Init commit

master
Dorian Wouters 2015-02-19 22:54:50 +01:00
commit 3c0ae6f49e
242 changed files with 28294 additions and 0 deletions

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#include "AABB.hpp"
#include <memory>
namespace Diggler {
AABB::AABB(const glm::vec3 &vec1, const glm::vec3 &vec2) {
set(vec1, vec2);
}
void AABB::set(const glm::vec3 &vec1, const glm::vec3 &vec2) {
v1 = vec1;
v2 = vec2;
if (v1.x > v2.x)
std::swap(v1.x, v2.x);
if (v1.y > v2.y)
std::swap(v1.y, v2.y);
if (v1.z > v2.z)
std::swap(v1.z, v2.z);
}
bool AABB::intersects(const glm::vec3 &point) const {
if (point.x > v1.x && point.x < v2.x &&
point.y > v1.y && point.y < v2.y &&
point.z > v1.z && point.z < v2.z)
return true;
return false;
}
bool AABB::intersects(const AABB &other) const {
bool xOverlap = !(other.v1.x > v2.x || other.v2.x < v1.x);
bool yOverlap = !(other.v1.y > v2.y || other.v2.y < v1.y);
bool zOverlap = !(other.v1.z > v2.z || other.v2.z < v1.z);
return xOverlap && yOverlap && zOverlap;
}
}

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#ifndef AABOX_HPP
#define AABOX_HPP
#include <glm/glm.hpp>
namespace Diggler {
class AABB {
public:
glm::vec3 v1, v2;
AABB(const glm::vec3 &vec1 = glm::vec3(), const glm::vec3 &vec2 = glm::vec3());
void set(const glm::vec3 &vec1, const glm::vec3 &vec2);
bool intersects(const glm::vec3 &point) const;
bool intersects(const AABB &other) const;
};
}
#endif

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#ifndef ARR3_UTILS_HPP
#define ARR3_UTILS_HPP
#include <type_traits>
namespace Diggler {
template <typename T> class Arr3 {
private:
T*** array;
int x, y, z;
public:
Arr3(int x, int y, int z) : x(x), y(y), z(z) {
array = new T**[x];
for (int i = 0; i < x; i++) {
array[i] = new T*[y];
for (int j = 0; j < y; j++) {
array[i][j] = new T[z];
/* std::enable_if<std::is_pointer<T>::value> {
for (int k = 0; k < z; k++) {
array[i][j][k] = nullptr;
}
}*/
}
}
}
~Arr3() {
for(int i = 0; i < x; i++) {
for(int j = 0; j < y; j++) {
/* std::enable_if<std::is_pointer<T>::value> {
for(int k = 0; k < z; k++) {
if (array[x][y][z]) {
delete array[x][y][z];
}
}
}*/
delete[] array[i][j];
}
delete[] array[i];
}
delete[] array;
}
T** operator[](std::size_t idx) const {
return array[idx];
}
int getX() const { return x; }
int getY() const { return y; }
int getZ() const { return z; }
bool sizeEqual(const Arr3 &r) const { return x == r.x && y == r.y && z == r.z; }
};
typedef Arr3<float> Arr3f;
typedef Arr3<int> Arr3i;
}
#endif

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#include "AtlasCreator.hpp"
#include "stb_image.h"
//#include <chrono>
#include <cmath>
#include <stdexcept>
namespace Diggler {
AtlasCreator::AtlasCreator(int w, int h, int uw, int uh) : atlasWidth(w), atlasHeight(h), unitWidth(uw), unitHeight(uh), lastX(0), lastY(0) {
if (w < 1 || h < 1 || uw < 1 || uh < 1 || uw > w || uh > h)
throw std::invalid_argument("Bad dimensions");
if (fmod((1 << (sizeof(Coord::x)*8))/(float)atlasWidth, 1) != 0 ||
fmod((1 << (sizeof(Coord::y)*8))/(float)atlasHeight, 1) != 0)
throw std::invalid_argument("Atlas W/H is not divisor of Coord's type");
atlasData = new uint8[w * h * 4];
std::fill_n(atlasData, w * h * 4, static_cast<uint8>(0));
}
AtlasCreator::Coord AtlasCreator::add(const std::string& path) {
// Load image
int width, height, channels;
unsigned char *ptr = stbi_load(path.c_str(), &width, &height, &channels, STBI_rgb_alpha);
if (!ptr || !width || !height) {
const char *ptr =
"\377\0\0\377\377\0\0\377\377\0\0\377\377\0\0\377\377\0\0\377\377\0\0\377"
