A lot of changes in almost all files

This commit is contained in:
MihailRis
2022-02-28 02:30:15 +03:00
committed by GitHub
parent cd3e737385
commit bc9d29cf68
28 changed files with 3485 additions and 476 deletions
+140 -56
View File
@@ -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
@@ -131,8 +157,70 @@ int initialize_assets() {
return 0;
}
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;
bool unoccluded = false;
do {
if ((chunk->x*CHUNK_W-cameraX)*camDirX + (chunk->z*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
if (((chunk->x+1)*CHUNK_W-cameraX)*camDirX + (chunk->z*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
if (((chunk->x+1)*CHUNK_W-cameraX)*camDirX + ((chunk->z+1)*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
if ((chunk->x*CHUNK_W-cameraX)*camDirX + ((chunk->z+1)*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
} while (false);
if (!unoccluded)
return;
}
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,0.85f,1.0f,1);
glClearColor(0.7f,0.71f,0.73f,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw VAO
@@ -141,50 +229,37 @@ void draw_world(Camera* camera){
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);
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();
mat4 model(1.0f);
const float cameraX = camera->position.x;
const float cameraZ = camera->position.z;
const float camDirX = camera->dir.x;
const float camDirZ = camera->dir.z;
std::vector<size_t> indices;
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;
if (chunks->meshes[i] != nullptr)
indices.push_back(i);
}
// 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){
unoccluded = true; break;
}
if (((chunk->x+1)*CHUNK_W-cameraX)*camDirX + (chunk->z*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
if (((chunk->x+1)*CHUNK_W-cameraX)*camDirX + ((chunk->z+1)*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
if ((chunk->x*CHUNK_W-cameraX)*camDirX + ((chunk->z+1)*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
} while (false);
if (!unoccluded)
continue;
}
std::sort(indices.begin(), indices.end(), chunks_comparator);
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 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;