This commit is contained in:
koma 2022-04-28 09:25:48 +02:00
parent b1fd709a00
commit 831523aa10
9 changed files with 458 additions and 322 deletions

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@ -1,4 +1,4 @@
all: all:
gcc -Iinclude/ src/app.c src/camera.c src/main.c src/game.c src/utils.c src/noise.c -lSDL2 -lGL -lm -lSDL2_image -o test -Wall gcc -Iinclude/ src/app.c src/camera.c src/main.c src/game.c src/utils.c src/noise.c src/chunk.c -lSDL2 -lGL -lm -lSDL2_image -lGLU -o test -Wall
debug: debug:
gcc -Iinclude/ src/app.c src/camera.c src/main.c src/game.c src/utils.c src/noise.c -lSDL2 -lGL -lm -lSDL2_image -o test -Wall -g gcc -Iinclude/ src/app.c src/camera.c src/main.c src/game.c src/utils.c src/noise.c src/chunk.c -lSDL2 -lGL -lm -lSDL2_image -o test -Wall -g

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@ -8,9 +8,9 @@
#include <time.h> #include <time.h>
#include "camera.h" #include "camera.h"
#include "noise.h" #include "noise.h"
#include "chunk.h"
#define SPEED 5 #define SPEED 5
#define GRAVITY 10
#define VIEWPORT_RATIO (16.0 / 9.0) #define VIEWPORT_RATIO (16.0 / 9.0)
#define VIEWPORT_ASPECT 50.0 #define VIEWPORT_ASPECT 50.0
@ -21,24 +21,11 @@ typedef unsigned int uint;
#define CHUNK_MAX_Y 16 #define CHUNK_MAX_Y 16
#define CHUNK_MAX_Z 128 #define CHUNK_MAX_Z 128
typedef enum {
BLOCKTYPE_AIR,
BLOCKTYPE_GRASS,
BLOCKTYPE_DIRT,
BLOCKTYPE_STONE,
} Block_type;
typedef struct
{
Block_type type;
bool visible;
} Block;
typedef struct { typedef struct {
vec3f start_pos; GLuint tid;
Block blocks[CHUNK_MAX_X][CHUNK_MAX_Y][CHUNK_MAX_Z]; SDL_Surface *surface;
GLuint id; int type;
} Chunk; } Type_surface;
typedef struct { typedef struct {
bool is_running; bool is_running;
@ -46,26 +33,21 @@ typedef struct {
SDL_GLContext context; SDL_GLContext context;
Camera camera; Camera camera;
double frame_time; double frame_time;
SDL_Surface *surface; ChunkManager *cm;
GLuint tid; Type_surface *surfaces;
unsigned int chunk_count; unsigned int surface_count;
Chunk *chunks;
} App; } App;
void app_generate_world(App *app, int a); void app_generate_world(App *app, int a);
bool chunk_is_block_neighboring_block(Chunk* chunk, vec3i pos);
void chunk_set_blocks_visibility(Chunk* chunk);
void chunk_create_displayl(App *app, Chunk *chunk);
void chunk_render(Chunk* chunk);
void chunk_update(App *app, Chunk *chunk);
int app_get_current_chunk_index(App *app); void app_load_textures(App *app);
SDL_Surface* app_get_surface(App *app, Block_type type);
int check_intersection_block(App *app, vec3i *retv, int *chunk_index); int check_intersection_block(App *app, vec3i *retv, int *chunk_index);
void app_break_block(App *app); void app_break_block(App *app);
bool is_block(Block b); bool app_check_collision(vec3f camera_pos, ChunkManager *cm);
bool app_check_collision(App *app);
void init_app(App *app, uint w, uint h); void init_app(App *app, uint w, uint h);
@ -73,8 +55,6 @@ void init_opengl();
void handle_events(App *app); void handle_events(App *app);
void draw_cube(App *app, float x, float y, float z);
void reshape(GLsizei width, GLsizei height); void reshape(GLsizei width, GLsizei height);
void update_app(App* app); void update_app(App* app);

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@ -4,18 +4,18 @@
#include "utils.h" #include "utils.h"
#include <stdbool.h> #include <stdbool.h>
#include "chunk.h"
#define GRAVITY 1
/** /**
* Camera, as a moving point with direction * Camera, as a moving point with direction
*/ */
struct App;
typedef struct Camera typedef struct Camera
{ {
vec3f position; vec3f position;
vec3f rotation; vec3f rotation;
vec3f speed; vec3f speed;
struct App *app; ChunkManager *cm;
} Camera; } Camera;
/** /**
@ -26,7 +26,7 @@ void init_camera(Camera* camera);
/** /**
* Update the position of the camera. * Update the position of the camera.
*/ */
void update_camera(Camera* camera, struct App *app, double time); void update_camera(Camera* camera, double time);
/** /**
* Apply the camera settings to the view transformation. * Apply the camera settings to the view transformation.