"\377\0\0\377\377\0\0\377\377\0\0\377\210\210\210\377\210\210\210\377\36\377"
"\0\377\36\377\0\377\210\210\210\377\210\210\210\377\377\0\0\377\377\0\0\377"
"\210\210\210\377\36\377\0\377\210\210\210\377\210\210\210\377\36\377\0\377"
"\210\210\210\377\377\0\0\377\377\0\0\377\210\210\210\377\210\210\210\377"
"\210\210\210\377\36\377\0\377\210\210\210\377\210\210\210\377\377\0\0\377"
"\377\0\0\377\210\210\210\377\210\210\210\377\36\377\0\377\210\210\210\377"
"\210\210\210\377\210\210\210\377\377\0\0\377\377\0\0\377\210\210\210\377"
"\210\210\210\377\210\210\210\377\210\210\210\377\210\210\210\377\210\210"
"\210\377\377\0\0\377\377\0\0\377\210\210\210\377\210\210\210\377\36\377\0"
"\377\210\210\210\377\210\210\210\377\210\210\210\377\377\0\0\377\377\0\0"
"\377\377\0\0\377\377\0\0\377\377\0\0\377\377\0\0\377\377\0\0\377\377\0\0"
"\377\377\0\0\377"; // Made in 3 seconds under GIMP
return add(8, 8, 4, (const uint8*)ptr);
}
if (width > unitWidth || height > unitHeight || width % 4 != 0 || height % 4 != 0) {
getDebugStream() << path << " is bad: " << width << 'x' << height << std::endl;
stbi_image_free(ptr);
return Coord { 0, 0, 0, 0 };
}
Coord result = add(width, height, channels, ptr);
// Free the image buffer
stbi_image_free(ptr);
return result;
}
AtlasCreator::Coord AtlasCreator::add(int width, int height, int channels, const uint8 *data) {
// Find a good coord
uint16 targetX, targetY;
if (lastX + unitWidth > atlasWidth) {
targetX = 0;
targetY = lastY + unitHeight;
} else {
targetX = lastX;
targetY = lastY;
}
//auto t1 = std::chrono::high_resolution_clock::now();
// Blit the texture onto the atlas
for(int sourceY = 0; sourceY < height; ++sourceY) {
int fromPad = sourceY * width;
int toPad = (targetY + sourceY) * atlasWidth;
for(int sourceX = 0; sourceX < width; sourceX += 2) {
int from = (fromPad + sourceX) * 4;
int to = (toPad + (targetX + sourceX)) * 4;
// MMX-like copy, fast (actual MMX/SSE would be f'kin fast)
#if HAS_NATIVE_64BIT
*((int64*)(&atlasData[to])) = *((int64*)(&data[from]));
#else
*((int32*)(&atlasData[to])) = *((int32*)(&data[from]));
*((int32*)(&atlasData[to + 4])) = *((int32*)(&data[from + 4]));
#endif
}
}
//auto t2 = std::chrono::high_resolution_clock::now();
//getDebugStream() << std::chrono::duration_cast<std::chrono::microseconds>(t2-t1).count() << std::endl;
lastX = targetX + unitWidth;
lastY = targetY;
uint glScaleX = (1 << (sizeof(Coord::x)*8))/atlasWidth,
glScaleY = (1 << (sizeof(Coord::y)*8))/atlasHeight;
//getDebugStream() << width << 'x' << height << '@' << targetX << ',' << targetY << " * " << glScaleX << ',' << glScaleY << std::endl;
Coord c = {
targetX*glScaleX,
targetY*glScaleY,
(targetX + width)*glScaleX-1,
(targetY + height)*glScaleY-1,
};
//getDebugStream() << '{' << c.x << ',' << c.y << ';' << c.u << ',' << c.v << '}' << std::endl;
//getDebugStream() << '{' << targetX << ',' << targetY << "→" << (targetX + width) << ',' << (targetY + height) << '}' << std::endl;
return c;
}
Texture* AtlasCreator::getAtlas() {
return new Texture(atlasWidth, atlasHeight, atlasData, Texture::PixelFormat::RGBA);
}
AtlasCreator::~AtlasCreator() {
delete[] atlasData;
}
}

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#ifndef ATLAS_CREATOR_HPP
#define ATLAS_CREATOR_HPP
#include "Platform.hpp"
#include "Texture.hpp"
namespace Diggler {
class AtlasCreator {
public:
struct Coord {
uint16 x, y, u, v;
};
int atlasWidth, atlasHeight,
unitWidth, unitHeight;
int lastX, lastY;
private:
uint8 *atlasData;
// No copy
AtlasCreator(const AtlasCreator&) = delete;
