world-wide commit to ruin everything

This commit is contained in:
MihailRis
2022-10-28 22:44:32 +03:00
parent fbce36a05c
commit 8a073e4e8a
57 changed files with 1433 additions and 958 deletions
+72 -62
View File
@@ -24,6 +24,7 @@ using namespace glm;
#include "graphics/VoxelRenderer.h"
#include "graphics/LineBatch.h"
#include "graphics/Batch2D.h"
#include "graphics/Framebuffer.h"
#include "window/Window.h"
#include "window/Events.h"
#include "window/Camera.h"
@@ -54,13 +55,9 @@ using namespace glm;
#include "hud_render.h"
#include "player_control.h"
float gravity = 19.6f;
int WIDTH = 1280;
int HEIGHT = 720;
// Save all world data to files
void write_world(World* world, Level* level){
WorldFiles* wfile = world->wfile;
@@ -68,7 +65,7 @@ void write_world(World* world, Level* level){
for (unsigned int i = 0; i < chunks->volume; i++){
Chunk* chunk = chunks->chunks[i];
if (chunk == nullptr)
if (chunk == nullptr || !chunk->isUnsaved())
continue;
wfile->put((const char*)chunk->voxels, chunk->x, chunk->z);
}
@@ -78,16 +75,17 @@ void write_world(World* world, Level* level){
world->wfile->writePlayer(level->player);
}
void update_level(World* world, Level* level, float delta, long frame, VoxelRenderer* renderer){
void update_level(World* world, Level* level, float delta, long frame, VoxelRenderer* renderer) {
level->playerController->update_controls(delta);
level->playerController->update_interaction();
if (Events::_cursor_locked)
level->playerController->update_interaction();
vec3 position = level->player->hitbox->position;
level->chunks->setCenter(world->wfile, position.x, 0, position.z);
level->chunks->setCenter(world->wfile, position.x, position.z);
}
Level* load_level(World* world, Player* player) {
Level* level = new Level(world, player, new Chunks(34,1,34, 0,0,0), new PhysicsSolver(vec3(0, -gravity, 0)));
Level* level = new Level(world, player, new Chunks(56, 56, 0, 0), new PhysicsSolver(vec3(0, -19.6f, 0)));
world->wfile->readPlayer(player);
Camera* camera = player->camera;
@@ -96,10 +94,8 @@ Level* load_level(World* world, Player* player) {
return level;
}
int initialize(Assets*& assets){
Audio::initialize();
Window::initialize(WIDTH, HEIGHT, "VoxelEngine-Cpp v.12");
int initialize(Assets*& assets) {
Window::initialize(WIDTH, HEIGHT, "VoxelEngine-Cpp v12");
Events::initialize();
assets = new Assets();
@@ -113,6 +109,66 @@ int initialize(Assets*& assets){
return 0;
}
void mainloop(Level* level, Assets* assets) {
Camera* camera = level->player->camera;
std::cout << "-- preparing systems" << std::endl;
World* world = level->world;
WorldRenderer worldRenderer(level, assets);
HudRenderer hud;
long frame = 0;
float lastTime = glfwGetTime();
float delta = 0.0f;
bool occlusion = true;
bool devdata = false;
Window::swapInterval(1);
while (!Window::isShouldClose()){
frame++;
float currentTime = glfwGetTime();
delta = currentTime - lastTime;
lastTime = currentTime;
int fps = 1 / delta;
if (Events::jpressed(GLFW_KEY_ESCAPE)){
Window::setShouldClose(true);
}
if (Events::jpressed(GLFW_KEY_TAB)){
Events::toogleCursor();
}
if (Events::jpressed(GLFW_KEY_O)){
occlusion = !occlusion;
}
if (Events::jpressed(GLFW_KEY_F3)){
devdata = !devdata;
}
if (Events::jpressed(GLFW_KEY_F5)){
for (unsigned i = 0; i < level->chunks->volume; i++) {
Chunk* chunk = level->chunks->chunks[i];
if (chunk != nullptr && chunk->isReady()){
chunk->setModified(true);
}
}
}
update_level(world, level, delta, frame, worldRenderer.renderer);
int freeLoaders = level->chunksController->countFreeLoaders();
for (int i = 0; i < freeLoaders; i++)
level->chunksController->_buildMeshes(worldRenderer.renderer, frame);
freeLoaders = level->chunksController->countFreeLoaders();
for (int i = 0; i < freeLoaders; i++)
level->chunksController->calculateLights();
freeLoaders = level->chunksController->countFreeLoaders();
for (int i = 0; i < freeLoaders; i++)
level->chunksController->loadVisible(world->wfile);
worldRenderer.draw(world, camera, occlusion);
hud.draw(level, assets);
if (devdata) {
hud.drawDebug(level, assets, fps, occlusion);
}
Window::swapBuffers();
Events::pullEvents();
}
}
int main() {
setup_definitions();
@@ -128,57 +184,12 @@ int main() {
Player* player = new Player(playerPosition, 4.0f, camera);
Level* level = load_level(world, player);
std::cout << "-- preparing systems" << std::endl;
HudRenderer hud;
WorldRenderer worldRenderer(level);
float lastTime = glfwGetTime();
float delta = 0.0f;
long frame = 0;
bool occlusion = false;
bool devdata = false;
Window::swapInterval(1);
std::cout << "-- initializing finished" << std::endl;
while (!Window::isShouldClose()){
frame++;
float currentTime = glfwGetTime();
delta = currentTime - lastTime;
lastTime = currentTime;
int fps = 1 / delta;
if (Events::jpressed(GLFW_KEY_O)){
occlusion = !occlusion;
}
if (Events::jpressed(GLFW_KEY_F3)){
devdata = !devdata;
}
Audio::initialize();
mainloop(level, assets);
Audio::finalize();
update_level(world, level, delta, frame, worldRenderer.renderer);
int freeLoaders = level->chunksController->countFreeLoaders();
for (int i = 0; i < freeLoaders; i++)
level->chunksController->_buildMeshes(worldRenderer.renderer, frame);
freeLoaders = level->chunksController->countFreeLoaders();
for (int i = 0; i < freeLoaders; i++)
level->chunksController->loadVisible(world->wfile);
worldRenderer.draw(world, camera, assets, occlusion);
if (level->playerController->selectedBlockId != -1){
Block* selectedBlock = Block::blocks[level->playerController->selectedBlockId];
LineBatch* lineBatch = worldRenderer.lineBatch;
vec3 pos = level->playerController->selectedBlockPosition;
if (selectedBlock->model == 1){
lineBatch->box(pos.x+0.5f, pos.y+0.5f, pos.z+0.5f, 1.005f,1.005f,1.005f, 0,0,0,0.5f);
} else if (selectedBlock->model == 2){
lineBatch->box(pos.x+0.4f, pos.y+0.3f, pos.z+0.4f, 0.805f,0.805f,0.805f, 0,0,0,0.5f);
}
}
hud.draw(world, level, assets, devdata, fps);
Window::swapBuffers();
Events::pullEvents();
}
std::cout << "-- saving world" << std::endl;
write_world(world, level);
@@ -187,7 +198,6 @@ int main() {
std::cout << "-- shutting down" << std::endl;
delete assets;
Audio::finalize();
Events::finalize();
Window::terminate();
return 0;