#include "client/World.h" #include "client/Player.h" #include "data/Array.h" #include "math/Frustum.h" #include "math/View.h" #include "rendering/VertexBuffer.h" #include "rendering/Window.h" #include "utils/Logger.h" static constexpr int WORLD_SIZE = 16; static Array world(true); static bool dirtyVertexBuffer = true; static int vertices = 0; static Frustum frustum(80.0f, 0.1f, 1000.0f); Shader World::shader; static VertexBuffer vertexBuffer; bool World::init() { Error e = shader.compile("resources/shader/test.vs", "resources/shader/test.fs"); if(e.has()) { e.message.printLine(); return true; } vertexBuffer.init(VertexBuffer::Attributes().addFloat(3).addFloat(3)); return false; } IntVector3 World::getSize() { return IntVector3(WORLD_SIZE, WORLD_SIZE, WORLD_SIZE); } void World::set(int x, int y, int z, bool b) { if(x < 0 || x >= WORLD_SIZE || y < 0 || y >= WORLD_SIZE || z < 0 || z >= WORLD_SIZE) { return; } world[x * WORLD_SIZE * WORLD_SIZE + y * WORLD_SIZE + z] = b; dirtyVertexBuffer = true; } bool World::isAir(int x, int y, int z) { if(x < 0 || x >= WORLD_SIZE || y < 0 || y >= WORLD_SIZE || z < 0 || z >= WORLD_SIZE) { return true; } return !world[x * WORLD_SIZE * WORLD_SIZE + y * WORLD_SIZE + z]; } static void addTriangle(Buffer& buffer, const Vector3& a, const Vector3& b, const Vector3& c) { Vector3 normal = (b - a).cross(c - a); buffer.add(a).add(normal).add(b).add(normal).add(c).add(normal); } static void addCube(Buffer& buffer, int x, int y, int z) { if(World::isAir(x, y, z)) { return; } Vector3 v000(x, y, z); Vector3 v001(x, y, z + 1); Vector3 v010(x, y + 1, z); Vector3 v011(x, y + 1, z + 1); Vector3 v100(x + 1, y, z); Vector3 v101(x + 1, y, z + 1); Vector3 v110(x + 1, y + 1, z); Vector3 v111(x + 1, y + 1, z + 1); if(World::isAir(x, y - 1, z)) { addTriangle(buffer, v000, v100, v001); addTriangle(buffer, v100, v101, v001); } if(World::isAir(x, y + 1, z)) { addTriangle(buffer, v010, v011, v110); addTriangle(buffer, v110, v011, v111); } if(World::isAir(x - 1, y, z)) { addTriangle(buffer, v000, v001, v010); addTriangle(buffer, v001, v011, v010); } if(World::isAir(x + 1, y, z)) { addTriangle(buffer, v100, v110, v101); addTriangle(buffer, v101, v110, v111); } if(World::isAir(x, y, z + 1)) { addTriangle(buffer, v001, v101, v011); addTriangle(buffer, v111, v011, v101); } if(World::isAir(x, y, z - 1)) { addTriangle(buffer, v000, v010, v100); addTriangle(buffer, v110, v100, v010); } } static void buildRenderingBuffer() { Buffer buffer(100); IntVector3 size = World::getSize(); for(int x = 0; x < size[0]; x++) { for(int y = 0; y < size[1]; y++) { for(int z = 0; z < size[2]; z++) { addCube(buffer, x, y, z); } } } vertices = buffer.getLength() / (2 * sizeof(Vector3)); vertexBuffer.setData(buffer, GL::STATIC_DRAW); } void World::render(float lag) { if(dirtyVertexBuffer) { dirtyVertexBuffer = false; buildRenderingBuffer(); LOG_INFO("rebuilt buffer"); } View view; view.updateDirections(Player::getLengthAngle(lag), Player::getWidthAngle(lag)); Vector3 center = Player::getPosition(lag) + Vector3(0.0f, 0.8f, 0.0f); shader.use(); GL::setViewport(Window::getSize()[0], Window::getSize()[1]); shader.setMatrix("proj", frustum.updateProjection(Window::getSize())); shader.setMatrix("view", view.updateMatrix(center)); shader.setVector("color", Vector3(1.0f, 1.0f, 1.0f)); shader.setMatrix("model", Matrix()); vertexBuffer.draw(vertices); } static List getBoxes(const Box& box) { int minX = floorf(box.getMin()[0]); int minY = floorf(box.getMin()[1]); int minZ = floorf(box.getMin()[2]); int maxX = floorf(box.getMax()[0]); int maxY = floorf(box.getMax()[1]); int maxZ = floorf(box.getMax()[2]); Box base(Vector3(1.0f, 1.0f, 1.0f)); List boxes; for(int x = minX; x <= maxX; x++) { for(int y = minY; y <= maxY; y++) { for(int z = minZ; z <= maxZ; z++) { if(!World::isAir(x, y, z)) { boxes.add(base.offset(Vector3(x, y, z))); } } } } return boxes; } Vector3 World::limitMove(const Box& box, Vector3 move) { List boxes = getBoxes(box.expand(move)); if(boxes.getLength() == 0) { return move; } Vector3 realMove; constexpr float step = 0.05f; while(move[0] != 0.0f || move[1] != 0.0f || move[2] != 0.0f) { for(int i = 0; i < 3; i++) { Vector3 old = realMove; if(move[i] > step) { realMove[i] += step; move[i] -= step; } else if(move[i] < -step) { realMove[i] -= step; move[i] += step; } else if(move[i] != 0.0f) { realMove[i] += move[i]; move[i] = 0.0f; } else { continue; } Box moved = box.offset(realMove); for(const Box& box : boxes) { if(box.collidesWith(moved)) { move[i] = 0.0f; realMove = old; break; } } } } return realMove; } RayTrace World::rayTrace(const Vector3& start, const Vector3& direction, float maxDistance) { RayTrace result{RayTrace::Type::AIR, IntVector3()}; Vector3 pos = start; Vector3 step = direction; // prevent zero division for(int i = 0; i < 3; i++) { if(step[i] == 0.0f) { step[i] = 0.0001f; } } step.normalize(); while(maxDistance > 0.0f) { IntVector3 lower(floorf(pos[0]), floorf(pos[1]), floorf(pos[2])); if(!World::isAir(lower[0], lower[1], lower[2])) { result.block = lower; result.type = RayTrace::Type::BLOCK; return result; } Vector3 goal(step[0] < 0.0f ? lower[0] : lower[0] + 1, step[1] < 0.0f ? lower[1] : lower[1] + 1, step[2] < 0.0f ? lower[2] : lower[2] + 1); Vector3 f = (goal - pos) / step; float min = Math::max(Math::min(f[0], f[1], f[2]), 0.001f); pos += step * min; maxDistance -= min; } return result; }