Fixed gravity

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MihailRis 2022-03-04 17:52:13 +03:00 committed by GitHub
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voxel_engine.cpp Normal file
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// Install dependencies:
// sudo apt install libgl-dev libglew-dev libglfw3-dev libpng-dev libglm-dev
#include <iostream>
#include <cmath>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <vector>
#include <ctime>
// GLM
#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
#include "graphics/Shader.h"
#include "graphics/Texture.h"
#include "graphics/Mesh.h"
#include "graphics/VoxelRenderer.h"
#include "graphics/LineBatch.h"
#include "window/Window.h"
#include "window/Events.h"
#include "window/Camera.h"
#include "loaders/png_loading.h"
#include "voxels/voxel.h"
#include "voxels/Chunk.h"
#include "voxels/Chunks.h"
#include "voxels/Block.h"
#include "voxels/WorldGenerator.h"
#include "voxels/ChunksController.h"
#include "files/files.h"
#include "files/WorldFiles.h"
#include "lighting/LightSolver.h"
#include "lighting/Lightmap.h"
#include "lighting/Lighting.h"
#include "physics/Hitbox.h"
#include "physics/PhysicsSolver.h"
#include "Assets.h"
#include "objects/Player.h"
#include "declarations.h"
#include "world_render.h"
// Save all world data to files
void write_world(WorldFiles* wfile, Chunks* chunks){
for (unsigned int i = 0; i < chunks->volume; i++){
Chunk* chunk = chunks->chunks[i];
if (chunk == nullptr)
continue;
wfile->put((const char*)chunk->voxels, chunk->x, chunk->z);
}
wfile->write();
}
// Deleting world data from memory
void close_world(WorldFiles* wfile, Chunks* chunks){
delete chunks;
delete wfile;
}
#define CROUCH_SPEED_MUL 0.25f
#define CROUCH_SHIFT_Y -0.2f
#define RUN_SPEED_MUL 1.5f
#define CROUCH_ZOOM 0.9f
#define RUN_ZOOM 1.1f
#define C_ZOOM 0.1f
#define ZOOM_SPEED 16.0f
#define DEFAULT_AIR_DAMPING 0.1f
#define PLAYER_NOT_ONGROUND_DAMPING 10.0f
#define CAMERA_SHAKING_OFFSET 0.025f
#define CAMERA_SHAKING_OFFSET_Y 0.031f
#define CAMERA_SHAKING_SPEED 1.6f
#define CAMERA_SHAKING_DELTA_K 10.0f
#define FLIGHT_SPEED_MUL 5.0f
#define JUMP_FORCE 7.0f
void update_controls(PhysicsSolver* physics,
Chunks* chunks,
Player* player,
float delta){
if (Events::jpressed(GLFW_KEY_ESCAPE)){
Window::setShouldClose(true);
}
if (Events::jpressed(GLFW_KEY_TAB)){
Events::toogleCursor();
}
for (int i = 1; i < 10; i++){
if (Events::jpressed(GLFW_KEY_0+i)){
player->choosenBlock = i;
}
}
// Controls
Camera* camera = player->camera;
Hitbox* hitbox = player->hitbox;
bool sprint = Events::pressed(GLFW_KEY_LEFT_CONTROL);
bool shift = Events::pressed(GLFW_KEY_LEFT_SHIFT) && hitbox->grounded && !sprint;
bool zoom = Events::pressed(GLFW_KEY_C);
float speed = player->speed;
if (player->flight){
speed *= FLIGHT_SPEED_MUL;
}
int substeps = (int)(delta * 1000);
substeps = (substeps <= 0 ? 1 : (substeps > 100 ? 100 : substeps));
physics->step(chunks, hitbox, delta, substeps, shift, player->flight ? 0.0f : 1.0f);
camera->position.x = hitbox->position.x;
camera->position.y = hitbox->position.y + 0.5f;
camera->position.z = hitbox->position.z;
// Camera shaking
player->interpVel = player->interpVel * (1.0f - delta * 5) + hitbox->velocity * delta * 0.1f;
if (hitbox->grounded && player->interpVel.y < 0.0f){
player->interpVel.y *= -30.0f;
}
float factor = hitbox->grounded ? length(vec2(hitbox->velocity.x, hitbox->velocity.z)) : 0.0f;
player->cameraShakingTimer += delta * factor * CAMERA_SHAKING_SPEED;
float shakeTimer = player->cameraShakingTimer;
player->cameraShaking = player->cameraShaking * (1.0f - delta * CAMERA_SHAKING_DELTA_K) + factor * delta * CAMERA_SHAKING_DELTA_K;
camera->position += camera->right * sin(shakeTimer) * CAMERA_SHAKING_OFFSET * player->cameraShaking;
camera->position += camera->up * abs(cos(shakeTimer)) * CAMERA_SHAKING_OFFSET_Y * player->cameraShaking;
camera->position -= min(player->interpVel * 0.05f, 1.0f);
if (Events::jpressed(GLFW_KEY_F)){
player->flight = !player->flight;
}
// Field of view manipulations
float dt = min(1.0f, delta * ZOOM_SPEED);
if (dt > 1.0f)
dt = 1.0f;
float zoomValue = 1.0f;
if (shift){
speed *= CROUCH_SPEED_MUL;
camera->position.y += CROUCH_SHIFT_Y;
zoomValue = CROUCH_ZOOM;
} else if (sprint){
