Merge bed8eef97c
into ccacb3088f
This commit is contained in:
commit
a5dec316b9
@ -158,7 +158,6 @@
|
||||
<ClCompile Include="src\Camera.cpp" />
|
||||
<ClCompile Include="src\Chunk.cpp" />
|
||||
<ClCompile Include="src\ChunkData.cpp" />
|
||||
<ClCompile Include="src\ChunkPos.cpp" />
|
||||
<ClCompile Include="src\NoiseSettings.cpp" />
|
||||
<ClCompile Include="src\Physics.cpp" />
|
||||
<ClCompile Include="src\Planet.cpp" />
|
||||
@ -182,7 +181,6 @@
|
||||
<ClInclude Include="src\Camera.h" />
|
||||
<ClInclude Include="src\Chunk.h" />
|
||||
<ClInclude Include="src\ChunkData.h" />
|
||||
<ClInclude Include="src\ChunkPos.h" />
|
||||
<ClInclude Include="src\NoiseSettings.h" />
|
||||
<ClInclude Include="src\Physics.h" />
|
||||
<ClInclude Include="src\Planet.h" />
|
||||
|
@ -75,9 +75,6 @@
|
||||
<ClCompile Include="src\Physics.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\ChunkPos.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\ChunkData.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
@ -146,9 +143,6 @@
|
||||
<ClInclude Include="src\Physics.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\ChunkPos.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\ChunkData.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
|
@ -27,19 +27,19 @@
|
||||
#include "Physics.h"
|
||||
|
||||
void framebufferSizeCallback(GLFWwindow* window, int width, int height);
|
||||
void processInput(GLFWwindow* window);
|
||||
void processInput(GLFWwindow* window, ImGuiIO& io);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
|
||||
void updateAvgFps(ImGuiIO& io);
|
||||
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
int fpsCount = 0;
|
||||
std::chrono::steady_clock::time_point fpsStartTime;
|
||||
float avgFps = 0;
|
||||
float lowestFps = -1;
|
||||
float highestFps = -1;
|
||||
float lastX = 400, lastY = 300;
|
||||
double currentTime = 0.0;
|
||||
float avgFps = -1.f;
|
||||
#define FPS_SAMPLES 10 // How many samples should be taken to calculate the avgFps
|
||||
float fpsSamples[FPS_SAMPLES];
|
||||
float minFps = FLT_MAX; // If this isn't big enough then you have a killer pc
|
||||
float maxFps = -1.f;
|
||||
float lastX = 400.f, lastY = 300.f;
|
||||
bool firstMouse = true;
|
||||
|
||||
bool menuMode = false;
|
||||
@ -62,31 +62,31 @@ GLuint depthTexture;
|
||||
|
||||
float rectangleVertices[] =
|
||||
{
|
||||
// Coords // TexCoords
|
||||
1.0f, -1.0f, 1.0f, 0.0f,
|
||||
-1.0f, -1.0f, 0.0f, 0.0f,
|
||||
-1.0f, 1.0f, 0.0f, 1.0f,
|
||||
// Coords // TexCoords
|
||||
1.0f, -1.0f, 1.0f, 0.0f,
|
||||
-1.0f, -1.0f, 0.0f, 0.0f,
|
||||
-1.0f, 1.0f, 0.0f, 1.0f,
|
||||
|
||||
1.0f, 1.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f, 0.0f,
|
||||
-1.0f, 1.0f, 0.0f, 1.0f
|
||||
1.0f, 1.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f, 0.0f,
|
||||
-1.0f, 1.0f, 0.0f, 1.0f
|
||||
};
|
||||
|
||||
float outlineVertices[] =
|
||||
float outlineVertices[] =
|
||||
{
|
||||
-.001f, -.001f, -.001f, 1.001f, -.001f, -.001f,
|
||||
1.001f, -.001f, -.001f, 1.001f, 1.001f, -.001f,
|
||||
1.001f, -.001f, -.001f, 1.001f, 1.001f, -.001f,
|
||||
1.001f, 1.001f, -.001f, -.001f, 1.001f, -.001f,
|
||||
