Merge pull request #7 from plane000/dev
Merge update #1 for version sub alpha
This commit is contained in:
@@ -2,17 +2,19 @@
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A Minecraft clone written in C++ with OpenGL
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### Development Checklist
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### Trello coming soon
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- [X] Block atlas
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- [X] Texturing faces
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- [X] Mesh chunks
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- [X] Fog
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- [ ] Fustrum culling
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- [ ] Chunk generation around the player
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- [ ] Threaded chunk generation
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- [X] Threaded chunk generation
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- [ ] Player collision
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- [ ] Player cursor
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- [ ] Procedural world generation
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@@ -17,8 +17,11 @@ void main() {
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if (outColour.w == .0)
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discard;
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float fogMax = 20000;
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float fogMax = 60000;
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outColour = vec4(mix(outColour.xyz, SkyColour, min(1.0f, Distance / fogMax)), outColour.w);
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vec3 colour = mix(outColour.xyz, SkyColour, min(1.0f, Distance / fogMax));
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// Retain fragment transparency
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outColour = vec4(colour, outColour.w);
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}
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@@ -1,9 +1,10 @@
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#ifndef MINECRAFT_COMMON_H_
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#define MINECRAFT_COMMON_H_
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtx/hash.hpp>
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#include <glm/glm.hpp>
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#include <glad/glad.h>
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#include <KHR/khrplatform.h>
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@@ -1,5 +1,8 @@
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#include "game.hpp"
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// For glm::vec2 as the key of a hashmap
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#define GLM_ENABLE_EXPERIMENTAL
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#define LOGGER_DEFINITION
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#include <logger.h>
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@@ -81,6 +84,8 @@ void Game::Setup(int w, int h) {
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m_cameras["Default"] = std::make_shared<Camera>(w, h);
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m_activeCamera = m_cameras["Default"];
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m_activeCamera->Position = { 0, 70, 0 };
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m_activeCamera->UpdateView();
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std::shared_ptr<CBlockDictionary> BlockDictionary = CBlockDictionary::GetInstance();
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@@ -92,10 +97,6 @@ void Game::Setup(int w, int h) {
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m_world->SetTextureMap(texture.LoadTextures(BlockDictionary->Textures));
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m_world->LoadWorld();
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m_world->Shaders["Basic"] = std::make_shared<Shader>();
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m_world->Shaders["Basic"]->Load(GameConfig.ResourceBase + "shaders/simple");
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m_world->Shaders["Basic"]->Link();
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}
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@@ -11,12 +11,6 @@ Renderer::Renderer() {
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// Perform the render passes
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void Renderer::Render(std::shared_ptr<World> world, std::shared_ptr<Camera> camera) {
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glBindTexture(GL_TEXTURE_2D_ARRAY, world->TextureID);
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for (int i = 0; i < world->Chunks.size(); i++) {
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world->Chunks[i]->Render(camera, world->Shaders["Basic"]);
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}
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world->Render(camera);
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}
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2250
src/util/fastnoise.cpp
Normal file
2250
src/util/fastnoise.cpp
Normal file
File diff suppressed because it is too large
Load Diff
311
src/util/fastnoise.hpp
Normal file
311
src/util/fastnoise.hpp
Normal file
@@ -0,0 +1,311 @@
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// FastNoise.h
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//
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// MIT License
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//
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// Copyright(c) 2017 Jordan Peck
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// The developer's email is jorzixdan.me2@gzixmail.com (for great email, take
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// off every 'zix'.)
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//
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// VERSION: 0.4.1
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#ifndef FASTNOISE_H
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#define FASTNOISE_H
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// Uncomment the line below to use doubles throughout FastNoise instead of floats
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//#define FN_USE_DOUBLES
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#define FN_CELLULAR_INDEX_MAX 3
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#ifdef FN_USE_DOUBLES
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typedef double FN_DECIMAL;
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#else
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typedef float FN_DECIMAL;
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#endif
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class FastNoise
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{
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public:
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explicit FastNoise(int seed = 1337) { SetSeed(seed); CalculateFractalBounding(); }
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enum NoiseType { Value, ValueFractal, Perlin, PerlinFractal, Simplex, SimplexFractal, Cellular, WhiteNoise, Cubic, CubicFractal };
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enum Interp { Linear, Hermite, Quintic };
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enum FractalType { FBM, Billow, RigidMulti };
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enum CellularDistanceFunction { Euclidean, Manhattan, Natural };
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enum CellularReturnType { CellValue, NoiseLookup, Distance, Distance2, Distance2Add, Distance2Sub, Distance2Mul, Distance2Div };
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// Sets seed used for all noise types
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// Default: 1337
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void SetSeed(int seed);
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// Returns seed used for all noise types
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int GetSeed() const { return m_seed; }
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// Sets frequency for all noise types
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// Default: 0.01
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void SetFrequency(FN_DECIMAL frequency) { m_frequency = frequency; }
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// Returns frequency used for all noise types
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FN_DECIMAL GetFrequency() const { return m_frequency; }
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// Changes the interpolation method used to smooth between noise values
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// Possible interpolation methods (lowest to highest quality) :
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// - Linear
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// - Hermite
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// - Quintic
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// Used in Value, Perlin Noise and Position Warping
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// Default: Quintic
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void SetInterp(Interp interp) { m_interp = interp; }
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// Returns interpolation method used for supported noise types
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Interp GetInterp() const { return m_interp; }
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// Sets noise return type of GetNoise(...)