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@ -3,6 +3,8 @@
#include <stdbool.h> #include <stdbool.h>
#include <stdlib.h> #include <stdlib.h>
#include <stdio.h>
#define CHUNK_MAX_X 16 #define CHUNK_MAX_X 16
#define CHUNK_MAX_Y 16 #define CHUNK_MAX_Y 16
#define CHUNK_MAX_Z 128 #define CHUNK_MAX_Z 128
@ -49,7 +51,7 @@ double degree_to_radian(double degree);
bool is_oob(int i, int min, int max); bool is_oob(int i, int min, int max);
void mult_matrix(float *matrix, vec4f vector, vec4f *ret); void mult_matrix(float m1[16], float m2[16], float mout[16]);
bool matrix_inverse(const float m[16], float invOut[16]); bool matrix_inverse(const float m[16], float invOut[16]);
@ -58,4 +60,6 @@ void vec3f_normalize(vec3f *v);
int irand_range(int min, int max); int irand_range(int min, int max);
bool check_index(int x, int y, int z); bool check_index(int x, int y, int z);
void print_vec3f(vec3f v, const char *str);
#endif /* UTILS_H */ #endif /* UTILS_H */

299
src/app.c
View File

@ -28,45 +28,95 @@ void init_app(App *app, uint w, uint h)
printf("Failed to create OpenGL context.\n"); printf("Failed to create OpenGL context.\n");
exit(1); exit(1);
} }
app->is_running = true;
//SDL_ShowCursor(SDL_DISABLE); //SDL_ShowCursor(SDL_DISABLE);
init_camera(&app->camera); init_camera(&app->camera);
init_opengl(); init_opengl();
reshape(w, h); reshape(w, h);
init_camera(&app->camera);
app->camera.cm = app->cm;
init_camera(&(app->camera)); app->surface_count = BLOCKTYPE_COUNT-2;
app->surfaces = malloc(app->surface_count+1*sizeof(Type_surface));
app->surface = IMG_Load("assets/block.png"); app_load_textures(app);
app->tid = 0;
app_generate_world(app, 10);
if(app->surface==NULL) { app->is_running = true;
printf("error\n"); }
exit(1);
void app_load_textures(App *app)
{
app->surfaces[0].type = BLOCKTYPE_GRASS;
app->surfaces[1].type = BLOCKTYPE_DIRT;
app->surfaces[2].type = BLOCKTYPE_STONE;
app->surfaces[0].surface = IMG_Load("assets/block.png");
//app->surfaces[1].surface = IMG_Load("assets/block.png");
//app->surfaces[2].surface = IMG_Load("assets/block.png");
for (int i = 0; i < app->surface_count-2; i++) {
//app->surfaces[i].tid = i;
//if(app->surfaces[i].surface == NULL) {
// printf("error loading texture\n");
// exit(1);
//}
//glGenTextures(1, &app->surfaces[i].tid);
//glBindTexture(GL_TEXTURE_2D, app->surfaces[i].tid);
//
//int Mode = GL_RGB;
//if(app->surfaces[i].surface->format->BytesPerPixel == 4) {
// Mode = GL_RGBA;
//}
//
//glTexImage2D(GL_TEXTURE_2D, 0, Mode, app->surfaces[i].surface->w,
// app->surfaces[i].surface->h, 0, Mode, GL_UNSIGNED_BYTE,
// app->surfaces[i].surface->pixels);
//
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glBindTexture(GL_TEXTURE_2D, app->surfaces[i].tid);
}
app->surfaces[0].tid = 1;
if(app->surfaces[0].surface == NULL) {
printf("error loading texture\n");
exit(1);
}
glGenTextures(1, &app->surfaces[0].tid);
glBindTexture(GL_TEXTURE_2D, app->surfaces[0].tid);
int Mode = GL_RGB;
if(app->surfaces[0].surface->format->BytesPerPixel == 4) {
Mode = GL_RGBA;
}
glTexImage2D(GL_TEXTURE_2D, 0, Mode, app->surfaces[0].surface->w,
app->surfaces[0].surface->h, 0, Mode, GL_UNSIGNED_BYTE,
app->surfaces[0].surface->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, app->surfaces[0].tid);
}
SDL_Surface* app_get_surface(App *app, Block_type type)
{
for (int i = 0; i < app->surface_count; i++) {
if (app->surfaces[i].type == type)
return app->surfaces[i].surface;
} }
glGenTextures(1, &app->tid);
glBindTexture(GL_TEXTURE_2D, app->tid);
int Mode = GL_RGB;
if(app->surface->format->BytesPerPixel == 4) { return NULL;
Mode = GL_RGBA;
}
glTexImage2D(GL_TEXTURE_2D, 0, Mode, app->surface->w, app->surface->h, 0, Mode, GL_UNSIGNED_BYTE, app->surface->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, app->tid);
} }
void update_app(App* app) void update_app(App* app)
{ {
app->camera.speed.z -= GRAVITY * (app->frame_time/1000);
app_check_collision(app); update_camera(&(app->camera), app->frame_time/1000);
update_camera(&(app->camera), app, app->frame_time/1000);
} }
void init_opengl() void init_opengl()