-.001f, 1.001f, -.001f, -.001f, -.001f, -.001f,
|
||||
|
||||
|
||||
-.001f, -.001f, -.001f, -.001f, -.001f, 1.001f,
|
||||
-.001f, -.001f, 1.001f, -.001f, 1.001f, 1.001f,
|
||||
-.001f, 1.001f, 1.001f, -.001f, 1.001f, -.001f,
|
||||
|
||||
|
||||
1.001f, -.001f, -.001f, 1.001f, -.001f, 1.001f,
|
||||
1.001f, -.001f, 1.001f, 1.001f, 1.001f, 1.001f,
|
||||
1.001f, 1.001f, 1.001f, 1.001f, 1.001f, -.001f,
|
||||
|
||||
|
||||
-.001f, -.001f, 1.001f, 1.001f, -.001f, 1.001f,
|
||||
-.001f, 1.001f, 1.001f, 1.001f, 1.001f, 1.001f,
|
||||
};
|
||||
@ -96,13 +96,13 @@ float crosshairVertices[] =
|
||||
windowX / 2 - 13.5, windowY / 2 - 13.5, 0.0f, 0.0f,
|
||||
windowX / 2 + 13.5, windowY / 2 - 13.5, 1.0f, 0.0f,
|
||||
windowX / 2 + 13.5, windowY / 2 + 13.5, 1.0f, 1.0f,
|
||||
|
||||
|
||||
windowX / 2 - 13.5, windowY / 2 - 13.5, 0.0f, 0.0f,
|
||||
windowX / 2 - 13.5, windowY / 2 + 13.5, 0.0f, 1.0f,
|
||||
windowX / 2 + 13.5, windowY / 2 + 13.5, 1.0f, 1.0f,
|
||||
};
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
#ifdef LINUX
|
||||
char* resolved_path = realpath(argv[0], NULL);
|
||||
@ -137,7 +137,7 @@ int main(int argc, char *argv[])
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
|
||||
// Create window
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||||
GLFWwindow* window = glfwCreateWindow(windowX, windowY, "Scuffed Minecraft", nullptr, nullptr);
|
||||
if (window == nullptr)
|
||||
@ -263,7 +263,7 @@ int main(int argc, char *argv[])
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||||
glGenTextures(1, &texture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
|
||||
// Set texture parameters
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
@ -318,6 +318,10 @@ int main(int argc, char *argv[])
|
||||
|
||||
glm::mat4 ortho = glm::ortho(0.0f, (float)windowX, (float)windowY, 0.0f, 0.0f, 10.0f);
|
||||
|
||||
std::fill(fpsSamples, fpsSamples + FPS_SAMPLES, -1.0f);
|
||||
for (int i = 0; i < FPS_SAMPLES; i++)
|
||||
std::cout << fpsSamples[i] << std::endl;
|
||||
|
||||
// Initialize ImGui
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
@ -326,39 +330,26 @@ int main(int argc, char *argv[])
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplOpenGL3_Init("#version 330");
|
||||
|
||||
fpsStartTime = std::chrono::steady_clock::now();
|
||||
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Delta Time
|
||||
float currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
// Get time
|
||||
currentTime = glfwGetTime();
|
||||
|
||||
// Fetching max/min fps
|
||||
if (minFps > io.Framerate)
|
||||
minFps = io.Framerate;
|
||||
if (maxFps < io.Framerate)
|
||||
maxFps = io.Framerate;
|
||||
updateAvgFps(io);
|
||||
|
||||
// FPS Calculations
|
||||
float fps = 1.0f / deltaTime;
|
||||
if (lowestFps == -1 || fps < lowestFps)
|
||||
lowestFps = fps;
|
||||
if (highestFps == -1 || fps > highestFps)
|
||||
highestFps = fps;
|
||||
fpsCount++;
|
||||
std::chrono::steady_clock::time_point currentTimePoint = std::chrono::steady_clock::now();
|
||||
if (std::chrono::duration_cast<std::chrono::seconds>(currentTimePoint - fpsStartTime).count() >= 1)
|
||||
{
|
||||
avgFps = fpsCount;
|
||||
lowestFps = -1;