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// Default: Simplex
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void SetNoiseType(NoiseType noiseType) { m_noiseType = noiseType; }
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// Returns the noise type used by GetNoise
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NoiseType GetNoiseType() const { return m_noiseType; }
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// Sets octave count for all fractal noise types
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// Default: 3
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void SetFractalOctaves(int octaves) { m_octaves = octaves; CalculateFractalBounding(); }
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// Returns octave count for all fractal noise types
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int GetFractalOctaves() const { return m_octaves; }
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// Sets octave lacunarity for all fractal noise types
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// Default: 2.0
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void SetFractalLacunarity(FN_DECIMAL lacunarity) { m_lacunarity = lacunarity; }
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// Returns octave lacunarity for all fractal noise types
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FN_DECIMAL GetFractalLacunarity() const { return m_lacunarity; }
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// Sets octave gain for all fractal noise types
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// Default: 0.5
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void SetFractalGain(FN_DECIMAL gain) { m_gain = gain; CalculateFractalBounding(); }
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// Returns octave gain for all fractal noise types
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FN_DECIMAL GetFractalGain() const { return m_gain; }
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// Sets method for combining octaves in all fractal noise types
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// Default: FBM
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void SetFractalType(FractalType fractalType) { m_fractalType = fractalType; }
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// Returns method for combining octaves in all fractal noise types
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FractalType GetFractalType() const { return m_fractalType; }
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// Sets distance function used in cellular noise calculations
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// Default: Euclidean
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void SetCellularDistanceFunction(CellularDistanceFunction cellularDistanceFunction) { m_cellularDistanceFunction = cellularDistanceFunction; }
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// Returns the distance function used in cellular noise calculations
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CellularDistanceFunction GetCellularDistanceFunction() const { return m_cellularDistanceFunction; }
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// Sets return type from cellular noise calculations
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// Note: NoiseLookup requires another FastNoise object be set with SetCellularNoiseLookup() to function
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// Default: CellValue
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void SetCellularReturnType(CellularReturnType cellularReturnType) { m_cellularReturnType = cellularReturnType; }
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// Returns the return type from cellular noise calculations
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CellularReturnType GetCellularReturnType() const { return m_cellularReturnType; }
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// Noise used to calculate a cell value if cellular return type is NoiseLookup
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// The lookup value is acquired through GetNoise() so ensure you SetNoiseType() on the noise lookup, value, Perlin or simplex is recommended
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void SetCellularNoiseLookup(FastNoise* noise) { m_cellularNoiseLookup = noise; }
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// Returns the noise used to calculate a cell value if the cellular return type is NoiseLookup
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FastNoise* GetCellularNoiseLookup() const { return m_cellularNoiseLookup; }
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// Sets the 2 distance indices used for distance2 return types
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// Default: 0, 1
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// Note: index0 should be lower than index1
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// Both indices must be >= 0, index1 must be < 4
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void SetCellularDistance2Indices(int cellularDistanceIndex0, int cellularDistanceIndex1);
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// Returns the 2 distance indices used for distance2 return types
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void GetCellularDistance2Indices(int& cellularDistanceIndex0, int& cellularDistanceIndex1) const;
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// Sets the maximum distance a cellular point can move from its grid position
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// Setting this high will make artifacts more common
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// Default: 0.45
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void SetCellularJitter(FN_DECIMAL cellularJitter) { m_cellularJitter = cellularJitter; }
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// Returns the maximum distance a cellular point can move from its grid position
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FN_DECIMAL GetCellularJitter() const { return m_cellularJitter; }
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// Sets the maximum warp distance from original location when using GradientPerturb{Fractal}(...)