@ -145,8 +195,6 @@ void handle_events(App* app)
camera_set_side_speed(&(app->camera), -SPEED); camera_set_side_speed(&(app->camera), -SPEED);
break; break;
case SDL_SCANCODE_SPACE: case SDL_SCANCODE_SPACE:
if (app_check_collision(app))
app->camera.position.z+=0.3;
camera_set_vertical_speed(&app->camera, SPEED); camera_set_vertical_speed(&app->camera, SPEED);
break; break;
case SDL_SCANCODE_LSHIFT: case SDL_SCANCODE_LSHIFT:
@ -195,52 +243,6 @@ void handle_events(App* app)
} }
void draw_cube(App *app, float x, float y, float z)
{
/*x*=2;
y*=2;
z*=2;
*/
glBegin( GL_QUADS );
glColor3f(1, 1, 1);
glTexCoord2f(0, 0); glVertex3f(x+1.0, y, z-1.0 );
glTexCoord2f(0, 1); glVertex3f(x, y, z-1.0);
glTexCoord2f(1, 1); glVertex3f(x, y, z);
glTexCoord2f(1, 0); glVertex3f(x+1.0, y, z);
glColor3f(1, 1, 1);
glTexCoord2f(0, 0); glVertex3f(x+1.0, y-1.0, z-1.0);
glTexCoord2f(0, 1); glVertex3f(x, y-1.0, z-1.0);
glTexCoord2f(1, 1); glVertex3f(x, y-1.0, z);
glTexCoord2f(1, 0); glVertex3f(x+1.0, y-1.0, z);
glColor3f(1, 1, 1);
glTexCoord2f(0, 0); glVertex3f(x+1.0, y, z);
glTexCoord2f(0, 1); glVertex3f(x, y, z);
glTexCoord2f(1, 1); glVertex3f(x, y-1.0, z);
glTexCoord2f(1, 0); glVertex3f(x+1.0, y-1.0, z);
glColor3f(1, 1, 1);
glTexCoord2f(0, 0); glVertex3f(x, y, z-1.0); // Top-Right of back face
glTexCoord2f(0, 1); glVertex3f(x+1.0, y, z-1.0); // Top-Left of back face
glTexCoord2f(1, 1); glVertex3f(x+1.0, y-1.0, z-1.0); // Bottom-Left of back face
glTexCoord2f(1, 0); glVertex3f(x, y-1.0, z-1.0); // Bottom-Right of back face
glColor3f(1, 1, 1);
glTexCoord2f(0, 0); glVertex3f(x, y, z); // Top-Right of left face
glTexCoord2f(0, 1); glVertex3f(x, y, z-1.0); // Top-Left of left face
glTexCoord2f(1, 1); glVertex3f(x, y-1.0, z-1.0); // Bottom-Left of left face
glTexCoord2f(1, 0); glVertex3f(x, y-1.0, z); // Bottom-Right of left face
glColor3f(1, 1, 1);
glTexCoord2f(0, 0); glVertex3f(x+1.0, y, z); // Top-Right of left face
glTexCoord2f(0, 1); glVertex3f(x+1.0, y, z-1.0); // Top-Left of left face
glTexCoord2f(1, 1); glVertex3f(x+1.0, y-1.0, z-1.0); // Bottom-Left of left face
glTexCoord2f(1, 0); glVertex3f(x+1.0, y-1.0, z); // Bottom-Right of left face
glEnd();
glFlush();
}
float calc_frame_time(struct timespec *start, struct timespec *end) float calc_frame_time(struct timespec *start, struct timespec *end)
{ {
@ -253,9 +255,9 @@ float calc_frame_time(struct timespec *start, struct timespec *end)
void app_generate_world(App *app, int a) void app_generate_world(App *app, int a)
{ {
app->chunk_count = a*a; app->cm->chunk_count = a*a;
app->chunks = malloc(a*a*sizeof(Chunk)); app->cm->chunks = malloc(a*a*sizeof(Chunk));
memset(app->chunks, 0, a*a*sizeof(Chunk)); memset(app->cm->chunks, 0, a*a*sizeof(Chunk));
unsigned char ptable[512]; unsigned char ptable[512];
noise_init_ptable(ptable); noise_init_ptable(ptable);
@ -276,38 +278,19 @@ void app_generate_world(App *app, int a)
else if (mz > CHUNK_MAX_Z) else if (mz > CHUNK_MAX_Z)
mz = CHUNK_MAX_Z-1; mz = CHUNK_MAX_Z-1;
for (int z = 0; z < mz; z++) for (int z = 0; z < mz; z++)
c.blocks[x][y][z].type = BLOCKTYPE_STONE; c.blocks[x][y][z].type = BLOCKTYPE_DIRT;
for (int z = mz; z < CHUNK_MAX_Z; z++) for (int z = mz; z < CHUNK_MAX_Z; z++)
c.blocks[x][y][z].type = BLOCKTYPE_AIR; c.blocks[x][y][z].type = BLOCKTYPE_AIR;
} }
} }
chunk_set_blocks_visibility(&c); chunk_set_blocks_visibility(&c);
chunk_create_displayl(app, &c); chunk_create_displayl(&c);
app->chunks[i+(j*a)] = c; app->cm->chunks[i+(j*a)] = c;
} }
} }
} }
int app_get_current_chunk_index(App *app)
{
for (int i = 0; i < app->chunk_count; i++) {
for (int x = 0; x < CHUNK_MAX_X; x++) {
for (int y = 0; y < CHUNK_MAX_Y; y++) {
for (int z = 0; z < CHUNK_MAX_Z; z++) {
if (app->camera.position.x < app->chunks[i].start_pos.x + CHUNK_MAX_X &&
app->camera.position.x > app->chunks[i].start_pos.x &&
app->camera.position.y < app->chunks[i].start_pos.y + CHUNK_MAX_Y &&
app->camera.position.y > app->chunks[i].start_pos.y) {
return i;
}
}
}
}
}
return -1;
}
bool is_block(Block b) bool is_block(Block b)
{ {
@ -316,59 +299,59 @@ bool is_block(Block b)
return false; return false;