|
||||
highestFps = -1;
|
||||
fpsCount = 0;
|
||||
fpsStartTime = currentTimePoint;
|
||||
}
|
||||
|
||||
waterShader.use();
|
||||
waterShader.setFloat("time", currentFrame);
|
||||
waterShader.setUniform("time", currentTime);
|
||||
outlineShader.use();
|
||||
outlineShader.setFloat("time", currentFrame);
|
||||
outlineShader.setUniform("time", currentTime);
|
||||
|
||||
// Input
|
||||
processInput(window);
|
||||
processInput(window, io);
|
||||
|
||||
// Rendering
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
@ -450,7 +441,7 @@ int main(int argc, char *argv[])
|
||||
int localBlockY = blockY - (chunkY * CHUNK_SIZE);
|
||||
int localBlockZ = blockZ - (chunkZ * CHUNK_SIZE);
|
||||
|
||||
Chunk* chunk = Planet::planet->GetChunk(ChunkPos(chunkX, chunkY, chunkZ));
|
||||
Chunk* chunk = Planet::planet->GetChunk(glm::ivec3(chunkX, chunkY, chunkZ));
|
||||
if (chunk != nullptr)
|
||||
{
|
||||
unsigned int blockType = chunk->GetBlockAtPos(
|
||||
@ -504,8 +495,8 @@ int main(int argc, char *argv[])
|
||||
|
||||
// Draw ImGui UI
|
||||
ImGui::Begin("Test");
|
||||
ImGui::Text("FPS: %d (Avg: %d, Min: %d, Max: %d)", (int)fps, (int)avgFps, (int)lowestFps, (int)highestFps);
|
||||
ImGui::Text("MS: %f", deltaTime * 100.0f);
|
||||
ImGui::Text("FPS: %d (Avg: %d, Min: %d, Max: %d)", (int)io.Framerate, (int)avgFps, (int)minFps, (int)maxFps);
|
||||
ImGui::Text("MS: %f", io.DeltaTime * 100.0f);
|
||||
if (ImGui::Checkbox("VSYNC", &vsync))
|
||||
glfwSwapInterval(vsync ? 1 : 0);
|
||||
ImGui::Text("Chunks: %d (%d rendered)", Planet::planet->numChunks, Planet::planet->numChunksRendered);
|
||||
@ -553,7 +544,7 @@ void framebufferSizeCallback(GLFWwindow* window, int width, int height)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, windowX, windowY, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
||||
}
|
||||
|
||||
void processInput(GLFWwindow* window)
|
||||
void processInput(GLFWwindow* window, ImGuiIO& io)
|
||||
{
|
||||
// Pause
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
@ -585,20 +576,20 @@ void processInput(GLFWwindow* window)
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD_NO_Y, deltaTime);
|
||||
camera.ProcessKeyboard(FORWARD_NO_Y, io.DeltaTime);
|
||||
else
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
camera.ProcessKeyboard(FORWARD, io.DeltaTime);
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
camera.ProcessKeyboard(BACKWARD, io.DeltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
camera.ProcessKeyboard(LEFT, io.DeltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
camera.ProcessKeyboard(RIGHT, io.DeltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(UP, deltaTime);
|
||||
camera.ProcessKeyboard(UP, io.DeltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(DOWN, deltaTime);
|
||||
camera.ProcessKeyboard(DOWN, io.DeltaTime);
|
||||
}
|
||||
|
||||
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
|
||||
@ -632,7 +623,7 @@ void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
|
||||
int blockX = result.blockX;
|
||||
int blockY = result.blockY;
|
||||
int blockZ = result.blockZ;
|
||||
|
||||
|
||||
// Choose face to place on
|
||||