AtlasCreator& operator=(const AtlasCreator&) = delete;
public:
AtlasCreator(int w = 256, int h = 256, int uw = 64, int uh = 64);
Coord add(const std::string &path);
Coord add(int width, int height, int channels, const uint8* data);
Texture* getAtlas();
~AtlasCreator();
};
}
#endif

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#include "Audio.hpp"
#include <AL/al.h>
#include <AL/alext.h>
#include "Game.hpp"
#include "Sound.hpp"
#include "GlobalProperties.hpp"
#define AUDIO_GC_DEBUG 0
namespace Diggler {
Audio::Audio(Game* G) : G(G), sounds(m_sounds) {
if (!GlobalProperties::IsSoundEnabled)
return;
int alMajor, alMinor;
alcGetIntegerv(nullptr, ALC_MAJOR_VERSION, 1, &alMajor);
alcGetIntegerv(nullptr, ALC_MINOR_VERSION, 1, &alMinor);
getDebugStream() << "OpenAL v" << alMajor << '.' << alMinor << std::endl;
ALboolean enumeration = alcIsExtensionPresent(nullptr, "ALC_ENUMERATION_EXT");
if (enumeration == AL_FALSE)
; // enumeration not supported
else {
const ALCchar *devices = alcGetString(nullptr, ALC_DEVICE_SPECIFIER);
const ALCchar *device = devices, *next = devices + 1;
size_t len = 0;
while (device && *device != '\0' && next && *next != '\0') {
len = strlen(device);
device += (len + 1);
next += (len + 2);
}
}
const ALCchar *deviceName = nullptr;
m_audioDevice = alcOpenDevice(deviceName);
if (!m_audioDevice) {
getDebugStream() << "Failed opening AL device '" << deviceName << "': " << alcGetError(m_audioDevice) << std::endl;
GlobalProperties::IsSoundEnabled = false;
}
deviceName = alcGetString(m_audioDevice, ALC_DEVICE_SPECIFIER);
getDebugStream() << "Using device '" << deviceName << '\'' << std::endl;
ALCint attrs[] = {
0, 0
};
m_audioContext = alcCreateContext(m_audioDevice, attrs);
if (!alcMakeContextCurrent(m_audioContext)) {
getDebugStream() << "Failed setting context on AL device '" << deviceName << "': " << alcGetError(m_audioDevice) << std::endl;
alcCloseDevice(m_audioDevice);
GlobalProperties::IsSoundEnabled = false;
}
}
Audio::~Audio() {
if (!GlobalProperties::IsSoundEnabled)
return;
alcMakeContextCurrent(nullptr);
alcDestroyContext(m_audioContext);
alcCloseDevice(m_audioDevice);
}
static ALfloat float3data[3], plrOrient[6];
void Audio::updateAngle() {
const glm::vec3 &at = G->LP->camera.getLookAt(),
&up = G->LP->camera.getUp();
plrOrient[0] = at.x;
plrOrient[1] = at.y;
plrOrient[2] = at.z;
plrOrient[3] = up.x;
plrOrient[4] = up.y;
plrOrient[5] = up.z;
alListenerfv(AL_ORIENTATION, plrOrient);
}
void Audio::updatePos() {
float3data[0] = G->LP->position.x;
float3data[1] = G->LP->position.y;
float3data[2] = G->LP->position.z;
alListenerfv(AL_POSITION, float3data);
float3data[0] = G->LP->velocity.x;
float3data[1] = G->LP->velocity.y;
float3data[2] = G->LP->velocity.z;
alListenerfv(AL_VELOCITY, float3data);
}
void Audio::update() {
updatePos();
updateAngle();
}
void Audio::loadSoundAssets() {
std::string soundsDir = getAssetsDirectory() + "sounds/";
for (const std::string &fn : fs::getFiles(soundsDir)) {
if (fn.length() >= 4 && fn.substr(fn.length()-4) == ".ogg") {
addSound(fn.substr(0, fn.length()-4), soundsDir+fn);
}
}
}
void Audio::addSound(const std::string& name, const std::string& path) {
m_sounds.emplace(std::piecewise_construct,
std::forward_as_tuple(name), std::forward_as_tuple()).first->second.loadOgg(path);
}
void Audio::playSound(const std::string &name) {
playSound(m_sounds.at(name));
}
void Audio::playSound(const SoundBuffer &buf) {
m_playing.emplace_back(&buf);
m_playing.back().play();
gc();
}