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// Default: 1.0
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void SetGradientPerturbAmp(FN_DECIMAL gradientPerturbAmp) { m_gradientPerturbAmp = gradientPerturbAmp; }
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// Returns the maximum warp distance from original location when using GradientPerturb{Fractal}(...)
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FN_DECIMAL GetGradientPerturbAmp() const { return m_gradientPerturbAmp; }
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//2D
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FN_DECIMAL GetValue(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetValueFractal(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetPerlin(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetPerlinFractal(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetSimplex(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetSimplexFractal(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetCellular(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetWhiteNoise(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetWhiteNoiseInt(int x, int y) const;
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FN_DECIMAL GetCubic(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetCubicFractal(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetNoise(FN_DECIMAL x, FN_DECIMAL y) const;
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void GradientPerturb(FN_DECIMAL& x, FN_DECIMAL& y) const;
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void GradientPerturbFractal(FN_DECIMAL& x, FN_DECIMAL& y) const;
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//3D
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FN_DECIMAL GetValue(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetValueFractal(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetPerlin(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetPerlinFractal(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetSimplex(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetSimplexFractal(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetCellular(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetWhiteNoise(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetWhiteNoiseInt(int x, int y, int z) const;
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FN_DECIMAL GetCubic(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetCubicFractal(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetNoise(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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void GradientPerturb(FN_DECIMAL& x, FN_DECIMAL& y, FN_DECIMAL& z) const;
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void GradientPerturbFractal(FN_DECIMAL& x, FN_DECIMAL& y, FN_DECIMAL& z) const;
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//4D
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FN_DECIMAL GetSimplex(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z, FN_DECIMAL w) const;
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FN_DECIMAL GetWhiteNoise(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z, FN_DECIMAL w) const;
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FN_DECIMAL GetWhiteNoiseInt(int x, int y, int z, int w) const;
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private:
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unsigned char m_perm[512];
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unsigned char m_perm12[512];
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int m_seed = 1337;
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FN_DECIMAL m_frequency = FN_DECIMAL(0.01);
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Interp m_interp = Quintic;
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NoiseType m_noiseType = Simplex;
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int m_octaves = 3;
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FN_DECIMAL m_lacunarity = FN_DECIMAL(2);
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FN_DECIMAL m_gain = FN_DECIMAL(0.5);