if (abs(distX) > abs(distY) && abs(distX) > abs(distZ))
|
||||
blockX += (distX > 0 ? 1 : -1);
|
||||
@ -649,7 +640,7 @@ void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
|
||||
int localBlockY = blockY - (chunkY * CHUNK_SIZE);
|
||||
int localBlockZ = blockZ - (chunkZ * CHUNK_SIZE);
|
||||
|
||||
Chunk* chunk = Planet::planet->GetChunk(ChunkPos(chunkX, chunkY, chunkZ));
|
||||
Chunk* chunk = Planet::planet->GetChunk(glm::ivec3(chunkX, chunkY, chunkZ));
|
||||
uint16_t blockToReplace = chunk->GetBlockAtPos(localBlockX, localBlockY, localBlockZ);
|
||||
if (chunk != nullptr && (blockToReplace == 0 || Blocks::blocks[blockToReplace].blockType == Block::LIQUID))
|
||||
chunk->UpdateBlock(localBlockX, localBlockY, localBlockZ, selectedBlock);
|
||||
@ -679,4 +670,27 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
|
||||
void updateAvgFps(ImGuiIO& io)
|
||||
{
|
||||
float fpsSum = 0.0f; // In case all samples are taken so that we only need one cycle
|
||||
for (int i = 0; i < FPS_SAMPLES; i++)
|
||||
{
|
||||
if (fpsSamples[i] != -1)//If this sample has been taken
|
||||
{
|
||||
fpsSum += fpsSamples[i];
|
||||
}
|
||||
else if (fpsSamples[i] == -1 && i != FPS_SAMPLES - 1) // we need a sample here and are not ready for the avg
|
||||
{
|
||||
fpsSamples[i] = io.Framerate;
|
||||
return; // We continue sampleing next call
|
||||
}
|
||||
else if (i == FPS_SAMPLES - 1) // All sample have been taken
|
||||
{
|
||||
fpsSum += io.Framerate;
|
||||
avgFps = fpsSum / FPS_SAMPLES;
|
||||
std::fill(fpsSamples, fpsSamples + FPS_SAMPLES, -1.0f); // Reset samples
|
||||
}
|
||||
}
|
||||
}
|
@ -10,7 +10,7 @@
|
||||
#include "Blocks.h"
|
||||
#include "WorldGen.h"
|
||||
|
||||
Chunk::Chunk(ChunkPos chunkPos, Shader* shader, Shader* waterShader)
|
||||
Chunk::Chunk(const glm::ivec3& chunkPos, Shader* shader, Shader* waterShader) // We are not using the passed shaders ??
|
||||
: chunkPos(chunkPos)
|
||||
{
|
||||
worldPos = glm::vec3(chunkPos.x * (float)CHUNK_SIZE, chunkPos.y * (float)CHUNK_SIZE, chunkPos.z * (float)CHUNK_SIZE);
|
||||
|
@ -6,13 +6,12 @@
|
||||
|
||||
#include "Shader.h"
|
||||
#include "Vertex.h"
|
||||
#include "ChunkPos.h"
|
||||
#include "ChunkData.h"
|
||||
|
||||
class Chunk
|
||||
{
|
||||
public:
|
||||
Chunk(ChunkPos chunkPos, Shader* shader, Shader* waterShader);
|
||||
Chunk(const glm::ivec3& chunkPos, Shader* shader, Shader* waterShader);
|
||||
~Chunk();
|
||||
|
||||
void GenerateChunkMesh();
|
||||
@ -30,7 +29,7 @@ public:
|
||||
ChunkData* downData;
|
||||
ChunkData* eastData;
|
||||
ChunkData* westData;
|
||||
ChunkPos chunkPos;
|
||||
glm::ivec3 chunkPos;
|
||||
bool ready;
|
||||
bool generated;
|
||||
|
||||
|
@ -18,12 +18,12 @@ inline int ChunkData::GetIndex(int x, int y, int z) const
|
||||
return x * CHUNK_SIZE * CHUNK_SIZE + z * CHUNK_SIZE + y;
|
||||
}
|
||||
|
||||
inline int ChunkData::GetIndex(ChunkPos localBlockPos) const
|
||||
inline int ChunkData::GetIndex(const glm::ivec3& localBlockPos) const
|
||||
{
|
||||
return localBlockPos.x * CHUNK_SIZE * CHUNK_SIZE + localBlockPos.z * CHUNK_SIZE + localBlockPos.y;
|
||||
}
|
||||
|
||||
uint16_t ChunkData::GetBlock(ChunkPos blockPos)
