EngineSettings.chunksLoadSpeed; removed unused assets
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@ -1,7 +0,0 @@
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#version 330 core
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out vec4 f_color;
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void main(){
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f_color = vec4(1.0);
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}
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@ -1,10 +0,0 @@
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#version 330 core
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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.x * u_ar * u_scale, v_position.y * u_scale, 0.0, 1.0);
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}
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@ -81,7 +81,6 @@ void AssetsLoader::createDefaults(AssetsLoader& loader) {
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void AssetsLoader::addDefaults(AssetsLoader& loader) {
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loader.add(ASSET_SHADER, "res/main", "main");
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loader.add(ASSET_SHADER, "res/crosshair", "crosshair");
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loader.add(ASSET_SHADER, "res/lines", "lines");
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loader.add(ASSET_SHADER, "res/ui", "ui");
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@ -25,6 +25,14 @@ inline int min(int a, int b) {
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return (a < b) ? a : b;
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}
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inline int64_t max(int64_t a, int64_t b) {
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return (a > b) ? a : b;
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}
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inline int64_t min(int64_t a, int64_t b) {
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return (a < b) ? a : b;
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}
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static unsigned int g_seed;
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inline void fast_srand(int seed) {
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@ -1,15 +1,15 @@
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#include "player_control.h"
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#include "objects/Player.h"
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#include "physics/PhysicsSolver.h"
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#include "physics/Hitbox.h"
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#include "lighting/Lighting.h"
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#include "world/Level.h"
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#include "voxels/Block.h"
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#include "voxels/voxel.h"
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#include "voxels/Chunks.h"
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#include "window/Camera.h"
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#include "window/Events.h"
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#include "Player.h"
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#include "../physics/PhysicsSolver.h"
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#include "../physics/Hitbox.h"
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#include "../lighting/Lighting.h"
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#include "../world/Level.h"
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#include "../voxels/Block.h"
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#include "../voxels/voxel.h"
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#include "../voxels/Chunks.h"
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#include "../window/Camera.h"
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#include "../window/Events.h"
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#include <GLFW/glfw3.h>
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#define CROUCH_SPEED_MUL 0.25f
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@ -49,12 +49,15 @@ struct EngineSettings {
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int displayHeight;
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int displaySamples;
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const char* title;
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/* Max milliseconds that engine uses for chunks loading only */
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uint chunksLoadSpeed;
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};
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class Engine {
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Assets* assets;
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Level* level;
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EngineSettings settings;
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uint64_t frame = 0;
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float lastTime = 0.0f;
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@ -70,6 +73,8 @@ public:
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};
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Engine::Engine(const EngineSettings& settings) {
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this->settings = settings;
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Window::initialize(settings.displayWidth, settings.displayHeight, settings.title, settings.displaySamples);
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assets = new Assets();
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@ -117,7 +122,7 @@ void Engine::updateHotkeys() {
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level->player->debug = !level->player->debug;
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}
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if (Events::jpressed(GLFW_KEY_F5)) {
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for (unsigned i = 0; i < level->chunks->volume; i++) {
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for (uint i = 0; i < level->chunks->volume; i++) {
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shared_ptr<Chunk> chunk = level->chunks->chunks[i];
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if (chunk != nullptr && chunk->isReady()) {
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chunk->setModified(true);
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@ -140,7 +145,7 @@ void Engine::mainloop() {
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updateHotkeys();
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level->update(delta, Events::_cursor_locked);
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level->chunksController->loadVisible(world->wfile);
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level->chunksController->update(settings.chunksLoadSpeed);
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worldRenderer.draw(camera, occlusion);
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hud.draw(level, assets);
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@ -172,7 +177,7 @@ Engine::~Engine() {
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int main() {
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setup_definitions();
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try {
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Engine engine(EngineSettings{ 1280, 720, 1, "VoxelEngine-Cpp v13" });
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Engine engine(EngineSettings{ 1280, 720, 1, "VoxelEngine-Cpp v13", 10 });
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engine.mainloop();
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}
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catch (const initialize_error& err) {
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@ -9,9 +9,11 @@
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#include "../files/WorldFiles.h"
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#include "../world/Level.h"
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#include "../world/World.h"
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#include "../maths/voxmaths.h"
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#include <iostream>
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#include <limits.h>
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#include <memory>
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#include <chrono>
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#if defined(_WIN32) && defined(__MINGW32__)
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#define _WIN32_WINNT 0x0501
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@ -20,9 +22,13 @@
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#include <thread>
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#endif
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#define MAX_WORK_PER_FRAME 16
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#define MIN_SURROUNDING 9
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using std::shared_ptr;
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using std::chrono::high_resolution_clock;
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using std::chrono::duration_cast;
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using std::chrono::microseconds;
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ChunksController::ChunksController(Level* level, Chunks* chunks, Lighting* lighting) : level(level), chunks(chunks), lighting(lighting){
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@ -31,6 +37,23 @@ ChunksController::ChunksController(Level* level, Chunks* chunks, Lighting* light
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ChunksController::~ChunksController(){
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}
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void ChunksController::update(int64_t maxDuration) {
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int64_t mcstotal = 0;
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for (uint i = 0; i < MAX_WORK_PER_FRAME; i++) {
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auto start = high_resolution_clock::now();
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if (loadVisible(level->world->wfile)) {
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auto elapsed = high_resolution_clock::now() - start;
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int64_t mcs = duration_cast<microseconds>(elapsed).count();
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avgDurationMcs = mcs * 0.2 + avgDurationMcs * 0.8;
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if (mcstotal + max(avgDurationMcs, mcs) * 2 < maxDuration * 1000) {
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mcstotal += mcs;
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continue;
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}
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}
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break;
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}
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}
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bool ChunksController::loadVisible(WorldFiles* worldFiles){
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const int w = chunks->w;
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const int d = chunks->d;
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@ -1,6 +1,8 @@
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#ifndef VOXELS_CHUNKSCONTROLLER_H_
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#define VOXELS_CHUNKSCONTROLLER_H_
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#include "../typedefs.h"
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class Level;
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class Chunks;
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class Lighting;
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@ -13,10 +15,12 @@ private:
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Level* level;
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Chunks* chunks;
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Lighting* lighting;
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int64_t avgDurationMcs = 1000;
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public:
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ChunksController(Level* level, Chunks* chunks, Lighting* lighting);
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~ChunksController();
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void update(int64_t maxDuration);
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bool loadVisible(WorldFiles* worldFiles);
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};
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@ -6,10 +6,10 @@
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#include "../voxels/Chunks.h"
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#include "../voxels/ChunksController.h"
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#include "../voxels/ChunksStorage.h"
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#include "../player_control.h"
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#include "../physics/Hitbox.h"
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#include "../physics/PhysicsSolver.h"
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#include "../objects/Player.h"
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#include "../objects/player_control.h"
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Level::Level(World* world, Player* player, Chunks* chunks, ChunksStorage* chunksStorage, PhysicsSolver* physics, LevelEvents* events) :
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world(world),
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@ -20,7 +20,7 @@
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#include "world/LevelEvents.h"
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#include "objects/Player.h"
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#include "assets/Assets.h"
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#include "player_control.h"
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#include "objects/player_control.h"
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using std::shared_ptr;
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