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FractalType m_fractalType = FBM;
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FN_DECIMAL m_fractalBounding;
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|
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CellularDistanceFunction m_cellularDistanceFunction = Euclidean;
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CellularReturnType m_cellularReturnType = CellValue;
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FastNoise* m_cellularNoiseLookup = nullptr;
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int m_cellularDistanceIndex0 = 0;
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int m_cellularDistanceIndex1 = 1;
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FN_DECIMAL m_cellularJitter = FN_DECIMAL(0.45);
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|
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FN_DECIMAL m_gradientPerturbAmp = FN_DECIMAL(1);
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void CalculateFractalBounding();
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//2D
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FN_DECIMAL SingleValueFractalFBM(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SingleValueFractalBillow(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SingleValueFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SingleValue(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y) const;
|
||||
|
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FN_DECIMAL SinglePerlinFractalFBM(FN_DECIMAL x, FN_DECIMAL y) const;
|
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FN_DECIMAL SinglePerlinFractalBillow(FN_DECIMAL x, FN_DECIMAL y) const;
|
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FN_DECIMAL SinglePerlinFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y) const;
|
||||
FN_DECIMAL SinglePerlin(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y) const;
|
||||
|
||||
FN_DECIMAL SingleSimplexFractalFBM(FN_DECIMAL x, FN_DECIMAL y) const;
|
||||
FN_DECIMAL SingleSimplexFractalBillow(FN_DECIMAL x, FN_DECIMAL y) const;
|
||||
FN_DECIMAL SingleSimplexFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y) const;
|
||||
FN_DECIMAL SingleSimplexFractalBlend(FN_DECIMAL x, FN_DECIMAL y) const;
|
||||
FN_DECIMAL SingleSimplex(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y) const;
|
||||
|
||||
FN_DECIMAL SingleCubicFractalFBM(FN_DECIMAL x, FN_DECIMAL y) const;
|
||||
FN_DECIMAL SingleCubicFractalBillow(FN_DECIMAL x, FN_DECIMAL y) const;
|
||||
FN_DECIMAL SingleCubicFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y) const;
|
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FN_DECIMAL SingleCubic(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y) const;
|
||||
|
||||
FN_DECIMAL SingleCellular(FN_DECIMAL x, FN_DECIMAL y) const;
|
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FN_DECIMAL SingleCellular2Edge(FN_DECIMAL x, FN_DECIMAL y) const;
|
||||
|
||||
void SingleGradientPerturb(unsigned char offset, FN_DECIMAL warpAmp, FN_DECIMAL frequency, FN_DECIMAL& x, FN_DECIMAL& y) const;
|
||||
|
||||
//3D
|
||||
FN_DECIMAL SingleValueFractalFBM(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
|
||||
FN_DECIMAL SingleValueFractalBillow(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
|
||||
FN_DECIMAL SingleValueFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
|
||||
FN_DECIMAL SingleValue(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
|
||||
|
||||
FN_DECIMAL SinglePerlinFractalFBM(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
|
||||
FN_DECIMAL SinglePerlinFractalBillow(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
|
||||
FN_DECIMAL SinglePerlinFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
|
||||
FN_DECIMAL SinglePerlin(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
|
||||
|
||||
FN_DECIMAL SingleSimplexFractalFBM(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
|
||||
FN_DECIMAL SingleSimplexFractalBillow(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
|
||||