|
||||
uint16_t ChunkData::GetBlock(const glm::ivec3& blockPos)
|
||||
{
|
||||
return data[GetIndex(blockPos)];
|
||||
}
|
||||
|
@ -1,8 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#include "ChunkPos.h"
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
struct ChunkData
|
||||
{
|
||||
@ -12,9 +11,9 @@ struct ChunkData
|
||||
~ChunkData();
|
||||
|
||||
inline int GetIndex(int x, int y, int z) const;
|
||||
inline int GetIndex(ChunkPos localBlockPos) const;
|
||||
inline int GetIndex(const glm::ivec3& localBlockPos) const;
|
||||
|
||||
uint16_t GetBlock(ChunkPos blockPos);
|
||||
uint16_t GetBlock(const glm::ivec3& blockPos);
|
||||
uint16_t GetBlock(int x, int y, int z);
|
||||
void SetBlock(int x, int y, int z, uint16_t block);
|
||||
};
|
@ -1,18 +0,0 @@
|
||||
#include "ChunkPos.h"
|
||||
|
||||
ChunkPos::ChunkPos()
|
||||
: x(0), y(0), z(0)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
ChunkPos::ChunkPos(int x, int y, int z)
|
||||
: x(x), y(y), z(z)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool ChunkPos::operator==(const ChunkPos& other) const
|
||||
{
|
||||
return other.x == x && other.y == y && other.z == z;
|
||||
}
|
@ -1,13 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
struct ChunkPos
|
||||
{
|
||||
int x;
|
||||
int y;
|
||||
int z;
|
||||
|
||||
ChunkPos();
|
||||
ChunkPos(int x, int y, int z);
|
||||
|
||||
bool operator==(const ChunkPos& other) const;
|
||||
};
|
@ -1,9 +1,11 @@
|
||||
#include "ChunkPos.h"
|
||||
#pragma once
|
||||
|
||||
#include <unordered_map>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
struct ChunkPosHash
|
||||
{
|
||||
std::size_t operator()(const ChunkPos& key) const
|
||||
std::size_t operator()(const glm::ivec3& key) const
|
||||
{
|
||||
std::size_t hx = std::hash<int>()(key.x);
|
||||
std::size_t hy = std::hash<int>()(key.y);
|
||||
|
@ -6,8 +6,10 @@ Physics::RaycastResult Physics::Raycast(const glm::vec3 startPos, const glm::vec
|
||||
{
|
||||
float currentDistance = 0;
|
||||
|
||||
while (currentDistance < maxDistance)
|
||||
std::cout << "Start raycast" << std::endl;
|
||||
while (currentDistance < maxDistance) // This needs optinazion asap I will chnage this to do a dda traversal
|
||||
{
|
||||
std::cout << "Step" << std::endl;
|
||||
currentDistance += Physics::RAY_STEP;
|
||||
if (currentDistance > maxDistance)
|
||||
currentDistance = maxDistance;
|
||||
@ -17,7 +19,7 @@ Physics::RaycastResult Physics::Raycast(const glm::vec3 startPos, const glm::vec
|
||||
int chunkX = resultPos.x >= 0 ? resultPos.x / CHUNK_SIZE : resultPos.x / CHUNK_SIZE - 1;
|
||||
int chunkY = resultPos.y >= 0 ? resultPos.y / CHUNK_SIZE : resultPos.y / CHUNK_SIZE - 1;
|
||||
int chunkZ = resultPos.z >= 0 ? resultPos.z / CHUNK_SIZE : resultPos.z / CHUNK_SIZE - 1;
|
||||
Chunk* chunk = Planet::planet->GetChunk(ChunkPos(chunkX, chunkY, chunkZ));
|
||||
Chunk* chunk = Planet::planet->GetChunk(glm::ivec3(chunkX, chunkY, chunkZ));
|
||||
if (chunk == nullptr)
|
||||
continue;
|
||||
|
||||
|
@ -92,7 +92,7 @@ void Planet::ChunkThreadUpdate()
|
||||
{
|
||||
for (auto it = chunkData.begin(); it != chunkData.end(); )
|
||||
{
|
||||