void Audio::playSound(const std::string &name, const glm::vec3 &pos) {
playSound(m_sounds.at(name), pos);
}
void Audio::playSound(const SoundBuffer &buf, const glm::vec3& pos) {
m_playing.emplace_back(&buf, false, pos);
m_playing.back().play();
gc();
}
/// Garbage Collects the sound sources
void Audio::gc() {
#if AUDIO_GC_DEBUG
uint freed = 0;
#endif
std::list<Sound>::const_iterator it = m_playing.begin();
while (it != m_playing.end()) {
if (!it->isPlaying()) {
it = m_playing.erase(it);
#if AUDIO_GC_DEBUG
freed++;
#endif
} else {
++it;
}
}
#if AUDIO_GC_DEBUG
getDebugStream() << "GC'd " << freed << " sources" << std::endl;
#endif
}
}

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#ifndef AUDIO_HPP
#define AUDIO_HPP
#include <map>
#include <list>
#include <glm/detail/type_vec3.hpp>
#include <AL/alc.h>
#include "Sound.hpp"
#include "SoundBuffer.hpp"
namespace Diggler {
class Game;
class Audio {
private:
Game *G;
std::map<std::string, SoundBuffer> m_sounds;
std::list<Sound> m_playing;
void gc();
ALCdevice *m_audioDevice;
ALCcontext *m_audioContext;
public:
Audio(Game *G);
~Audio();
const std::map<std::string, SoundBuffer> &sounds;
void loadSoundAssets();
void addSound(const std::string &name, const std::string &path);
void updatePos();
void updateAngle();
// Runs UpdatePos and UpdateAngle
void update();
void playSound(const std::string &name);
void playSound(const SoundBuffer &buf);
void playSound(const std::string &name, const glm::vec3 &pos);
void playSound(const SoundBuffer &buf, const glm::vec3 &pos);
};
}
#endif

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#include "Blocks.hpp"
#include "GlobalProperties.hpp"
namespace Diggler {
BlockTex sideTextures[(int)BlockType::LAST][6] = {
/* Air */ {BlockTex::None, BlockTex::None, BlockTex::None, BlockTex::None, BlockTex::None, BlockTex::None},
/* Dirt */ {BlockTex::Dirt, BlockTex::Dirt, BlockTex::Dirt, BlockTex::Dirt, BlockTex::Dirt, BlockTex::Dirt},
/* Ore */ {BlockTex::Ore, BlockTex::Ore, BlockTex::Ore, BlockTex::Ore, BlockTex::Ore, BlockTex::Ore},
/* Gold */ {BlockTex::Gold, BlockTex::Gold, BlockTex::Gold, BlockTex::Gold, BlockTex::Gold, BlockTex::Gold},
/*Diamond*/ {BlockTex::Diamond, BlockTex::Diamond, BlockTex::Diamond, BlockTex::Diamond, BlockTex::Diamond, BlockTex::Diamond},
/* Rock */ {BlockTex::Rock, BlockTex::Rock, BlockTex::Rock, BlockTex::Rock, BlockTex::Rock, BlockTex::Rock},
/* Ladder */{BlockTex::Ladder, BlockTex::Ladder, BlockTex::LadderTop, BlockTex::LadderTop, BlockTex::Ladder, BlockTex::Ladder},
/* TNT*/ {BlockTex::Explosive, BlockTex::Explosive, BlockTex::Explosive, BlockTex::Explosive, BlockTex::Explosive, BlockTex::Explosive},
/* Jump */ {BlockTex::Jump, BlockTex::Jump, BlockTex::JumpTop, BlockTex::TeleBottom, BlockTex::Jump, BlockTex::Jump},
/* Shock */ {BlockTex::TeleSideA, BlockTex::TeleSideA, BlockTex::TeleBottom, BlockTex::Spikes, BlockTex::TeleSideB, BlockTex::TeleSideB},
/*BankRed*/ {BlockTex::BankFrontRed, BlockTex::BankBackRed, BlockTex::BankTopRed, BlockTex::BankTopRed, BlockTex::BankLeftRed, BlockTex::BankRightRed},
/*BankBlue*/{BlockTex::BankFrontBlue, BlockTex::BankBackBlue, BlockTex::BankTopBlue, BlockTex::BankTopBlue, BlockTex::BankLeftBlue, BlockTex::BankRightBlue},
/*BeaconR*/ {BlockTex::TeleSideA, BlockTex::TeleSideA, BlockTex::BeaconRed, BlockTex::LadderTop, BlockTex::TeleSideB, BlockTex::TeleSideB},
/*BeaconB*/ {BlockTex::TeleSideA, BlockTex::TeleSideA, BlockTex::BeaconBlue, BlockTex::LadderTop, BlockTex::TeleSideB, BlockTex::TeleSideB},