FN_DECIMAL SingleSimplexFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
|
||||
FN_DECIMAL SingleSimplex(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
|
||||
|
||||
FN_DECIMAL SingleCubicFractalFBM(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
|
||||
FN_DECIMAL SingleCubicFractalBillow(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
|
||||
FN_DECIMAL SingleCubicFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
|
||||
FN_DECIMAL SingleCubic(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
|
||||
|
||||
FN_DECIMAL SingleCellular(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
|
||||
FN_DECIMAL SingleCellular2Edge(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
|
||||
|
||||
void SingleGradientPerturb(unsigned char offset, FN_DECIMAL warpAmp, FN_DECIMAL frequency, FN_DECIMAL& x, FN_DECIMAL& y, FN_DECIMAL& z) const;
|
||||
|
||||
//4D
|
||||
FN_DECIMAL SingleSimplex(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z, FN_DECIMAL w) const;
|
||||
|
||||
inline unsigned char Index2D_12(unsigned char offset, int x, int y) const;
|
||||
inline unsigned char Index3D_12(unsigned char offset, int x, int y, int z) const;
|
||||
inline unsigned char Index4D_32(unsigned char offset, int x, int y, int z, int w) const;
|
||||
inline unsigned char Index2D_256(unsigned char offset, int x, int y) const;
|
||||
inline unsigned char Index3D_256(unsigned char offset, int x, int y, int z) const;
|
||||
inline unsigned char Index4D_256(unsigned char offset, int x, int y, int z, int w) const;
|
||||
|
||||
inline FN_DECIMAL ValCoord2DFast(unsigned char offset, int x, int y) const;
|
||||
inline FN_DECIMAL ValCoord3DFast(unsigned char offset, int x, int y, int z) const;
|
||||
inline FN_DECIMAL GradCoord2D(unsigned char offset, int x, int y, FN_DECIMAL xd, FN_DECIMAL yd) const;
|
||||
inline FN_DECIMAL GradCoord3D(unsigned char offset, int x, int y, int z, FN_DECIMAL xd, FN_DECIMAL yd, FN_DECIMAL zd) const;
|
||||
inline FN_DECIMAL GradCoord4D(unsigned char offset, int x, int y, int z, int w, FN_DECIMAL xd, FN_DECIMAL yd, FN_DECIMAL zd, FN_DECIMAL wd) const;
|
||||
};
|
||||
#endif
|
||||
@@ -1,40 +1,138 @@
|
||||
#include "chunk.hpp"
|
||||
#include "voxel.hpp"
|
||||
|
||||
#include "../../renderer/shader.hpp"
|
||||
#include "../../renderer/camera.hpp"
|
||||
|
||||
#include "voxel.hpp"
|
||||
|
||||
#include "../block.hpp"
|
||||
|
||||
#include "../../util/fastnoise.hpp"
|
||||
|
||||
#include <random>
|
||||
|
||||
static std::default_random_engine generator;
|
||||
|
||||
Chunk::Chunk() {
|
||||
|
||||
}
|
||||
|
||||
Chunk::Chunk(int x, int z) {
|
||||
|
||||
m_model = glm::translate(glm::mat4(1.0f), { x * CHUNK_WIDTH, 0, z * CHUNK_DEPTH });
|
||||
X = x, Z = z;
|
||||
|
||||
Load();
|
||||
|
||||
}
|
||||
|
||||
Chunk::Chunk(int x, int z, std::vector<uint8_t> voxels) {
|
||||
|
||||
X = x, Z = z;
|
||||
|
||||
Voxels = voxels;
|
||||
|
||||
Load();
|
||||
|
||||
}
|
||||
|
||||
Chunk::Chunk(int x, int z, std::shared_ptr<FastNoise> terrainGenerator) {
|
||||
|
||||
X = x, Z = z;
|
||||
int y;
|
||||
|
||||
for (x = 0; x < CHUNK_WIDTH; x++)
|
||||
for (y = 0; y < CHUNK_HEIGHT; y++)
|
||||
for (z = 0; z < CHUNK_DEPTH; z++) {
|
||||
|
||||
if (y == 0) {
|
||||
Voxels.push_back((uint8_t)EBlockType::Bedrock);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (y == 1 && (float)rand() / (float)RAND_MAX > 0.5f) {
|
||||
Voxels.push_back((uint8_t)EBlockType::Bedrock);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (pow(y / (float)CHUNK_HEIGHT, 1.1024f) + terrainGenerator->GetValueFractal(x + (Z * CHUNK_WIDTH), y, z + (X * CHUNK_DEPTH)) * 0.60f < 0.5f) {
|
||||
|
||||
Voxels.push_back((uint8_t)EBlockType::Grass);
|
||||
continue;
|
||||
|
||||
}
|
||||
|
||||
Voxels.push_back((uint8_t)EBlockType::Air);
|
||||
|
||||
}
|
||||
|
||||
for (x = 0; x < CHUNK_WIDTH; x++)
|
||||
for (y = 0; y < CHUNK_HEIGHT; y++)
|
||||
for (z = 0; z < CHUNK_DEPTH; z++) {
|
||||
|
||||
if (BlockAt(x, y, z) == EBlockType::Bedrock)
|
||||
continue;
|
||||
|
||||
// No need for bounds checking as a closed loop
|
||||
if (BlockAt(x, y + 1, z) == EBlockType::Grass)