ChunkPos pos = it->first;
|
||||
glm::ivec3 pos = it->first;
|
||||
|
||||
if (chunks.find(pos) == chunks.end() &&
|
||||
chunks.find({ pos.x + 1, pos.y, pos.z }) == chunks.end() &&
|
||||
@ -200,7 +200,7 @@ void Planet::ChunkThreadUpdate()
|
||||
chunkMutex.lock();
|
||||
if (!chunkDataQueue.empty())
|
||||
{
|
||||
ChunkPos chunkPos = chunkDataQueue.front();
|
||||
glm::ivec3 chunkPos = chunkDataQueue.front();
|
||||
|
||||
if (chunkData.find(chunkPos) != chunkData.end())
|
||||
{
|
||||
@ -226,7 +226,7 @@ void Planet::ChunkThreadUpdate()
|
||||
if (!chunkQueue.empty())
|
||||
{
|
||||
// Check if chunk exists
|
||||
ChunkPos chunkPos = chunkQueue.front();
|
||||
glm::ivec3 chunkPos = chunkQueue.front();
|
||||
if (chunks.find(chunkPos) != chunks.end())
|
||||
{
|
||||
chunkQueue.pop();
|
||||
@ -266,7 +266,7 @@ void Planet::ChunkThreadUpdate()
|
||||
|
||||
// Set top data
|
||||
{
|
||||
ChunkPos topPos(chunkPos.x, chunkPos.y + 1, chunkPos.z);
|
||||
glm::ivec3 topPos(chunkPos.x, chunkPos.y + 1, chunkPos.z);
|
||||
chunkMutex.lock();
|
||||
if (chunkData.find(topPos) == chunkData.end())
|
||||
{
|
||||
@ -292,7 +292,7 @@ void Planet::ChunkThreadUpdate()
|
||||
|
||||
// Set bottom data
|
||||
{
|
||||
ChunkPos bottomPos(chunkPos.x, chunkPos.y - 1, chunkPos.z);
|
||||
glm::ivec3 bottomPos(chunkPos.x, chunkPos.y - 1, chunkPos.z);
|
||||
chunkMutex.lock();
|
||||
if (chunkData.find(bottomPos) == chunkData.end())
|
||||
{
|
||||
@ -318,7 +318,7 @@ void Planet::ChunkThreadUpdate()
|
||||
|
||||
// Set north data
|
||||
{
|
||||
ChunkPos northPos(chunkPos.x, chunkPos.y, chunkPos.z - 1);
|
||||
glm::ivec3 northPos(chunkPos.x, chunkPos.y, chunkPos.z - 1);
|
||||
chunkMutex.lock();
|
||||
if (chunkData.find(northPos) == chunkData.end())
|
||||
{
|
||||
@ -344,7 +344,7 @@ void Planet::ChunkThreadUpdate()
|
||||
|
||||
// Set south data
|
||||
{
|
||||
ChunkPos southPos(chunkPos.x, chunkPos.y, chunkPos.z + 1);
|
||||
glm::ivec3 southPos(chunkPos.x, chunkPos.y, chunkPos.z + 1);
|
||||
chunkMutex.lock();
|
||||
if (chunkData.find(southPos) == chunkData.end())
|
||||
{
|
||||
@ -370,7 +370,7 @@ void Planet::ChunkThreadUpdate()
|
||||
|
||||
// Set east data
|
||||
{
|
||||
ChunkPos eastPos(chunkPos.x + 1, chunkPos.y, chunkPos.z);
|
||||
glm::ivec3 eastPos(chunkPos.x + 1, chunkPos.y, chunkPos.z);
|
||||
chunkMutex.lock();
|
||||
if (chunkData.find(eastPos) == chunkData.end())
|
||||
{
|
||||
@ -396,7 +396,7 @@ void Planet::ChunkThreadUpdate()
|
||||
|
||||
// Set west data
|
||||
{
|
||||
ChunkPos westPos(chunkPos.x - 1, chunkPos.y, chunkPos.z);
|
||||
glm::ivec3 westPos(chunkPos.x - 1, chunkPos.y, chunkPos.z);
|
||||
chunkMutex.lock();
|
||||
if (chunkData.find(westPos) == chunkData.end())
|
||||
{
|
||||
@ -440,7 +440,7 @@ void Planet::ChunkThreadUpdate()
|
||||
}
|
||||
}
|
||||
|
||||
Chunk* Planet::GetChunk(ChunkPos chunkPos)
|
||||
Chunk* Planet::GetChunk(const glm::ivec3& chunkPos)
|
||||
{
|
||||
chunkMutex.lock();
|
||||
if (chunks.find(chunkPos) == chunks.end())
|
||||
|
@ -8,7 +8,6 @@
|
||||
#include <thread>
|
||||
#include <mutex>
|
||||
|
||||
#include "ChunkPos.h"
|
||||
#include "ChunkData.h"
|
||||
#include "Chunk.h"