/* Road */ {BlockTex::Road, BlockTex::Road, BlockTex::Road, BlockTex::Road, BlockTex::Road, BlockTex::Road},
/* SolidR */{BlockTex::SolidRed, BlockTex::SolidRed, BlockTex::SolidRed, BlockTex::SolidRed, BlockTex::SolidRed, BlockTex::SolidRed},
/* SolidB */{BlockTex::SolidBlue, BlockTex::SolidBlue, BlockTex::SolidBlue, BlockTex::SolidBlue, BlockTex::SolidBlue, BlockTex::SolidBlue},
/* Metal */ {BlockTex::Metal, BlockTex::Metal, BlockTex::Metal, BlockTex::Metal, BlockTex::Metal, BlockTex::Metal},
/*DirtSign*/{BlockTex::DirtSign, BlockTex::DirtSign, BlockTex::DirtSign, BlockTex::DirtSign, BlockTex::DirtSign, BlockTex::DirtSign},
/* Lava */ {BlockTex::Lava, BlockTex::Lava, BlockTex::Lava, BlockTex::Lava, BlockTex::Lava, BlockTex::Lava},
/* TransR */{BlockTex::TransRed, BlockTex::TransRed, BlockTex::TransRed, BlockTex::TransRed, BlockTex::TransRed, BlockTex::TransRed},
/* TransB */{BlockTex::TransBlue, BlockTex::TransBlue, BlockTex::TransBlue, BlockTex::TransBlue, BlockTex::TransBlue, BlockTex::TransBlue},
};
bool Blocks::isTransparent(BlockType t) {
switch (t) {
case BlockType::Air:
case BlockType::TransBlue:
case BlockType::TransRed:
return true;
default:
return false;
}
}
bool Blocks::isFaceRemoved(BlockType t, BlockType other) {
if (isTransparent(t)) {
return (t != other);
} else {
return isTransparent(other);
}
}
bool Blocks::canGoThrough(BlockType t, Player::Team team) {
if (t == BlockType::Air)
return true;
if (t != BlockType::TransRed && t != BlockType::TransBlue)
return false;
return (t == BlockType::TransRed && team == Player::Team::Red) ||
(t == BlockType::TransBlue && team == Player::Team::Blue);
}
int32 blend(int32 c1, int32 c2, uint8 val) {
uint ival = 256 - val;
uint v1_1 = c1 & 0xFF00FF;
uint v1_2 = c1 & 0x00FF00;
uint v2_1 = c2 & 0xFF00FF;
uint v2_2 = c2 & 0x00FF00;
uint res =
( ( ( ( v1_1 * ival ) + ( v2_1 * val ) ) >> 8 ) & 0xFF00FF ) |
( ( ( ( v1_2 * ival ) + ( v2_2 * val ) ) >> 8 ) & 0x00FF00 );
return res;
}
int lerp(int a, int b, float x) {
return a*(1-x) + b*x;
}
void makePerlin(int w, int h, uint8 *buf) {
uint8 noise[(h/4)*(w/4)];
for (int i=0; i < (h/4)*(w/4); i++)
noise[i] = FastRand(255);
for (int x=0; x < w; x++) {
for (int y=0; y < h; y++) {
int target = (x/4) + (y/4)*(w/4);
buf[x+y*h] = sqrt(lerp(noise[target], noise[target+1], x%4/4.f) *
lerp(noise[target], noise[target+(w/4)], y%4/4.f));
}
}
}
#define AddTex(x, y) m_coords[(int)x] = m_atlasCreator->add(getAssetPath("blocks", y))
#define AddTexP(i, x, y, z, d) m_coords[(int)i] = m_atlasCreator->add(x, y, z, d)
Blocks::Blocks() : m_atlas(nullptr) {
m_atlasCreator = new AtlasCreator(64*8, 64*8); //64*((int)BlockTex::LAST/8));
m_coords = new AtlasCreator::Coord[BlockTex::LAST];
if (GlobalProperties::UseProceduralTextures) {
uint8 *data = new uint8[64*64*4];
uint8 *perlin = new uint8[64*64*4];
makePerlin(64, 64, perlin);
for (int x=0; x < 64; x++) {
for (int y=0; y < 64; y++) {
int32 noise; // = blend(0x292018, 0xBF9860, FastRand(0, 255));
if (x == 0 || x == 63 || y == 0 || y == 63) {
noise = 0x1B120B;
} else {
/*switch (FastRand(0, 4)) {
case 0: noise = 0x292018; break;
case 1: noise = 0x593F28; break;
case 2: noise = 0x87633E; break;
case 3: noise = 0xBF9860; break;
}*/
/*if (perlin[x+y*64] < 64)
noise = 0x292018;
else if (perlin[x+y*64] < 128)
noise = 0x593F28;
else if (perlin[x+y*64] < 192)
noise = 0x87633E;
else
noise = 0xBF9860;*/
noise = ((int)perlin[x+y*64] << 16) + ((int)perlin[x+y*64] << 8) + (int)perlin[x+y*64];
}
data[0 + x*4 + y*64*4] = noise >> 16 & 0xFF;
data[1 + x*4 + y*64*4] = noise >> 8 & 0xFF;