|
||||
Voxels[x + CHUNK_WIDTH * (y + CHUNK_HEIGHT * z)] = EBlockType::Dirt;
|
||||
|
||||
}
|
||||
|
||||
// Add stone 3 layers below dirt
|
||||
for (x = 0; x < CHUNK_WIDTH; x++)
|
||||
for (y = 0; y < CHUNK_HEIGHT; y++)
|
||||
for (z = 0; z < CHUNK_DEPTH; z++) {
|
||||
|
||||
if (BlockAt(x, y, z) == EBlockType::Bedrock)
|
||||
continue;
|
||||
|
||||
if (BlockAt(x, y + 1, z) == EBlockType::Dirt)
|
||||
if (BlockAt(x, y + 2, z) == EBlockType::Dirt)
|
||||
// if (BlockAt(x, y + 3, z) == EBlockType::Dirt)
|
||||
Voxels[x + CHUNK_WIDTH * (y + CHUNK_HEIGHT * z)] = EBlockType::Stone;
|
||||
|
||||
}
|
||||
|
||||
// Add the rest of the stone
|
||||
for (x = 0; x < CHUNK_WIDTH; x++)
|
||||
for (y = 0; y < CHUNK_HEIGHT; y++)
|
||||
for (z = 0; z < CHUNK_DEPTH; z++) {
|
||||
|
||||
if (BlockAt(x, y, z) == EBlockType::Bedrock)
|
||||
continue;
|
||||
|
||||
if (BlockAt(x, y + 1, z) == EBlockType::Stone)
|
||||
Voxels[x + CHUNK_WIDTH * (y + CHUNK_HEIGHT * z)] = EBlockType::Stone;
|
||||
|
||||
}
|
||||
|
||||
Load();
|
||||
|
||||
}
|
||||
|
||||
void Chunk::Load() {
|
||||
|
||||
if (Loaded)
|
||||
return;
|
||||
|
||||
m_model = glm::translate(glm::mat4(1.0f), { X * CHUNK_WIDTH, 0, Z * CHUNK_DEPTH });
|
||||
|
||||
if (!Voxels.empty()) {
|
||||
m_mesh();
|
||||
Loaded = true;
|
||||
return;
|
||||
}
|
||||
|
||||
// Generate a superflat chunk if nothing is there
|
||||
// [x + WIDTH * (y + HEIGHT * z)]
|
||||
for (int x = 0; x < CHUNK_WIDTH; x++)
|
||||
for (int y = 0; y < CHUNK_HEIGHT; y++)
|
||||
for (int z = 0; z < CHUNK_DEPTH; z++) {
|
||||
|
||||
|
||||
if (y > 32) {
|
||||
Voxels.push_back((uint8_t)EBlockType::Air);
|
||||
continue;
|
||||
}
|
||||
|
||||
std::uniform_real_distribution<float> distribution(0, 1);
|
||||
float r = distribution(generator);
|
||||
|
||||
if (r > 0.8f) {
|
||||
Voxels.push_back((uint8_t)EBlockType::Air);
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
if (y == 0)
|
||||
Voxels.push_back((uint8_t)EBlockType::Bedrock);
|
||||
else if (y < 28)
|
||||
@@ -47,22 +145,51 @@ Chunk::Chunk(int x, int z) {
|
||||
}
|
||||
|
||||
m_mesh();
|
||||
Loaded = true;
|
||||
|
||||
}
|
||||
|
||||
Chunk::Chunk(int x, int z, std::vector<uint8_t> voxels) {
|
||||
void Chunk::UploadMesh() {
|
||||
|
||||
m_model = glm::translate(glm::mat4(1.0f), { x * CHUNK_WIDTH, 0, z * CHUNK_DEPTH });
|
||||
|
||||
Voxels = voxels;
|
||||
|
||||
m_mesh();
|
||||
if (!MeshReady)
|
||||
return;
|
||||
|
||||
glGenVertexArrays(1, &m_vao);
|
||||
glBindVertexArray(m_vao);
|
||||
|
||||
glGenBuffers(1, &m_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||
|
||||
std::vector<glm::vec3> data;
|
||||
data.insert(data.end(), m_vertices.begin(), m_vertices.end());
|
||||
data.insert(data.end(), m_uvs.begin(), m_uvs.end());
|
||||
|
||||
m_numVerts = m_vertices.size();
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(glm::vec3), &data[0], GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const void*)0);
|
||||
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const void*)(m_vertices.size() * sizeof(glm::vec3)));
|
||||
|
||||
m_vertices.clear();
|
||||
m_uvs.clear();
|
||||
|
||||
data.clear();
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
MeshReady = !MeshReady;
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Chunk::Render(std::shared_ptr<Camera> camera, std::shared_ptr<Shader> shader) {
|
||||
|
||||
if (!Loaded)
|
||||
return;
|
||||
|
||||
shader->Use();
|
||||
glBindVertexArray(m_vao);
|
||||
|
||||
@@ -79,8 +206,9 @@ void Chunk::Render(std::shared_ptr<Camera> camera, std::shared_ptr<Shader> shade
|
||||
|
||||
}
|
||||
|
||||
void Chunk::Update() {
|
||||
void Chunk::Update(std::vector<uint8_t> voxels) {
|
||||
|
||||
Voxels = voxels;
|
||||
m_mesh();
|
||||
|
||||
}
|
||||
@@ -142,29 +270,10 @@ void Chunk::m_mesh() {
|
||||
|
||||
}
|
||||
|
||||
glGenVertexArrays(1, &m_vao);
|
||||
glBindVertexArray(m_vao);
|
||||
|
||||
glGenBuffers(1, &m_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||
|
||||
std::vector<glm::vec3> data;
|
||||
data.insert(data.end(), m_vertices.begin(), m_vertices.end());
|
||||