} }
bool app_check_collision(App *app) //bool app_check_collision(App *app)
{ //{
int i = app_get_current_chunk_index(app); // int i = app_get_current_chunk_index(app);
//
if (i < 0) // if (i < 0)
return false; // return false;
//
vec3f c_pos = app->camera.position; // vec3f c_pos = app->camera.position;
vec3i c_index = { floor(c_pos.x), floor(c_pos.y), floor(c_pos.z) }; // vec3i c_index = { floor(c_pos.x), floor(c_pos.y), floor(c_pos.z) };
//
//for (int x = c_index.x-1; x < c_index.x+1; x++) { // //for (int x = c_index.x-1; x < c_index.x+1; x++) {
// for (int y = c_index.y-1; y < c_index.y+1; y++) { // // for (int y = c_index.y-1; y < c_index.y+1; y++) {
// for (int z = c_index.z-1; y < c_index.z+1; z++) { // // for (int z = c_index.z-1; y < c_index.z+1; z++) {
// if(!check_index(x, y, z)) // // if(!check_index(x, y, z))
// continue; // // continue;
// if(is_block(app->chunks[i].blocks[x][y][z])) { // // if(is_block(app->chunks[i].blocks[x][y][z])) {
// // //
// } // // }
// } // // }
// } // // }
//} // //}
//
int x = c_index.x; // int x = c_index.x;
int y = c_index.y; // int y = c_index.y;
int z = c_index.z; // int z = c_index.z;
//
if (check_index(x-1, y, z)) // if (check_index(x-1, y, z))
if (is_block(app->chunks[i].blocks[x-1][y][z])) // if (is_block(app->chunks[i].blocks[x-1][y][z]))
//camera_set_side_speed(&app->camera, 0.0); // //camera_set_side_speed(&app->camera, 0.0);
if (check_index(x+1, y, z)) // if (check_index(x+1, y, z))
if (is_block(app->chunks[i].blocks[x+1][y][z])) // if (is_block(app->chunks[i].blocks[x+1][y][z]))
//camera_set_side_speed(&app->camera, 0.0); // //camera_set_side_speed(&app->camera, 0.0);
if (check_index(x, y-1, z)) // if (check_index(x, y-1, z))
if (is_block(app->chunks[i].blocks[x][y-1][z])) // if (is_block(app->chunks[i].blocks[x][y-1][z]))
//camera_set_speed(&app->camera, 0.0); // //camera_set_speed(&app->camera, 0.0);
if (check_index(x, y+1, z)) // if (check_index(x, y+1, z))
if (is_block(app->chunks[i].blocks[x][y+1][z])) // if (is_block(app->chunks[i].blocks[x][y+1][z]))
//camera_set_speed(&app->camera, 0.0); // //camera_set_speed(&app->camera, 0.0);
if (check_index(x, y, z-1)) // if (check_index(x, y, z-1))
if (is_block(app->chunks[i].blocks[x][y][z-1])) // if (is_block(app->chunks[i].blocks[x][y][z-1]))
camera_set_vertical_speed(&app->camera, 0.0); // camera_set_vertical_speed(&app->camera, 0.0);
if (check_index(x, y, z+1)) // if (check_index(x, y, z+1))
if (is_block(app->chunks[i].blocks[x][y][z+1])) // if (is_block(app->chunks[i].blocks[x][y][z+1]))
camera_set_vertical_speed(&app->camera, 0.0); // camera_set_vertical_speed(&app->camera, 0.0);
//
return false; // return false;
} //}
int check_intersection_block(App *app, vec3i *retv, int *chunk_index) int check_intersection_block(App *app, vec3i *retv, int *chunk_index)
{ {
printf("%s\n", __func__); printf("%s\n", __func__);
int i = app_get_current_chunk_index(app); int i = chunk_get_current_chunk_index(app->cm, app->camera.position);
*chunk_index = i; *chunk_index = i;
vec3f c_pos = app->camera.position; vec3f c_pos = app->camera.position;
@ -380,15 +363,15 @@ int check_intersection_block(App *app, vec3i *retv, int *chunk_index)
for (int x = 0; x < CHUNK_MAX_X; x++) { for (int x = 0; x < CHUNK_MAX_X; x++) {
for (int y = 0; y < CHUNK_MAX_Y; y++) { for (int y = 0; y < CHUNK_MAX_Y; y++) {
for (int z = 0; z < CHUNK_MAX_Z; z++) { for (int z = 0; z < CHUNK_MAX_Z; z++) {
if (app->chunks[i].blocks[x][y][z].visible) { if (app->cm->chunks[i].blocks[x][y][z].visible) {
for (float j = 0; j < 8; j+=0.2) { for (float j = 0; j < 8; j+=0.2) {
vec3f ray = {(c_pos.x - app->chunks[i].start_pos.x) + c_dir.x * j, vec3f ray = {(c_pos.x - app->cm->chunks[i].start_pos.x) + c_dir.x * j,
(c_pos.y - app->chunks[i].start_pos.y) + c_dir.y * j, (c_pos.y - app->cm->chunks[i].start_pos.y) + c_dir.y * j,
(c_pos.z - app->chunks[i].start_pos.z) + c_dir.z * j}; (c_pos.z - app->cm->chunks[i].start_pos.z) + c_dir.z * j};
printf("ray x: %f y: %f z: %f\n", ray.x, ray.y, ray.z); printf("ray x: %f y: %f z: %f\n", ray.x, ray.y, ray.z);