data[2 + x*4 + y*64*4] = noise & 0xFF;
data[3 + x*4 + y*64*4] = 255;
}
}
AddTexP(BlockTex::Dirt, 64, 64, 4, data);
delete[] data;
delete[] perlin;
} else {
AddTex(BlockTex::Dirt, "tex_block_dirt.png");}
AddTex(BlockTex::DirtSign, "tex_block_dirt_sign.png");
AddTex(BlockTex::Rock, "tex_block_rock.png");
AddTex(BlockTex::Ore, "tex_block_ore.png");
AddTex(BlockTex::Gold, "tex_block_silver.png");
AddTex(BlockTex::Diamond, "tex_block_diamond.png");
AddTex(BlockTex::HomeRed, "tex_block_home_red.png");
AddTex(BlockTex::HomeBlue, "tex_block_home_blue.png");
AddTex(BlockTex::SolidRed, "tex_block_red.png");
AddTex(BlockTex::SolidBlue, "tex_block_blue.png");
AddTex(BlockTex::Ladder, "tex_block_ladder.png");
AddTex(BlockTex::LadderTop, "tex_block_ladder_top.png");
AddTex(BlockTex::Spikes, "tex_block_spikes.png");
AddTex(BlockTex::Jump, "tex_block_jump.png");
AddTex(BlockTex::JumpTop, "tex_block_jump_top.png");
AddTex(BlockTex::Explosive, "tex_block_explosive.png");
AddTex(BlockTex::Metal, "tex_block_metal.png");
AddTex(BlockTex::BankTopRed, "tex_block_bank_top_red.png");
AddTex(BlockTex::BankLeftRed, "tex_block_bank_left_red.png");
AddTex(BlockTex::BankFrontRed, "tex_block_bank_front_red.png");
AddTex(BlockTex::BankRightRed, "tex_block_bank_right_red.png");
AddTex(BlockTex::BankBackRed, "tex_block_bank_back_red.png");
AddTex(BlockTex::BankTopBlue, "tex_block_bank_top_blue.png");
AddTex(BlockTex::BankLeftBlue, "tex_block_bank_left_blue.png");
AddTex(BlockTex::BankFrontBlue, "tex_block_bank_front_blue.png");
AddTex(BlockTex::BankRightBlue, "tex_block_bank_right_blue.png");
AddTex(BlockTex::BankBackBlue, "tex_block_bank_back_blue.png");
AddTex(BlockTex::TeleSideA, "tex_block_teleporter_a.png");
AddTex(BlockTex::TeleSideB, "tex_block_teleporter_b.png");
AddTex(BlockTex::TeleTop, "tex_block_teleporter_top.png");
AddTex(BlockTex::TeleBottom, "tex_block_teleporter_bottom.png");
AddTex(BlockTex::Lava, "tex_block_lava.png");
AddTex(BlockTex::Road, "tex_block_road_orig.png");
AddTex(BlockTex::RoadTop, "tex_block_road_top.png");
AddTex(BlockTex::RoadBottom, "tex_block_road_bottom.png");
AddTex(BlockTex::BeaconRed, "tex_block_beacon_top_red.png");
AddTex(BlockTex::BeaconBlue, "tex_block_beacon_top_blue.png");
AddTex(BlockTex::TransRed, "tex_block_trans_red.png");
AddTex(BlockTex::TransBlue, "tex_block_trans_blue.png");
m_atlas = m_atlasCreator->getAtlas();
delete m_atlasCreator;
}
Blocks::~Blocks() {
if (m_atlas)
delete m_atlas;
delete[] m_coords;
}
const AtlasCreator::Coord* Blocks::gTC(BlockType t, FaceDirection d) const {
int idx = (int)sideTextures[(int)t][(int)d];
return &(m_coords[idx]);
}
Texture* Blocks::getAtlas() const {
return m_atlas;
}
}

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#ifndef BLOCKS_HPP
#define BLOCKS_HPP
#include <stdint.h>
#include "AtlasCreator.hpp"
#include "Player.hpp"
namespace Diggler {
enum class BlockType : uint8_t {
Air = 0,
Dirt = 1,
Ore = 2,
Gold = 3,
Diamond,
Rock,
Ladder,
Explosive,
Jump,
Shock,
BankRed,
BankBlue,
BeaconRed,
BeaconBlue,
Road,
SolidRed,
SolidBlue,
Metal,
DirtSign,
Lava,
TransRed,
TransBlue,
LAST
};
enum class FaceDirection : uint8_t {
XInc = 0,
XDec = 1,
YInc = 2,
YDec = 3,
ZInc = 4,
ZDec = 5
};
enum class BlockTex : uint8_t {
None = 0,
Dirt = 1,
Ore = 2,
Gold = 3,
Diamond,
Rock,
Jump,
JumpTop,
Ladder,
LadderTop,
Explosive,
Spikes,
HomeRed,
HomeBlue,
BankTopRed,
BankTopBlue,
BankFrontRed,
BankFrontBlue,
BankLeftRed,
BankLeftBlue,
BankRightRed,
BankRightBlue,
BankBackRed,
BankBackBlue,
TeleTop,
TeleBottom,
TeleSideA,
TeleSideB,