|
||||
#include "ChunkPosHash.h"
|
||||
@ -22,10 +21,10 @@ public:
|
||||
Planet(Shader* solidShader, Shader* waterShader, Shader* billboardShader);
|
||||
~Planet();
|
||||
|
||||
ChunkData* GetChunkData(ChunkPos chunkPos);
|
||||
ChunkData* GetChunkData(glm::ivec3& chunkPos);
|
||||
void Update(glm::vec3 cameraPos);
|
||||
|
||||
Chunk* GetChunk(ChunkPos chunkPos);
|
||||
Chunk* GetChunk(const glm::ivec3& chunkPos);
|
||||
void ClearChunkQueue();
|
||||
|
||||
private:
|
||||
@ -39,11 +38,11 @@ public:
|
||||
int renderHeight = 3;
|
||||
|
||||
private:
|
||||
std::unordered_map<ChunkPos, Chunk*, ChunkPosHash> chunks;
|
||||
std::unordered_map<ChunkPos, ChunkData*, ChunkPosHash> chunkData;
|
||||
std::queue<ChunkPos> chunkQueue;
|
||||
std::queue<ChunkPos> chunkDataQueue;
|
||||
std::queue<ChunkPos> chunkDataDeleteQueue;
|
||||
std::unordered_map<glm::ivec3, Chunk*, ChunkPosHash> chunks;
|
||||
std::unordered_map<glm::ivec3, ChunkData*, ChunkPosHash> chunkData;
|
||||
std::queue<glm::ivec3> chunkQueue;
|
||||
std::queue<glm::ivec3> chunkDataQueue;
|
||||
std::queue<glm::ivec3> chunkDataDeleteQueue;
|
||||
unsigned int chunksLoading = 0;
|
||||
int lastCamX = -100, lastCamY = -100, lastCamZ = -100;
|
||||
int camChunkX = -100, camChunkY = -100, camChunkZ = -100;
|
||||
|
@ -102,4 +102,89 @@ void Shader::setInt(const std::string& name, int value) const
|
||||
void Shader::setFloat(const std::string& name, float value) const
|
||||
{
|
||||
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
|
||||
}
|
||||
|
||||
void Shader::setUniform(const std::string& uniformName, int val)
|
||||
{
|
||||
int uLoc = getUniformID(uniformName);
|
||||
if (uLoc < 0)
|
||||
return;
|
||||
glUniform1i(uLoc, val);
|
||||
}
|
||||
void Shader::setUniform(const std::string& uniformName, unsigned int val)
|
||||
{
|
||||
int uLoc = getUniformID(uniformName);
|
||||
if (uLoc < 0)
|
||||
return;
|
||||
glUniform1i(uLoc, val);
|
||||
}
|
||||
void Shader::setUniform(const std::string& uniformName, float val)
|
||||
{
|
||||
int uLoc = getUniformID(uniformName);
|
||||
if (uLoc < 0)
|
||||
return;
|
||||
glUniform1f(uLoc, val);
|
||||
}
|
||||
void Shader::setUniform(const std::string& uniformName, double val)
|
||||
{
|
||||
int uLoc = getUniformID(uniformName);
|
||||
if (uLoc < 0)
|
||||
return;
|
||||
glUniform1f(uLoc, val);
|
||||
}
|
||||
void Shader::setUniform(const std::string& uniformName, glm::vec2 val)
|
||||
{
|
||||
int uLoc = getUniformID(uniformName);
|
||||
if (uLoc < 0)
|
||||
return;
|
||||
glUniform2f(uLoc, val.x, val.y);
|
||||
}
|
||||
void Shader::setUniform(const std::string& uniformName, glm::vec3 val)
|
||||
{
|
||||
int uLoc = getUniformID(uniformName);
|
||||
if (uLoc < 0)
|
||||
return;
|
||||
glUniform3f(uLoc, val.x, val.y, val.z);
|
||||
}
|
||||
void Shader::setUniform(const std::string& uniformName, glm::ivec3 val)
|
||||
{
|
||||
int uLoc = getUniformID(uniformName);
|
||||
if (uLoc < 0)
|
||||
return;
|
||||
glUniform3f(uLoc, val.x, val.y, val.z);
|
||||
}
|
||||
void Shader::setUniform(const std::string& uniformName, glm::mat3 val)
|
||||
{
|
||||
int uLoc = getUniformID(uniformName);
|
||||
if (uLoc < 0)