speed *= RUN_SPEED_MUL;
zoomValue = RUN_ZOOM;
}
if (zoom)
zoomValue *= C_ZOOM;
camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt);
if (Events::pressed(GLFW_KEY_SPACE) && hitbox->grounded){
hitbox->velocity.y = JUMP_FORCE;
}
vec3 dir(0,0,0);
if (Events::pressed(GLFW_KEY_W)){
dir.x += camera->dir.x;
dir.z += camera->dir.z;
}
if (Events::pressed(GLFW_KEY_S)){
dir.x -= camera->dir.x;
dir.z -= camera->dir.z;
}
if (Events::pressed(GLFW_KEY_D)){
dir.x += camera->right.x;
dir.z += camera->right.z;
}
if (Events::pressed(GLFW_KEY_A)){
dir.x -= camera->right.x;
dir.z -= camera->right.z;
}
hitbox->linear_damping = DEFAULT_AIR_DAMPING;
if (player->flight){
hitbox->linear_damping = PLAYER_NOT_ONGROUND_DAMPING;
hitbox->velocity.y *= 1.0f - delta * 9;
if (Events::pressed(GLFW_KEY_SPACE)){
hitbox->velocity.y += speed * delta * 9;
}
if (Events::pressed(GLFW_KEY_LEFT_SHIFT)){
hitbox->velocity.y -= speed * delta * 9;
}
}
if (length(dir) > 0.0f){
dir = normalize(dir);
if (!hitbox->grounded)
hitbox->linear_damping = PLAYER_NOT_ONGROUND_DAMPING;
hitbox->velocity.x += dir.x * speed * delta * 9;
hitbox->velocity.z += dir.z * speed * delta * 9;
}
if (Events::_cursor_locked){
player->camY += -Events::deltaY / Window::height * 2;
player->camX += -Events::deltaX / Window::height * 2;
if (player->camY < -radians(89.0f)){
player->camY = -radians(89.0f);
}
if (player->camY > radians(89.0f)){
player->camY = radians(89.0f);
}
camera->rotation = mat4(1.0f);
camera->rotate(player->camY, player->camX, 0);
}
}
void update_interaction(Chunks* chunks, PhysicsSolver* physics, Player* player, Lighting* lighting){
Camera* camera = player->camera;
vec3 end;
vec3 norm;
vec3 iend;
voxel* vox = chunks->rayCast(camera->position, camera->front, 10.0f, end, norm, iend);
if (vox != nullptr){
lineBatch->box(iend.x+0.5f, iend.y+0.5f, iend.z+0.5f, 1.005f,1.005f,1.005f, 0,0,0,0.5f);
if (Events::jclicked(GLFW_MOUSE_BUTTON_1)){
int x = (int)iend.x;
int y = (int)iend.y;
int z = (int)iend.z;
chunks->set(x,y,z, 0);
lighting->onBlockSet(x,y,z,0);
}
if (Events::jclicked(GLFW_MOUSE_BUTTON_2)){
int x = (int)(iend.x)+(int)(norm.x);
int y = (int)(iend.y)+(int)(norm.y);
int z = (int)(iend.z)+(int)(norm.z);
if (!physics->isBlockInside(x,y,z, player->hitbox)){
chunks->set(x, y, z, player->choosenBlock);
lighting->onBlockSet(x,y,z, player->choosenBlock);
}
}
}
}
int WIDTH = 1280;
int HEIGHT = 720;
int main() {
setup_definitions();
Window::initialize(WIDTH, HEIGHT, "Window 2.0");
Events::initialize();
std::cout << "-- loading assets" << std::endl;
Assets* assets = new Assets();
int result = initialize_assets(assets);
if (result){
delete assets;
Window::terminate();
return result;
}
std::cout << "-- loading world" << std::endl;
Camera *camera = new Camera(vec3(-320,255,32), radians(90.0f));
WorldFiles *wfile = new WorldFiles("world/", REGION_VOL * (CHUNK_VOL * 2 + 8));
Chunks *chunks = new Chunks(34,1,34, 0,0,0);
Player* player = new Player(vec3(camera->position), 4.0f, camera);
wfile->readPlayer(player);
camera->rotation = mat4(1.0f);
camera->rotate(player->camY, player->camX, 0);
std::cout << "-- preparing systems" << std::endl;
VoxelRenderer renderer(1024*1024);
PhysicsSolver physics(vec3(0,-9.8f*2.0f,0));
Lighting lighting(chunks);
init_renderer();
ChunksController chunksController(chunks, &lighting);
float lastTime = glfwGetTime();
float delta = 0.0f;
long frame = 0;
bool occlusion = false;
glfwSwapInterval(1);
std::cout << "-- initializing finished" << std::endl;
while (!Window::isShouldClose()){
frame++;
float currentTime = glfwGetTime();
delta = currentTime - lastTime;
lastTime = currentTime;
if (Events::jpressed(GLFW_KEY_O)){
occlusion = !occlusion;
}
update_controls(&physics, chunks, player, delta);
update_interaction(chunks, &physics, player, &lighting);
chunks->setCenter(wfile, camera->position.x,0,camera->position.z);
chunksController._buildMeshes(&renderer, frame);
chunksController.loadVisible(wfile);
draw_world(camera, assets, chunks, occlusion);
Window::swapBuffers();
Events::pullEvents();
}
std::cout << "-- saving world" << std::endl;
wfile->writePlayer(player);
write_world(wfile, chunks);
close_world(wfile, chunks);
std::cout << "-- shutting down" << std::endl;
delete assets;
finalize_renderer();
Window::terminate();
return 0;
}