SolidRed,
SolidBlue,
Metal,
DirtSign,
Lava,
Road,
RoadTop,
RoadBottom,
BeaconRed,
BeaconBlue,
TransRed,
TransBlue,
LAST
};
inline bool operator!(BlockType& t) {
return !static_cast<uint8_t>(t);
}
class Blocks {
private:
AtlasCreator *m_atlasCreator;
Texture *m_atlas;
AtlasCreator::Coord *m_coords;
// No copy
Blocks(const Blocks&) = delete;
Blocks& operator=(const Blocks&) = delete;
public:
Blocks();
~Blocks();
static bool isTransparent(BlockType t);
static bool isFaceRemoved(BlockType t, BlockType other);
static bool canGoThrough(BlockType t, Player::Team team);
const AtlasCreator::Coord* gTC(BlockType, FaceDirection) const;
Texture* getAtlas() const;
};
}
#endif

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cmake_minimum_required(VERSION 2.6)
project(diggler)
add_subdirectory(enet)
add_subdirectory(lzfx)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++0x -Wno-narrowing -ffast-math -DGLM_FORCE_RADIANS")
# makes GCC STFU about narrow converts, and GLM STFU about degree angles
#set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra")
set(CMAKE_BUILD_TYPE "Debug" CACHE STRING "Build type")
#set(USE_GCC_LTO FALSE CACHE BOOL "Use GCC LTOs")
set(CMAKE_BUILD_TYPE "Debug")
#set(CMAKE_BUILD_TYPE "MinSizeRel")
message(">> Using ${CMAKE_BUILD_TYPE} configuration")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -O0 -DDEBUG -ggdb -Wall -Wuninitialized")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -O3")
set(CMAKE_CXX_FLAGS_MINSIZEREL "${CMAKE_CXX_FLAGS_MINSIZEREL} -Os")
#if(USE_GCC_LTO)
# set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -flto")
#endif()
find_package(OpenAL)
find_package(OpenGL)
find_package(PkgConfig REQUIRED)
pkg_search_module(GLFW REQUIRED glfw3)
include_directories(${GLFW_INCLUDE_DIRS} ${OPENAL_INCLUDE_DIR} ${ENET_INCLUDE_DIR})
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -D__FILENAME__='\"$(subst ${CMAKE_SOURCE_DIR}/,,$(abspath $<))\"'")
#"
add_executable(diggler Audio.cpp ui/Element.cpp ui/Manager.cpp UITestState.cpp ChunkChangeHelper.cpp Mutex.cpp PlayerList.cpp network/NetHelper.cpp network/Network.cpp Skybox.cpp Frustum.cpp CaveGenerator.cpp MessageState.cpp GameState.cpp network/Network.cpp Server.cpp Chatbox.cpp GlUtils.cpp ui/Button.cpp KeyBindings.cpp GameWindow.cpp GLFWHandler.cpp Player.cpp Clouds.cpp Game.cpp ProgramManager.cpp LocalPlayer.cpp AABB.cpp SoundBuffer.cpp Sound.cpp stb_vorbis.c Camera.cpp EscMenu.cpp ui/Text.cpp Font.cpp AtlasCreator.cpp Blocks.cpp GlobalProperties.cpp Superchunk.cpp Chunk.cpp FBO.cpp Texture.cpp stb_image.c Program.cpp VBO.cpp Shader.cpp Platform.cpp main.cpp)
target_link_libraries(diggler GLEW GL enet lzfx ${GLFW_STATIC_LIBRARIES} ${OPENAL_LIBRARY})
install(TARGETS diggler RUNTIME DESTINATION bin)

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#include "Camera.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/rotate_vector.hpp>
namespace Diggler {
Camera::Camera() {
m_worldUp = glm::vec3(0, 1, 0);
update();
}
void Camera::setProjection(const glm::mat4& m) {
m_projMatrix = m;
update();
}
void Camera::setPersp(float rad, float ratio, float near, float far) {
frustum.setCamInternals(rad, ratio, near, far);
setProjection(glm::perspective(rad, ratio, near, far));
}
void Camera::lookAt(const glm::vec3& l) {
m_lookAt = l;
update();
}
void Camera::lookAtAbs(const glm::vec3& l) {
m_lookAt = m_position - l;
update();
}
void Camera::setPosition(const glm::vec3& p) {
m_position = p;
update();
}
void Camera::update() {
m_viewMatrix = glm::lookAt(m_position, m_position + m_lookAt, m_worldUp);