vec3i rayi = {round(ray.x/1), round(ray.y/1), round(ray.z/1)}; vec3i rayi = {round(ray.x/1), round(ray.y/1), round(ray.z/1)};
if (is_block(app->chunks[i].blocks[rayi.x][rayi.y][rayi.z])) { if (is_block(app->cm->chunks[i].blocks[rayi.x][rayi.y][rayi.z])) {
retv->x = rayi.x; retv->x = rayi.x;
retv->y = rayi.y; retv->y = rayi.y;
retv->z = rayi.z; retv->z = rayi.z;
@ -409,15 +392,15 @@ void app_break_block(App *app)
int i; int i;
int ret = check_intersection_block(app, &block, &i); int ret = check_intersection_block(app, &block, &i);
printf("chunk index: %d\n", i); //printf("chunk index: %d\n", i);
printf("player x: %f y: %f z: %f\n", app->camera.position.x, app->camera.position.y, app->camera.position.z); //printf("player x: %f y: %f z: %f\n", app->camera.position.x, app->camera.position.y, app->camera.position.z);
printf("chunk %d. min x: %f y: %f max x: %f y: %f\n", i, app->chunks[i].start_pos.x, //printf("chunk %d. min x: %f y: %f max x: %f y: %f\n", i, app->chunks[i].start_pos.x,
app->chunks[i].start_pos.y, app->chunks[i].start_pos.x+CHUNK_MAX_X, app->chunks[i].start_pos.y+CHUNK_MAX_Y); // app->chunks[i].start_pos.y, app->chunks[i].start_pos.x+CHUNK_MAX_X, app->chunks[i].start_pos.y+CHUNK_MAX_Y);
printf("broken block x: %f y: %f z: %f\n", block.x+app->chunks[i].start_pos.x, block.y+app->chunks[i].start_pos.y, block.z+app->chunks[i].start_pos.z); //printf("broken block x: %f y: %f z: %f\n", block.x+app->chunks[i].start_pos.x, block.y+app->chunks[i].start_pos.y, block.z+app->chunks[i].start_pos.z);
if(ret < 0) if(ret < 0)
return; return;
app->chunks[i].blocks[block.x][block.y][block.z].type = BLOCKTYPE_AIR; app->cm->chunks[i].blocks[block.x][block.y][block.z].type = BLOCKTYPE_AIR;
chunk_update(app, &(app->chunks[i])); chunk_update(&(app->cm->chunks[i]));
} }

View File

@ -9,7 +9,7 @@ void init_camera(Camera* camera)
{ {
camera->position.x = 5.0; camera->position.x = 5.0;
camera->position.y = 5.0; camera->position.y = 5.0;
camera->position.z = 60.0; camera->position.z = 90.0;
camera->rotation.x = 0.0; camera->rotation.x = 0.0;
camera->rotation.y = 0.0; camera->rotation.y = 0.0;
camera->rotation.z = 0.0; camera->rotation.z = 0.0;
@ -18,24 +18,123 @@ void init_camera(Camera* camera)
camera->speed.z = 0.0; camera->speed.z = 0.0;
} }
void update_camera(Camera* camera, struct App *app, double time) vec3f handle_collision(vec3f camera_pos, ChunkManager *cm)
{
vec3f c_max = { camera_pos.x + 0.25, camera_pos.y + 0.25, camera_pos.z + 0.25 };
vec3f c_min = { camera_pos.x - 0.25, camera_pos.y - 0.25, camera_pos.z - 0.25 };
vec3f b_max;
vec3f b_min;
int i = chunk_get_current_chunk_index(cm, camera_pos);
for (int x = floor(camera_pos.x-1); x < floor(camera_pos.x+1); x++) {
for (int y = floor(camera_pos.y-1); y < floor(camera_pos.y+1); y++) {
int z = floor(camera_pos.z+1);
if (!check_index(x, y, z))
continue;
if(cm->chunks[i].blocks[x][y][z].visible) {
b_min = (vec3f) {x+1, y+1, z};
b_max = (vec3f) {x+2, y+2, z+1};
if (c_max.z > b_min.z &&
c_min.z < b_max.z) {
return (vec3f) {0, 0, 1};
}
}
}
}
//int x = floor(camera_pos.x);
//int y = floor(camera_pos.y);
//int z = floor(camera_pos.z);
//b_min = (vec3f) {x, y, z};
//b_max = (vec3f) {x+1, y+1, z+1};
//
//print_vec3f(c_max, "c_max");
//print_vec3f(c_max, "c_min");
//print_vec3f(c_max, "b_max");
//print_vec3f(c_max, "b_max");
//if (c_max.z > b_min.z &&
// c_min.z < b_max.z) {
// return (vec3f) {0, 0, 1};
//}
return (vec3f) {0, 0, 0};
}
void update_camera(Camera* camera, double time)
{ {
int i = app_get_current_chunk_index(app);
double angle; double angle;
double side_angle; double side_angle;
angle = degree_to_radian(camera->rotation.z); angle = degree_to_radian(camera->rotation.z);
side_angle = degree_to_radian(camera->rotation.z + 90.0); side_angle = degree_to_radian(camera->rotation.z + 90.0);
float x = camera->position.x = cos(angle) * camera->speed.y * time; float x = camera->position.x + cos(angle) * camera->speed.y * time;
float y = camera->position.y = sin(angle) * camera->speed.y * time; float y = camera->position.y + sin(angle) * camera->speed.y * time;