|
||||
return;
|
||||
glUniformMatrix3fv(uLoc, 1, GL_TRUE, &val[0][0]);
|
||||
}
|
||||
void Shader::setUniform(const std::string& uniformName, glm::mat4 val)
|
||||
{
|
||||
int uLoc = getUniformID(uniformName);
|
||||
if (uLoc < 0)
|
||||
return;
|
||||
glUniformMatrix4fv(uLoc, 1, GL_TRUE, &val[0][0]);
|
||||
}
|
||||
|
||||
int Shader::getUniformID(const std::string& uniformName) const
|
||||
{
|
||||
int uLoc = glGetUniformLocation(ID, uniformName.c_str());
|
||||
if (errorOccurd("While fetching location for uniform with the name " + uniformName))
|
||||
return -1;
|
||||
return uLoc; // Is only callable if no error happens
|
||||
}
|
||||
|
||||
bool Shader::errorOccurd(const std::string& origin) const
|
||||
{
|
||||
GLenum err = glGetError();
|
||||
if (err != GL_NO_ERROR)
|
||||
{
|
||||
std::cerr << origin << " || A OpenGL error occurd with the code " << err;
|
||||
std::cerr << std::endl;
|
||||
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <glm/glm.hpp> // Used to pass vec or mat to GPU
|
||||
|
||||
class Shader
|
||||
{
|
||||
@ -16,4 +17,24 @@ public:
|
||||
void setBool(const std::string& name, bool value) const;
|
||||
void setInt(const std::string& name, int value) const;
|
||||
void setFloat(const std::string& name, float value) const;
|
||||
|
||||
// Overloaded uniform setter to avoid type error or overflows
|
||||
void setUniform(const std::string& uniformName, int val);
|
||||
void setUniform(const std::string& uniformName, unsigned int val);
|
||||
void setUniform(const std::string& uniformName, float val);
|
||||
void setUniform(const std::string& uniformName, double val);
|
||||
void setUniform(const std::string& uniformName, glm::vec2 val);
|
||||
void setUniform(const std::string& uniformName, glm::vec3 val);
|
||||
void setUniform(const std::string& uniformName, glm::ivec3 val);
|
||||
void setUniform(const std::string& uniformName, glm::mat3 val);
|
||||
void setUniform(const std::string& uniformName, glm::mat4 val);
|
||||
|
||||
/// Returns -1 if the name is not valid
|
||||
int getUniformID(const std::string& name) const;
|
||||
|
||||
private:
|
||||
/// True if a opengl error was reported
|
||||
/// This method should actually be global or something similiar so that everyone can
|
||||
/// use it but for now this is enough because there isn't even real error handling :)
|
||||
bool errorOccurd(const std::string& origin) const;
|
||||
};
|
@ -7,7 +7,7 @@
|
||||
#include "Blocks.h"
|
||||
#include "Planet.h"
|
||||
|
||||
void WorldGen::GenerateChunkData(ChunkPos chunkPos, uint16_t* chunkData)
|
||||
void WorldGen::GenerateChunkData(const glm::ivec3& chunkPos, uint16_t* chunkData)
|
||||
{
|
||||
static int chunkSize = CHUNK_SIZE;
|
||||
|
||||
|
@ -1,12 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include "NoiseSettings.h"
|
||||
#include "SurfaceFeature.h"
|
||||
#include "ChunkData.h"
|
||||
#include "glm/glm.hpp"
|
||||
|
||||
namespace WorldGen
|
||||
{
|
||||
void GenerateChunkData(ChunkPos chunkPos, uint16_t* chunkData);
|
||||
void GenerateChunkData(const glm::ivec3& chunkPos, uint16_t* chunkData);
|
||||
}
|
Loading…
Reference in New Issue
Block a user