(){
|
||||
Chunks chunks(3,3,3, -1,-1,-1);
|
||||
Lighting lighting(&chunks);
|
||||
while (working){
|
||||
if (current == nullptr){
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(1));
|
||||
continue;
|
||||
}
|
||||
Chunk* chunk = current;
|
||||
//std::cout << "LOADER: received chunk " << chunk->x << " " << chunk->y << " " << chunk->z << std::endl;
|
||||
|
||||
chunks._setOffset(chunk->x-1, chunk->y-1, chunk->z-1);
|
||||
|
||||
if (!chunk->generated){
|
||||
WorldGenerator::generate(chunk->voxels, chunk->x, chunk->y, chunk->z);
|
||||
//std::cout << "LOADER: generated chunk" << std::endl;
|
||||
}
|
||||
|
||||
/*for (int i = 0; i < 27; i++){
|
||||
Chunk* other = closes[i];
|
||||
if (other == nullptr)
|
||||
continue;
|
||||
chunks.putChunk(other);
|
||||
}*/
|
||||
chunks.putChunk(chunk);
|
||||
lighting.onChunkLoaded(chunk->x, chunk->y, chunk->z, true);
|
||||
chunks.clear(false);
|
||||
for (int i = 0; i < 27; i++){
|
||||
Chunk* other = closes[i];
|
||||
delete other;
|
||||
}
|
||||
chunk->ready = true;
|
||||
current = nullptr;
|
||||
//std::cout << "LOADER: success" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void ChunksLoader::perform(Chunk* chunk, const Chunk** cs){
|
||||
if (isBusy()){
|
||||
std::cerr << "performing while busy" << std::endl;
|
||||
return;
|
||||
}
|
||||
if (closes == nullptr){
|
||||
closes = new Chunk*[27];
|
||||
}
|
||||
for (int i = 0; i < 27; i++){
|
||||
const Chunk* other = cs[i];
|
||||
if (other == nullptr)
|
||||
closes[i] = nullptr;
|
||||
else
|
||||
closes[i] = other->clone();
|
||||
}
|
||||
current = chunk;
|
||||
}
|
||||
36
src/voxels/ChunksLoader.h
Normal file
36
src/voxels/ChunksLoader.h
Normal file
@ -0,0 +1,36 @@
|
||||
#ifndef VOXELS_CHUNKSLOADER_H_
|
||||
#define VOXELS_CHUNKSLOADER_H_
|
||||
|
||||
#include <thread>
|
||||
#include <atomic>
|
||||
|
||||
class Chunk;
|
||||
|
||||
class ChunksLoader final {
|
||||
private:
|
||||
std::thread loaderThread;
|
||||
void _thread();
|
||||
std::atomic<Chunk*> current {nullptr};
|
||||
std::atomic<Chunk**> closes {nullptr};
|
||||
std::atomic<bool> working {true};
|
||||
public:
|
||||
ChunksLoader() : loaderThread{} {
|
||||
loaderThread = std::thread{&ChunksLoader::_thread, this};
|
||||
}
|
||||
~ChunksLoader(){
|
||||
working = false;
|
||||
loaderThread.join();
|
||||
}
|
||||
|
||||
bool isBusy(){
|
||||
return current != nullptr;
|
||||
}
|
||||
|
||||
void perform(Chunk* chunk, const Chunk** closes);
|
||||
|
||||
void stop(){
|
||||
working = false;
|
||||
}
|
||||
};
|
||||
|
||||
#endif /* VOXELS_CHUNKSLOADER_H_ */
|
||||
@ -5,29 +5,129 @@
|
||||
#include <math.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/noise.hpp>
|
||||
#define FNL_IMPL