float z = camera->position.z = camera->speed.z * time; float z = camera->position.z + camera->speed.z * time;
if(is_block(app->chunks[i].blocks[(int)x][(int)y][(int)z])) float x1 = camera->position.x + cos(side_angle) * camera->speed.x * time;
float y1 = camera->position.y + sin(side_angle) * camera->speed.x * time;
float z1 = camera->position.z + camera->speed.z * time;
printf("x: %f\n",camera->position.x + camera->speed.z * time);
printf("x: %f\n",camera->position.y + cos(angle) * camera->speed.y * time);
printf("x: %f\n",camera->position.z + sin(angle) * camera->speed.y * time);
//vec3f v = handle_collision(camera->position, camera->cm);
camera->position.x += cos(side_angle) * camera->speed.x * time; //camera->position.x += cos(angle) * camera->speed.y * time;
camera->position.y += sin(side_angle) * camera->speed.x * time; //camera->position.y += sin(angle) * camera->speed.y * time;
camera->position.z += camera->speed.z * time; //if (v.z == 0) camera->position.z += camera->speed.z * time;
//else camera->speed.z = 0;
//camera->position.x += cos(side_angle) * camera->speed.x * time;
//camera->position.y += sin(side_angle) * camera->speed.x * time;
//if (v.z == 0) camera->position.z += camera->speed.z * time;
//else camera->speed.z = 0;
int i = chunk_get_current_chunk_index(camera->cm, camera->position);
vec3f cs = camera->cm->chunks[i].start_pos;
x -= cs.x; y -= cs.y; z -= cs.z;
x1 -= cs.x; y1 -= cs.y; z1 -= cs.z;
if(!is_block(camera->cm->chunks[i].blocks[(int)x][(int)y][(int)z-1])) {
puts("not is block");
camera->speed.z -= GRAVITY * time;
camera->position.x += cos(angle) * camera->speed.y * time;
camera->position.y += sin(angle) * camera->speed.y * time;
camera->position.z += camera->speed.z * time;
} else {
puts("is block");
camera->speed.z = 0;
while(is_block(camera->cm->chunks[i].blocks[(int)camera->position.x]
[(int)camera->position.y]
[(int)camera->position.z-1])) {
camera->position.z+=0.2;
print_vec3f(camera->position, "camera");
}
}
if(!is_block(camera->cm->chunks[i].blocks[(int)x1][(int)y1][(int)z1-1])) {
puts("not is block");
camera->speed.z -= GRAVITY * time;
camera->position.x += cos(side_angle) * camera->speed.x * time;
camera->position.y += sin(side_angle) * camera->speed.x * time;
camera->position.z += camera->speed.z * time;
} else {
puts("is block");
camera->speed.z = 0;
while(is_block(camera->cm->chunks[i].blocks[(int)camera->position.x]
[(int)camera->position.y]
[(int)camera->position.z-1])) {
camera->position.z+=0.2;
print_vec3f(camera->position, "camera");
}
}
} }
void set_view(const Camera* camera) void set_view(const Camera* camera)

View File

@ -1,67 +1,4 @@
#include "../include/game.h" #include "../include/game.h"
#include <stdio.h> #include <stdio.h>
bool chunk_is_block_neighboring_block(Chunk* chunk, vec3i pos)
{
if (is_oob(pos.x-1, 0, CHUNK_MAX_X) || is_oob(pos.x+1, 0, CHUNK_MAX_X))
return false;
if (is_oob(pos.y-1, 0, CHUNK_MAX_Y) || is_oob(pos.y+1, 0, CHUNK_MAX_Y))
return false;
if (is_oob(pos.z-1, 0, CHUNK_MAX_Z) || is_oob(pos.z+1, 0, CHUNK_MAX_Z))
return false;
if (chunk->blocks[pos.x-1][pos.y][pos.z].type != BLOCKTYPE_AIR &&
chunk->blocks[pos.x+1][pos.y][pos.z].type != BLOCKTYPE_AIR &&
chunk->blocks[pos.x][pos.y-1][pos.z].type != BLOCKTYPE_AIR &&
chunk->blocks[pos.x][pos.y+1][pos.z].type != BLOCKTYPE_AIR &&
chunk->blocks[pos.x][pos.y][pos.z-1].type != BLOCKTYPE_AIR &&
chunk->blocks[pos.x][pos.y][pos.z+1].type != BLOCKTYPE_AIR)
return true;
return false;
}
void chunk_set_blocks_visibility(Chunk* chunk)
{
for (int x = 0; x < CHUNK_MAX_X; x++) {
for (int y = 0; y < CHUNK_MAX_Y; y++) {
for (int z = 0; z < CHUNK_MAX_Z; z++) {
vec3i v = {x, y, z};
if (chunk_is_block_neighboring_block(chunk, v))
chunk->blocks[x][y][z].visible = false;
else
chunk->blocks[x][y][z].visible = true;
if (chunk->blocks[x][y][z].type == BLOCKTYPE_AIR)
chunk->blocks[x][y][z].visible = false;
}
}
}
}
void chunk_create_displayl(App *app, Chunk *chunk)
{
chunk->id = glGenLists(1);
glNewList(chunk->id, GL_COMPILE);
for (int x = 0; x < CHUNK_MAX_X; x++) {
for (int y = 0; y < CHUNK_MAX_Y; y++) {
for (int z = 0; z < CHUNK_MAX_Z; z++) {
