General refactor

This commit is contained in:
MihailRis
2023-11-30 04:30:40 +03:00
parent de134dc2e5
commit 1d5037893c
27 changed files with 558 additions and 419 deletions
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#include "ChunksController.h"
#include <iostream>
#include <limits.h>
#include <memory>
#include <chrono>
#include "../voxels/Block.h"
#include "../voxels/Chunk.h"
#include "../voxels/Chunks.h"
#include "../voxels/ChunksStorage.h"
#include "../voxels/WorldGenerator.h"
#include "../content/Content.h"
#include "../graphics/Mesh.h"
#include "../lighting/Lighting.h"
#include "../files/WorldFiles.h"
#include "../world/Level.h"
#include "../world/World.h"
#include "../maths/voxmaths.h"
#define MAX_WORK_PER_FRAME 16
#define MIN_SURROUNDING 9
using std::unique_ptr;
using std::shared_ptr;
using std::chrono::high_resolution_clock;
using std::chrono::duration_cast;
using std::chrono::microseconds;
ChunksController::ChunksController(
Level* level,
Chunks* chunks,
Lighting* lighting,
uint padding)
: level(level),
chunks(chunks),
lighting(lighting),
padding(padding),
generator(new WorldGenerator(level->content)) {
}
ChunksController::~ChunksController(){
delete generator;
}
void ChunksController::update(int64_t maxDuration) {
int64_t mcstotal = 0;
for (uint i = 0; i < MAX_WORK_PER_FRAME; i++) {
auto start = high_resolution_clock::now();
if (loadVisible()) {
auto elapsed = high_resolution_clock::now() - start;
int64_t mcs = duration_cast<microseconds>(elapsed).count();
avgDurationMcs = mcs * 0.2 + avgDurationMcs * 0.8;
if (mcstotal + max(avgDurationMcs, mcs) * 2 < maxDuration * 1000) {
mcstotal += mcs;
continue;
}
}
break;
}
}
bool ChunksController::loadVisible(){
const Content* content = level->content;
const int w = chunks->w;
const int d = chunks->d;
const int ox = chunks->ox;
const int oz = chunks->oz;
int nearX = 0;
int nearZ = 0;
int minDistance = ((w-padding*2)/2)*((w-padding*2)/2);
for (uint z = padding; z < d-padding; z++){
for (uint x = padding; x < w-padding; x++){
int index = z * w + x;
shared_ptr<Chunk> chunk = chunks->chunks[index];
if (chunk != nullptr){
int surrounding = 0;
for (int oz = -1; oz <= 1; oz++){
for (int ox = -1; ox <= 1; ox++){
Chunk* other = chunks->getChunk(chunk->x+ox, chunk->z+oz);
if (other != nullptr) surrounding++;
}
}
chunk->surrounding = surrounding;
if (surrounding == MIN_SURROUNDING && !chunk->isLighted()) {
lighting->buildSkyLight(chunk->x, chunk->z);
lighting->onChunkLoaded(chunk->x, chunk->z);
chunk->setLighted(true);
return true;
}
continue;
}
int lx = x - w / 2;
int lz = z - d / 2;
int distance = (lx * lx + lz * lz);
if (distance < minDistance){
minDistance = distance;
nearX = x;
nearZ = z;
}
}
}
int index = nearZ * w + nearX;
shared_ptr<Chunk> chunk = chunks->chunks[index];
if (chunk != nullptr) {
return false;
}
chunk = level->chunksStorage->create(nearX+ox, nearZ+oz);
chunks->putChunk(chunk);
if (!chunk->isLoaded()) {
generator->generate(chunk->voxels, chunk->x, chunk->z, level->world->seed);
chunk->setUnsaved(true);
}
chunk->updateHeights();
ContentIndices* indices = content->indices;
for (size_t i = 0; i < CHUNK_VOL; i++) {
blockid_t id = chunk->voxels[i].id;
if (indices->getBlockDef(id) == nullptr) {
std::cout << "corruped block detected at " << i << " of chunk ";
std::cout << chunk->x << "x" << chunk->z;
std::cout << " -> " << (int)id << std::endl;
chunk->voxels[i].id = 11;
}
}
lighting->prebuildSkyLight(chunk->x, chunk->z);
return true;
}
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#ifndef VOXELS_CHUNKSCONTROLLER_H_
#define VOXELS_CHUNKSCONTROLLER_H_
#include "../typedefs.h"
class Level;
class Chunks;
class Lighting;
class WorldFiles;
class VoxelRenderer;
class ChunksLoader;
class WorldGenerator;
class ChunksController {
private:
Level* level;
Chunks* chunks;
Lighting* lighting;
int64_t avgDurationMcs = 1000;
uint padding;
WorldGenerator* generator;
public:
ChunksController(Level* level, Chunks* chunks, Lighting* lighting, uint padding);
~ChunksController();
void update(int64_t maxDuration);
bool loadVisible();
};
#endif /* VOXELS_CHUNKSCONTROLLER_H_ */
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#include "LevelController.h"