data.insert(data.end(), m_uvs.begin(), m_uvs.end());
|
||||
|
||||
m_numVerts = m_vertices.size();
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(glm::vec3), &data[0], GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const void*)0);
|
||||
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const void*)(m_vertices.size() * sizeof(glm::vec3)));
|
||||
|
||||
m_vertices.clear();
|
||||
m_uvs.clear();
|
||||
|
||||
glBindVertexArray(0);
|
||||
MeshReady = true;
|
||||
|
||||
}
|
||||
|
||||
Chunk::~Chunk() {
|
||||
|
||||
}
|
||||
|
||||
@@ -7,6 +7,8 @@
|
||||
#define CHUNK_WIDTH 16
|
||||
#define CHUNK_DEPTH 16
|
||||
|
||||
class FastNoise;
|
||||
|
||||
class Camera;
|
||||
class Shader;
|
||||
|
||||
@@ -15,15 +17,19 @@ class Voxel;
|
||||
class Chunk {
|
||||
public:
|
||||
|
||||
Chunk();
|
||||
Chunk(int x, int z);
|
||||
Chunk(int x, int z, std::vector<uint8_t> voxels);
|
||||
Chunk(int x, int z, std::shared_ptr<FastNoise> terrainGenerator);
|
||||
|
||||
void Load();
|
||||
|
||||
void UploadMesh();
|
||||
bool MeshReady = false;
|
||||
|
||||
void Render(std::shared_ptr<Camera> camera, std::shared_ptr<Shader> shader);
|
||||
|
||||
void Update();
|
||||
|
||||
//bool Loaded = false;
|
||||
//bool Render = false;
|
||||
void Update(std::vector<uint8_t> voxels);
|
||||
|
||||
uint8_t BlockAt(int x, int y, int z);
|
||||
|
||||
@@ -32,6 +38,16 @@ public:
|
||||
// to generate a mesh and send it to the GPU
|
||||
std::vector<uint8_t> Voxels;
|
||||
|
||||
// To only be changed by the class its self
|
||||
bool Loaded = false;
|
||||
// To only be changed by render components
|
||||
bool ShouldRender = false;
|
||||
|
||||
// Chunk World pos
|
||||
int X,Z;
|
||||
|
||||
~Chunk();
|
||||
|
||||
private:
|
||||
|
||||
void m_mesh();
|
||||
|
||||
@@ -2,3 +2,4 @@
|
||||
#define MINECRAFT_WORLD_ENTITY_H_
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
14
src/world/generator/chunkgenerator.cpp
Normal file
14
src/world/generator/chunkgenerator.cpp
Normal file
@@ -0,0 +1,14 @@
|
||||
#include "../../util/fastnoise.hpp"
|
||||
|
||||
|
||||
void dp() {
|
||||
|
||||
FastNoise noise;
|
||||
noise.SetSeed(121212);
|
||||
|
||||
noise.SetNoiseType(FastNoise::SimplexFractal);
|
||||
|
||||
noise.SetFractalOctaves(3);
|
||||
|
||||
}
|
||||
|
||||
2
src/world/generator/chunkgenerator.hpp
Normal file
2
src/world/generator/chunkgenerator.hpp
Normal file
@@ -0,0 +1,2 @@
|
||||
|
||||
|
||||
@@ -1,22 +1,152 @@
|
||||
#include "world.hpp"
|
||||
|
||||
#include "chunk/chunk.hpp"
|
||||
|
||||
#include "../renderer/shader.hpp"
|
||||
|
||||
#include "../config.hpp"
|
||||
#include "../util/fastnoise.hpp"
|
||||
|
||||
World::World() {
|
||||
|
||||
}
|
||||
|
||||
void World::LoadWorld() {
|
||||
|
||||
m_shaders["Basic"] = std::make_shared<Shader>();
|
||||
m_shaders["Basic"]->Load(GameConfig.ResourceBase + "shaders/simple");
|
||||
m_shaders["Basic"]->Link();
|
||||
|
||||
srand(time(NULL));
|
||||
|
||||
m_noiseGenerator = std::make_shared<FastNoise>();
|
||||
m_noiseGenerator->SetSeed(rand());
|
||||
|
||||
m_noiseGenerator->SetNoiseType(FastNoise::SimplexFractal);
|
||||
|
||||
m_noiseGenerator->SetFractalOctaves(5);
|
||||
|
||||
for (int x = -4; x < 10; x++)
|
||||
for (int y = -4; y < 4; y++) {
|
||||
|
||||
m_chunkLoaderQueue.push({ x, y });
|
||||
|
||||
}
|
||||
|
||||
// Spawn generator threads
|
||||
for (int i = 0; i < 7; i++) {
|
||||
|
||||
m_generatorThreads.push_back(std::thread([&]() {
|
||||
|
||||
m_loadChunks();
|
||||
|
||||
}));
|
||||
|
||||
}
|
||||
|
||||
m_generatorRunning = true;
|
||||
|
||||
}
|
||||
|
||||
void World::SetTextureMap(GLuint map) {
|
||||
|
||||
m_textureMapID = map;
|
||||
|
||||
}
|
||||
|
||||
glm::vec2 World::GetChunkCoords(glm::vec3) {
|
||||
glm::vec2 World::GetChunkCoords(glm::vec3 wordCoords) {
|
||||
|
||||
return { wordCoords.x / CHUNK_WIDTH, wordCoords.z / CHUNK_DEPTH };
|
||||
|
||||
}
|
||||
|
||||
std::vector<std::shared_ptr<Chunk>> World::GetRenderableChunks() {
|
||||
|
||||
std::vector<std::shared_ptr<Chunk>> chunks;
|
||||
|
||||
for (auto& chunk : m_chunks) {
|
||||
|
||||
// Should the chunk be rendererd ?