if (chunk->blocks[x][y][z].visible)
draw_cube(app, chunk->start_pos.x + x, chunk->start_pos.y + y, chunk->start_pos.z + z);
}
}
}
glEndList();
}
void chunk_render(Chunk* chunk)
{
glCallList(chunk->id);
}
void chunk_update(App *app, Chunk *chunk)
{
chunk_set_blocks_visibility(chunk);
chunk_create_displayl(app, chunk);
}

View File

@ -2,61 +2,200 @@
#include <GL/gl.h> #include <GL/gl.h>
#include <stdlib.h> #include <stdlib.h>
#include <time.h> #include <time.h>
#include <GL/glu.h>
#define SHADOWMAP_SIZE 1024
int main() int main()
{ {
struct timespec start;
struct timespec end;
App app; App app;
ChunkManager cm;
app.cm = &cm;
init_app(&app, 1600, 900); init_app(&app, 1600, 900);
//Chunk *chunks = malloc(25*sizeof(Chunk)); /////
//memset(chunks, 0, 25*sizeof(Chunk)); glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glClearDepth(1.0f);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
//for (int i = 0; i < 5; i++) {
// for (int j = 0; j < 5; j++) {
// Chunk c;
// c.start_pos.x = i*CHUNK_MAX_X;
// c.start_pos.y = j*CHUNK_MAX_Y;
// c.start_pos.z = 0;
// for (int x = 0; x < CHUNK_MAX_X; x++) {
// for (int y = 0; y < CHUNK_MAX_Y; y++) {
// for (int z = 0; z < CHUNK_MAX_Z; z++) {
// if (z < 40)
// c.blocks[x][y][z].type = BLOCKTYPE_STONE;
// else
// c.blocks[x][y][z].type = BLOCKTYPE_AIR;
// }
// }
// }
// chunk_set_blocks_visibility(&c);
// chunk_create_displayl(&app, &c);
// chunks[i+(j*5)] = c; GLuint shadowmap_texture;
// }
//}
//app.chunks = chunks; float light_proj_matrix[16];
//app.chunk_count = 25; float light_view_matrix[16];
float cam_proj_matrix[16];
float cam_view_matrix[16];
app_generate_world(&app, 10); glGenTextures(1, &shadowmap_texture);
glBindTexture(GL_TEXTURE_2D, shadowmap_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
SHADOWMAP_SIZE, SHADOWMAP_SIZE, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
while(app.is_running) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
struct timespec start; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
struct timespec end; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
GLfloat materialColor[] = {0.5f, 0.5f, 0.5f, 0.0f};
glMaterialfv(GL_FRONT, GL_SPECULAR, materialColor);
glMaterialf(GL_FRONT, GL_SHININESS, 16.0f);
//reshape(1600, 900);
/////
while(app.is_running) {
clock_gettime(CLOCK_MONOTONIC_RAW, &start); clock_gettime(CLOCK_MONOTONIC_RAW, &start);
handle_events(&app); vec3f cd = get_camera_dir_vec3f(&app.camera);
update_app(&app); vec3f cp = app.camera.position;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix();
glMatrixMode(GL_MODELVIEW);
set_view(&app.camera);
for (int i = 0; i < app.chunk_count; i++) { glLoadIdentity();
chunk_render(&app.chunks[i]); gluPerspective(45.0f, (float)1600/900, 1.0f, 100.0f);
glGetFloatv(GL_MODELVIEW_MATRIX, cam_proj_matrix);
glLoadIdentity();
gluLookAt(cp.x, cp.y, cp.z,
cp.x*cd.x, cp.y*cd.y, cp.z*cd.z,
0.0, 0.0, 1.0);
glGetFloatv(GL_MODELVIEW_MATRIX, cam_view_matrix);
glLoadIdentity();
gluPerspective(45.0, 1.0, 2.0, 1000.0);
glGetFloatv(GL_MODELVIEW_MATRIX, light_proj_matrix);
glLoadIdentity();
gluLookAt(30, 40, 30,
0.0, 0.0, 0.0,
0.0, 0.0, 1.0);
glGetFloatv(GL_MODELVIEW_MATRIX, light_view_matrix);
glPopMatrix();
///////////////
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(light_proj_matrix);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(light_view_matrix);
glViewport(0, 0, SHADOWMAP_SIZE, SHADOWMAP_SIZE);
glCullFace(GL_FRONT);
glShadeModel(GL_FLAT);
glColorMask(0, 0, 0, 0);
for (int i = 0; i < app.cm->chunk_count; i++) {
chunk_render(&app.cm->chunks[i]);
//printf("c sp: %f\n", app.chunks[i].start_pos.x); //printf("c sp: %f\n", app.chunks[i].start_pos.x);
} }
// vec3f pos = app.camera.position; glBindTexture(GL_TEXTURE_2D, shadowmap_texture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, SHADOWMAP_SIZE, SHADOWMAP_SIZE);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
glShadeModel(GL_SMOOTH);
glColorMask(1, 1, 1, 1);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(cam_proj_matrix);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(cam_view_matrix);