#include "../world/Level.h"
#include "PlayerController.h"
#include "ChunksController.h"
LevelController::LevelController(EngineSettings& settings, Level* level)
: settings(settings), level(level) {
chunks = new ChunksController(
level,
level->chunks,
level->lighting,
settings.chunks.padding);
player = new PlayerController(level, settings);
}
LevelController::~LevelController() {
delete player;
delete chunks;
}
void LevelController::update(
float delta,
bool input,
bool pause,
bool interactions) {
if (!pause) {
if (input) {
player->updateKeyboard();
} else {
player->resetKeyboard();
}
player->updateCamera(delta, input);
player->updateControls(delta);
}
player->refreshCamera();
if (interactions) {
player->updateInteraction();
} else {
player->selectedBlockId = -1;
}
level->update();
chunks->update(settings.chunks.loadSpeed);
}
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#ifndef LOGIC_LEVEL_CONTROLLER_H_
#define LOGIC_LEVEL_CONTROLLER_H_
#include "../settings.h"
class Level;
class ChunksController;
class PlayerController;
class LevelController {
EngineSettings& settings;
Level* level;
ChunksController* chunks;
PlayerController* player;
public:
LevelController(EngineSettings& settings, Level* level);
~LevelController();
void update(float delta,
bool input,
bool pause,
bool interactions);
};
#endif // LOGIC_LEVEL_CONTROLLER_H_
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#include "PlayerController.h"
#include "../objects/Player.h"
#include "../physics/PhysicsSolver.h"
#include "../physics/Hitbox.h"
#include "../lighting/Lighting.h"
#include "../world/Level.h"
#include "../content/Content.h"
#include "../voxels/Block.h"
#include "../voxels/voxel.h"
#include "../voxels/Chunks.h"
#include "../window/Camera.h"
#include "../window/Events.h"
#include "../window/input.h"
#include "../core_defs.h"
#define CAM_SHAKE_OFFSET 0.025f
#define CAM_SHAKE_OFFSET_Y 0.031f
#define CAM_SHAKE_SPEED 1.6f
#define CAM_SHAKE_DELTA_K 10.0f
#define ZOOM_SPEED 16.0f
#define CROUCH_ZOOM 0.9f
#define RUN_ZOOM 1.1f
#define C_ZOOM 0.1f
#define CROUCH_SHIFT_Y -0.2f
using glm::vec2;
using glm::vec3;
CameraControl::CameraControl(Player* player, const CameraSettings& settings)
: player(player),
camera(player->camera),
settings(settings),
offset(0.0f, 0.7f, 0.0f) {
}
void CameraControl::refresh() {
camera->position = player->hitbox->position + offset;
}
void CameraControl::updateMouse(PlayerInput& input) {
float rotX = -Events::deltaX / Window::height * 2;
float rotY = -Events::deltaY / Window::height * 2;
if (input.zoom){
rotX /= 4;
rotY /= 4;
}
float& camX = player->camX;
float& camY = player->camY;
camX += rotX;
camY += rotY;
if (camY < -radians(89.9f)){
camY = -radians(89.9f);
}
if (camY > radians(89.9f)){
camY = radians(89.9f);
}
camera->rotation = mat4(1.0f);
camera->rotate(camY, camX, 0);
}
void CameraControl::update(PlayerInput& input, float delta) {
Hitbox* hitbox = player->hitbox;
offset = vec3(0.0f, 0.7f, 0.0f);
if (settings.shaking && !input.cheat) {
const float k = CAM_SHAKE_DELTA_K;
const float oh = CAM_SHAKE_OFFSET;
const float ov = CAM_SHAKE_OFFSET_Y;
const vec3& vel = hitbox->velocity;
interpVel = interpVel * (1.0f - delta * 5) + vel * delta * 0.1f;
if (hitbox->grounded && interpVel.y < 0.0f){
interpVel.y *= -30.0f;
}
shake = shake * (1.0f - delta * k);
if (hitbox->grounded) {
float f = length(vec2(vel.x, vel.z));
shakeTimer += delta * f * CAM_SHAKE_SPEED;
shake += f * delta * k;
}
offset += camera->right * sin(shakeTimer) * oh * shake;
offset += camera->up * abs(cos(shakeTimer)) * ov * shake;
offset -= glm::min(interpVel * 0.05f, 1.0f);
}
if (settings.fovEvents){
bool crouch = input.shift && hitbox->grounded && !input.sprint;
float dt = fmin(1.0f, delta * ZOOM_SPEED);
float zoomValue = 1.0f;
if (crouch){
offset += vec3(0.f, CROUCH_SHIFT_Y, 0.f);
zoomValue = CROUCH_ZOOM;
} else if (input.sprint){
zoomValue = RUN_ZOOM;
}
if (input.zoom)
zoomValue *= C_ZOOM;
camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt);
}
}
vec3 PlayerController::selectedBlockPosition;
int PlayerController::selectedBlockId = -1;
PlayerController::PlayerController(Level* level, const EngineSettings& settings)