|
||||
#include "../maths/FastNoiseLite.h"
|
||||
#include <time.h>
|
||||
|
||||
class PseudoRandom {
|
||||
unsigned seed;
|
||||
public:
|
||||
PseudoRandom(){
|
||||
seed = (unsigned)time(0);
|
||||
}
|
||||
|
||||
int rand(){
|
||||
seed = (8253729 * seed + 2396403);
|
||||
return seed % 32768;
|
||||
}
|
||||
|
||||
void setSeed(int number){
|
||||
seed = (unsigned)number+8253729;
|
||||
rand();
|
||||
}
|
||||
};
|
||||
|
||||
float calc_height(fnl_state *noise, int real_x, int real_z){
|
||||
const float s = 0.2f;
|
||||
float height = fnlGetNoise3D(noise, real_x*0.0125f*s*32,real_z*0.0125f*s*32, 0.0f);
|
||||
height += fnlGetNoise3D(noise, real_x*0.025f*s*32,real_z*0.025f*s*32, 0.0f)*0.5f;
|
||||
height += fnlGetNoise3D(noise, real_x*0.05f*s*32,real_z*0.05f*s*32, 0.0f)*0.25f;
|
||||
height += fnlGetNoise3D(noise, real_x*0.1f*s*32,real_z*0.1f*s*32, 0.0f)*0.225f;
|
||||
height += fnlGetNoise3D(noise, real_x*0.2f*s*32,real_z*0.2f*s*32, 0.0f)*0.125f;
|
||||
height += fnlGetNoise3D(noise, real_x*0.4f*s*32,real_z*0.4f*s*32, 0.0f)*0.125f*0.5F;
|
||||
height = height * 0.5f + 0.5f;
|
||||
height *= height;
|
||||
height *= (140.0f)*0.12f/s;
|
||||
height += (42)*0.12f/s;
|
||||
return height;
|
||||
}
|
||||
|
||||
float calc_height_faster(fnl_state *noise, int real_x, int real_z){
|
||||
const float s = 0.2f;
|
||||
float height = fnlGetNoise3D(noise, real_x*0.0125f*s*32,real_z*0.0125f*s*32, 0.0f);
|
||||
height += fnlGetNoise3D(noise, real_x*0.025f*s*32,real_z*0.025f*s*32, 0.0f)*0.5f;
|
||||
height += fnlGetNoise3D(noise, real_x*0.05f*s*32,real_z*0.05f*s*32, 0.0f)*0.25f;
|
||||
height += fnlGetNoise3D(noise, real_x*0.1f*s*32,real_z*0.1f*s*32, 0.0f)*0.225f;
|
||||
height += fnlGetNoise3D(noise, real_x*0.2f*s*32,real_z*0.2f*s*32, 0.0f)*0.125f;
|
||||
//height += fnlGetNoise3D(noise, real_x*0.4f*s*32,real_z*0.4f*s*32, 0.0f)*0.125f*0.5F;
|
||||
height = height * 0.5f + 0.5f;
|
||||
height *= height;
|
||||
height *= (140.0f)*0.12f/s;
|
||||
height += (42)*0.12f/s;
|
||||
return height;
|
||||
}
|
||||
#include <iostream>
|
||||
int generate_tree(fnl_state *noise, PseudoRandom* random, const float* heights, int real_x, int real_y, int real_z, int tileSize){
|
||||
const int tileX = floor((double)real_x/(double)tileSize);
|
||||
const int tileY = floor((double)real_z/(double)tileSize);
|
||||
random->setSeed(tileX*4325261+tileY*12160951+tileSize*9431111);
|
||||
|
||||
bool gentree = fnlGetNoise3D(noise, tileX*3.0f+633, 0.0, tileY*3.0f) > -0.1f && (random->rand() % 10) < 7;
|
||||
if (!gentree)
|
||||
return 0;
|
||||
|
||||
const int randomX = (random->rand() % (tileSize/2)) - tileSize/4;
|
||||
const int randomZ = (random->rand() % (tileSize/2)) - tileSize/4;
|
||||