glViewport(0, 0, 1600, 900);
///////////////
handle_events(&app);
update_app(&app);
float color1[4] = {0.2, 0.2, 0.2, 0.2};
float color2[4] = {0, 0, 0, 0};
float color3[4] = {1.0, 1.0, 1.0, 1.0};
float light_pos[5] = {0, 0, 50, 0};
glLightfv(GL_LIGHT1, GL_POSITION, light_pos);
glLightfv(GL_LIGHT1, GL_AMBIENT, color1);
glLightfv(GL_LIGHT1, GL_DIFFUSE, color1);
glLightfv(GL_LIGHT1, GL_SPECULAR, color2);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//set_view(&app.camera);
for (int i = 0; i < app.cm->chunk_count; i++) {
chunk_render(&app.cm->chunks[i]);
//printf("c sp: %f\n", app.chunks[i].start_pos.x);
}
glLightfv(GL_LIGHT1, GL_DIFFUSE, color3);
glLightfv(GL_LIGHT1, GL_SPECULAR, color3);
float bias[16] = {0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f};
float tm[16];
for (int k = 0; k < 16; k++) {
tm[k] = bias[k]*light_proj_matrix[k]*light_view_matrix[k];
}
float v1[4] = {tm[0], tm[4], tm[8], tm[12]};
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_S, GL_EYE_PLANE, v1);
glEnable(GL_TEXTURE_GEN_S);
float v2[4] = {tm[1], tm[5], tm[9], tm[13]};
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_T, GL_EYE_PLANE, v2);
glEnable(GL_TEXTURE_GEN_T);
float v3[4] = {tm[2], tm[6], tm[10], tm[14]};
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_R, GL_EYE_PLANE, v3);
glEnable(GL_TEXTURE_GEN_R);
float v4[4] = {tm[3], tm[7], tm[11], tm[15]};
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_Q, GL_EYE_PLANE, v4);
glEnable(GL_TEXTURE_GEN_Q);
glBindTexture(GL_TEXTURE_2D, shadowmap_texture);
glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
glAlphaFunc(GL_GEQUAL, 0.99f);
glEnable(GL_ALPHA_TEST);
//glMatrixMode(GL_MODELVIEW);
for (int i = 0; i < app.cm->chunk_count; i++) {
chunk_render(&app.cm->chunks[i]);
//printf("c sp: %f\n", app.chunks[i].start_pos.x);
}
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
glDisable(GL_LIGHTING);
glDisable(GL_ALPHA_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
////////////
vec3f pos = app.camera.position;
// vec3f dir = get_camera_dir_vec3f(&app.camera); // vec3f dir = get_camera_dir_vec3f(&app.camera);
// draw_cube(&app, pos.x + dir.x*3, pos.y + dir.y*3, pos.z + dir.z*3); // draw_cube(&app, pos.x + dir.x*3, pos.y + dir.y*3, pos.z + dir.z*3);
@ -64,12 +203,11 @@ int main()
SDL_GL_SwapWindow(app.window); SDL_GL_SwapWindow(app.window);
clock_gettime(CLOCK_MONOTONIC_RAW, &end); clock_gettime(CLOCK_MONOTONIC_RAW, &end);
app.frame_time = calc_frame_time(&start, &end); app.frame_time = calc_frame_time(&start, &end);
printf("fps: %f\n", 1000/app.frame_time); printf("fps: %f\n", 1000/app.frame_time);
//printf("lkat pos x: %f y: %f z: %f\n", pos.x+5*dir.x, pos.y+5*dir.y, pos.z+5*dir.z); //printf("lkat pos x: %f y: %f z: %f\n", pos.x+5*dir.x, pos.y+5*dir.y, pos.z+5*dir.z);
//printf("camera x: %f y: %f z: %f\n", pos.x, pos.y, pos.z); printf("camera x: %f y: %f z: %f\n", pos.x, pos.y, pos.z);
//printf("dir x: %f y: %f z: %f\n", dir.x, dir.y, dir.z); //printf("dir x: %f y: %f z: %f\n", dir.x, dir.y, dir.z);
//printf("dird x: %f y: %f z: %f\n", app.camera.rotation.x, app.camera.rotation.y, app.camera.rotation.z); //printf("dird x: %f y: %f z: %f\n", app.camera.rotation.x, app.camera.rotation.y, app.camera.rotation.z);
} }

View File

@ -15,19 +15,9 @@ bool is_oob(int i, int min, int max)
return false; return false;
} }
void mult_matrix(float *matrix, vec4f vector, vec4f *ret) void mult_matrix(float m1[16], float m2[16])
{ {
float vec[] = {vector.x, vector.y, vector.z, vector.w};
float ret1[4];
for(int i = 0; i <= 12; i+=4) {
float line_sum = 0.0;
for(int j = 0; j < 4; j++){
matrix[i+j] *= vec[j];
line_sum += matrix[i+j];
}
ret1[i/4] = line_sum;
}
ret->x = ret1[0]; ret->y = ret1[1]; ret->z=ret1[2]; ret->w = ret1[3];
} }
bool matrix_inverse(const float m[16], float invOut[16]) bool matrix_inverse(const float m[16], float invOut[16])
@ -184,3 +174,8 @@ bool check_index(int x, int y, int z)
return false; return false;
return true; return true;
} }
void print_vec3f(vec3f v, const char *str)
{
printf("%s x: %f y: %f z: %f\n", str, v.x, v.y, v.z);
}