: level(level),
player(level->player),
camControl(level->player, settings.camera) {
}
void PlayerController::updateKeyboard() {
input.moveForward = Events::active(BIND_MOVE_FORWARD);
input.moveBack = Events::active(BIND_MOVE_BACK);
input.moveLeft = Events::active(BIND_MOVE_LEFT);
input.moveRight = Events::active(BIND_MOVE_RIGHT);
input.sprint = Events::active(BIND_MOVE_SPRINT);
input.shift = Events::active(BIND_MOVE_CROUCH);
input.cheat = Events::active(BIND_MOVE_CHEAT);
input.jump = Events::active(BIND_MOVE_JUMP);
input.zoom = Events::active(BIND_CAM_ZOOM);
input.noclip = Events::jactive(BIND_PLAYER_NOCLIP);
input.flight = Events::jactive(BIND_PLAYER_FLIGHT);
// block choice
for (int i = 1; i < 10; i++){
if (Events::jpressed(keycode::NUM_0+i)){
player->choosenBlock = i;
}
}
}
void PlayerController::updateCamera(float delta, bool movement) {
if (movement) {
camControl.updateMouse(input);
}
camControl.update(input, delta);
}
void PlayerController::resetKeyboard() {
input.zoom = false;
input.moveForward = false;
input.moveBack = false;
input.moveLeft = false;
input.moveRight = false;
input.sprint = false;
input.shift = false;
input.cheat = false;
input.jump = false;
}
void PlayerController::updateControls(float delta){
player->update(level, input, delta);
}
void PlayerController::refreshCamera() {
camControl.refresh();
}
void PlayerController::updateInteraction(){
const ContentIndices* contentIds = level->contentIds;
Chunks* chunks = level->chunks;
Player* player = level->player;
Lighting* lighting = level->lighting;
Camera* camera = player->camera;
vec3 end;
vec3 norm;
bool xkey = Events::pressed(keycode::X);
bool lclick = Events::jactive(BIND_PLAYER_ATTACK) ||
(xkey && Events::active(BIND_PLAYER_ATTACK));
bool rclick = Events::jactive(BIND_PLAYER_BUILD) ||
(xkey && Events::active(BIND_PLAYER_BUILD));
float maxDistance = 10.0f;
if (xkey) {
maxDistance *= 20.0f;
}
vec3 iend;
voxel* vox = chunks->rayCast(camera->position,
camera->front,
maxDistance,
end, norm, iend);
if (vox != nullptr){
player->selectedVoxel = *vox;
selectedBlockId = vox->id;
selectedBlockPosition = iend;
int x = (int)iend.x;
int y = (int)iend.y;
int z = (int)iend.z;
uint8_t states = 0;
if (contentIds->getBlockDef(player->choosenBlock)->rotatable){
if (abs(norm.x) > abs(norm.z)){
if (abs(norm.x) > abs(norm.y)) states = BLOCK_DIR_X;
if (abs(norm.x) < abs(norm.y)) states = BLOCK_DIR_Y;
}
if (abs(norm.x) < abs(norm.z)){
if (abs(norm.z) > abs(norm.y)) states = BLOCK_DIR_Z;
if (abs(norm.z) < abs(norm.y)) states = BLOCK_DIR_Y;
}
}
Block* block = contentIds->getBlockDef(vox->id);
if (lclick && block->breakable){
chunks->set(x,y,z, 0, 0);
lighting->onBlockSet(x,y,z, 0);
}
if (rclick){
if (block->model != BlockModel::xsprite){
x = (int)(iend.x)+(int)(norm.x);
y = (int)(iend.y)+(int)(norm.y);
z = (int)(iend.z)+(int)(norm.z);
}
if (!level->physics->isBlockInside(x,y,z, player->hitbox)){
chunks->set(x, y, z, player->choosenBlock, states);
lighting->onBlockSet(x,y,z, player->choosenBlock);
}
}
if (Events::jactive(BIND_PLAYER_PICK)){
player->choosenBlock = chunks->get(x,y,z)->id;
}
} else {
selectedBlockId = -1;
}
}
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#ifndef PLAYER_CONTROL_H_
#define PLAYER_CONTROL_H_
#include <glm/glm.hpp>
#include "../settings.h"
#include "../objects/Player.h"
class Camera;
class Player;
class Level;
class CameraControl {
Player* player;
Camera* camera;
const CameraSettings& settings;
glm::vec3 offset;
float shake = 0.0f;
float shakeTimer = 0.0f;
glm::vec3 interpVel {0.0f};
public:
CameraControl(Player* player, const CameraSettings& settings);
void updateMouse(PlayerInput& input);
void update(PlayerInput& input, float delta);
void refresh();
};
class PlayerController {
Level* level;
Player* player;
PlayerInput input;
CameraControl camControl;
public:
static glm::vec3 selectedBlockPosition;
static int selectedBlockId;
PlayerController(Level* level, const EngineSettings& settings);
void updateKeyboard();
void updateCamera(float delta, bool movement);
void refreshCamera();
void resetKeyboard();
void updateControls(float delta);
void updateInteraction();
};
#endif /* PLAYER_CONTROL_H_ */