int centerX = tileX * tileSize + tileSize/2 + randomX;
|
||||
int centerY = tileY * tileSize + tileSize/2 + randomZ;
|
||||
int height = (int)calc_height_faster(noise, centerX, centerY);
|
||||
if (height < 55)
|
||||
return 0;
|
||||
int lx = real_x - centerX;
|
||||
int radius = random->rand() % 4 + 3;
|
||||
int ly = real_y - height - 3 * radius;
|
||||
int lz = real_z - centerY;
|
||||
if (lx == 0 && lz == 0 && real_y - height < 4*radius)
|
||||
return 6;
|
||||
if (lx*lx+ly*ly/2+lz*lz < radius*radius)
|
||||
return 7;
|
||||
return 0;
|
||||
}
|
||||
|
||||
void WorldGenerator::generate(voxel* voxels, int cx, int cy, int cz){
|
||||
const float s = 0.25f;
|
||||
fnl_state noise = fnlCreateState();
|
||||
noise.noise_type = FNL_NOISE_OPENSIMPLEX2;
|
||||
|
||||
PseudoRandom random;
|
||||
|
||||
float heights[CHUNK_VOL];
|
||||
|
||||
for (int z = 0; z < CHUNK_D; z++){
|
||||
for (int x = 0; x < CHUNK_W; x++){
|
||||
int real_x = x + cx * CHUNK_W;
|
||||
int real_z = z + cz * CHUNK_D;
|
||||
float height = glm::perlin(glm::vec3(real_x*0.0125f*s,real_z*0.0125f*s, 0.0f));
|
||||
height += glm::perlin(glm::vec3(real_x*0.025f*s,real_z*0.025f*s, 0.0f))*0.5f;
|
||||
height += glm::perlin(glm::vec3(real_x*0.05f*s,real_z*0.05f*s, 0.0f))*0.25f;
|
||||
height += glm::perlin(glm::vec3(real_x*0.1f*s,real_z*0.1f*s, 0.0f))*0.225f;
|
||||
height += glm::perlin(glm::vec3(real_x*0.2f*s,real_z*0.2f*s, 0.0f))*0.125f;
|
||||
height = height * 0.5f + 0.5f;
|
||||
height *= height;
|
||||
height *= 140.0f;
|
||||
height += 48;
|
||||
float height = calc_height(&noise, real_x, real_z);
|
||||
heights[z*CHUNK_W+x] = height;
|
||||
}
|
||||
}
|
||||
|
||||
for (int z = 0; z < CHUNK_D; z++){
|
||||
for (int x = 0; x < CHUNK_W; x++){
|
||||
int real_x = x + cx * CHUNK_W;
|
||||
int real_z = z + cz * CHUNK_D;
|
||||
float height = heights[z*CHUNK_W+x];
|
||||
|
||||
for (int y = 0; y < CHUNK_H; y++){
|
||||
int real_y = y + cy * CHUNK_H;
|
||||
int id = 0;
|
||||
int id = real_y < 55 ? 9 : 0;
|
||||
if (real_y == (int)height)
|
||||
id = 2;
|
||||
else if (real_y < height)
|
||||
else if (real_y < height){
|
||||
if (real_y < height-6)
|
||||
id = 8;
|
||||
else
|
||||
id = 1;
|
||||
} else {
|
||||
int tree = generate_tree(&noise, &random, heights, real_x, real_y, real_z, 16);
|
||||
if (tree)
|
||||
id = tree;
|
||||
else if ((tree = generate_tree(&noise, &random, heights, real_x, real_y, real_z, 19))){
|
||||
id = tree;
|
||||
}else if ((tree = generate_tree(&noise, &random, heights, real_x, real_y, real_z, 23))){
|
||||
id = tree;
|
||||
}
|
||||
}
|
||||
|
||||
if (real_y <= 2)
|
||||
id = 2;
|
||||
voxels[(y * CHUNK_D + z) * CHUNK_W + x].id = id;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user