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
22 changed files with 587 additions and 149 deletions
+190 -112
View File
@@ -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;
}