|
||||
if (chunk.second->ShouldRender) {
|
||||
|
||||
m_chunkMutex.lock();
|
||||
|
||||
if (chunk.second->MeshReady)
|
||||
chunk.second->UploadMesh();
|
||||
|
||||
m_chunkMutex.unlock();
|
||||
|
||||
// If not, add it
|
||||
chunks.push_back(chunk.second);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return chunks;
|
||||
|
||||
}
|
||||
|
||||
void World::Render(std::shared_ptr<Camera> camera) {
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_textureMapID);
|
||||
|
||||
std::vector<std::shared_ptr<Chunk>> chunks = GetRenderableChunks();
|
||||
|
||||
|
||||
for (int i = 0; i < chunks.size(); i++) {
|
||||
|
||||
chunks[i]->Render(camera, m_shaders["Basic"]);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
World::~World() {
|
||||
|
||||
m_generatorRunning = false;
|
||||
|
||||
for (int i = 0; i < m_generatorThreads.size(); i++) {
|
||||
|
||||
m_generatorThreads[i].join();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void World::m_loadChunks() {
|
||||
|
||||
while (m_generatorRunning) {
|
||||
|
||||
m_chunkMutex.lock();
|
||||
|
||||
glm::vec2 coords = m_chunkLoaderQueue.front();
|
||||
m_chunkLoaderQueue.pop();
|
||||
|
||||
m_chunkMutex.unlock();
|
||||
|
||||
|
||||
std::shared_ptr<Chunk> loadingChunk = std::make_shared<Chunk>(coords.x, coords.y, m_noiseGenerator);
|
||||
std::cout << "Loaded chunk " << coords.x << ":" << coords.y << std::endl;
|
||||
|
||||
|
||||
m_chunkMutex.lock();
|
||||
|
||||
m_chunks[coords] = loadingChunk;
|
||||
m_chunks[coords]->ShouldRender = true;
|
||||
|
||||
m_chunkMutex.unlock();
|
||||
|
||||
|
||||
while (m_chunkLoaderQueue.empty()) {
|
||||
|
||||
if (!m_generatorRunning) break;
|
||||
|
||||
static std::chrono::milliseconds dura(1);
|
||||
std::this_thread::sleep_for(dura);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -3,42 +3,72 @@
|
||||
|
||||
#include "../common.hpp"
|
||||
|
||||
#include <unordered_map>
|
||||
#include "../renderer/camera.hpp"
|
||||
|
||||
#include "chunk/chunk.hpp"
|
||||
|
||||
#include <unordered_map>
|
||||
#include <thread>
|
||||
#include <mutex>
|
||||
#include <queue>
|
||||
|
||||
class FastNoise;
|
||||
|
||||
class Shader;
|
||||
class Chunk;
|
||||
|
||||
class World {
|
||||
public:
|
||||
|
||||
// Default constructor
|
||||
World();
|
||||
|
||||
|
||||
// Preps the render threads and loads all of the shaders
|
||||
void LoadWorld();
|
||||
|
||||
void SetTextureMap(GLuint map);
|
||||
|
||||
// Takes world coordinates and gets a chunks coordinates
|
||||
glm::vec2 GetChunkCoords(glm::vec3);
|
||||
glm::vec2 GetChunkCoords(glm::vec3 wordCoords);
|
||||
|
||||
std::vector<std::shared_ptr<Chunk>> GetRenderableChunks();
|
||||
|
||||
|
||||
void Render(std::shared_ptr<Camera> camera);
|
||||
|
||||
~World();
|
||||
|
||||
private:
|
||||
|
||||
// GL stuff
|
||||
|
||||
// Main texture map id
|
||||
GLuint m_textureMapID;
|
||||
|
||||
|
||||
// Shaders indexed by name
|
||||
std::map<std::string, std::shared_ptr<Shader>> m_shaders;
|
||||
|
||||
|
||||
|
||||
// Threads used for chunk generation
|
||||
std::vector<std::thread> m_generatorThreads;
|
||||
bool m_generatorRunning = false;
|
||||
|
||||
|
||||
// Chuks
|
||||
|
||||
std::vector<std::shared_ptr<Chunk>> m_renderableChunks;
|
||||
// Indexed by chunk coorinates
|
||||
std::unordered_map<glm::vec2, std::shared_ptr<Chunk>> m_chunks;
|
||||
|
||||
std::queue<glm::vec2> m_chunkUpdatesQueue;
|
||||
std::queue<glm::vec2> m_chunkLoaderQueue;
|
||||
|
||||
std::mutex m_chunkMutex;
|
||||
|
||||
// Generator
|
||||
std::shared_ptr<FastNoise> m_noiseGenerator;
|
||||
|
||||
|
||||
void m_loadChunks();
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user