frustum.setCamDef(m_position, m_position + m_lookAt, m_worldUp);
m_up = glm::normalize(glm::cross(glm::cross(m_lookAt, m_worldUp), m_lookAt));
m_pvMatrix = m_projMatrix * m_viewMatrix;
m_skyMatrix = m_projMatrix * glm::lookAt(glm::vec3(), m_lookAt, m_worldUp);
}
const glm::mat4& Camera::getVMatrix() const {
return m_viewMatrix;
}
const glm::mat4& Camera::getPVMatrix() const {
return m_pvMatrix;
}
const glm::mat4& Camera::getSkyMatrix() const {
return m_skyMatrix;
}
const glm::vec3& Camera::getUp() const {
return m_up;
}
const glm::vec3& Camera::getLookAt() const {
return m_lookAt;
}
}

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#ifndef CAMERA_HPP
#define CAMERA_HPP
#include <glm/glm.hpp>
#include "Frustum.hpp"
namespace Diggler {
class Camera {
friend class LocalPlayer;
private:
glm::mat4 m_projMatrix, m_viewMatrix, m_pvMatrix, m_skyMatrix;
glm::vec3 m_position, m_lookAt, m_worldUp, m_up;
void update();
void setProjection(const glm::mat4& m);
public:
Frustum frustum;
Camera();
void setPersp(float rad, float ratio, float near, float far);
void setPosition(const glm::vec3 &p);
void lookAtAbs(const glm::vec3 &l);
void lookAt(const glm::vec3 &l);
const glm::mat4& getVMatrix() const;
const glm::mat4& getPVMatrix() const;
const glm::mat4& getSkyMatrix() const;
const glm::vec3& getUp() const;
const glm::vec3& getLookAt() const;
};
}
#endif

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#include "CaveGenerator.hpp"
#include "Blocks.hpp"
#include "Chunk.hpp"
#include <climits>
#include <thread>
#include "Platform.hpp"
namespace Diggler {
std::string CaveGenerator::CaveInfo = "";
int CaveGenerator::GROUND_LEVEL = 0;
// Generates a set of constant values.
void CaveGenerator::GenerateConstant(Superchunk &sc, BlockType value) {
for (int x = 0; x < sc.getChunksX()*CX; x++)
for (int y = 0; y < sc.getChunksY()*CY; y++)
for (int z = 0; z < sc.getChunksZ()*CZ; z++)
sc.set(x, y, z, value);
}
void CaveGenerator::GenerateConstant(Arr3BT &data, BlockType value) {
for (int x = 0; x < data.getX(); x++)
for (int y = 0; y < data.getY(); y++)
for (int z = 0; z < data.getZ(); z++)
data[x][y][z] = value;
}
// Create a cave system.
void CaveGenerator::GenerateCaveSystem(Superchunk &sc, bool includeLava, uint oreFactor) {
float gradientStrength = FastRand(0, 10000)/100000.f;
getDebugStream() << gradientStrength << std::endl;
const int xs = sc.getChunksX()*CX, ys = sc.getChunksY()*CY, zs = sc.getChunksZ()*CZ;
GROUND_LEVEL = ys*7/8;
int size = cbrt(xs*ys*zs);
//GenerateConstant(sc, BlockType::Dirt);
for (int x = 0; x < xs; x++)
for (int y = 0; y < ys; y++)
for (int z = 0; z < zs; z++)
sc.set(x, y, z, BlockType::Dirt);
// Add ore.
Arr3f *oreNoise = new Arr3f(xs/2, ys/2, zs/2);
GeneratePerlinNoise(*oreNoise);
Arr3f *interpOreNoise = InterpolateData(*oreNoise, 2);
for (uint i = 0; i < oreFactor; i++)
PaintWithRandomWalk(sc, *interpOreNoise, 1, BlockType::Ore, false);
delete oreNoise; delete interpOreNoise;
// Add minerals.
AddGold(sc);
AddDiamond(sc);
// Level off everything above ground level, replacing it with mountains.
Arr3f *mountainNoiseBase = new Arr3f(xs/2, ys/2, zs/2);
GeneratePerlinNoise(*mountainNoiseBase);
Arr3f *mountainNoise = InterpolateData(*mountainNoiseBase, 2);
delete mountainNoiseBase;
/*for (int y = GROUND_LEVEL; y < ys; y++)
getDebugStream() << y << '=' << std::max(0.f, 1.f-(y-GROUND_LEVEL)/(float)(ys-GROUND_LEVEL)) << std::endl;*/
for (int x = 0; x < xs; x++)
for (int y = GROUND_LEVEL; y < ys; y++)
for (int z = 0; z < zs; z++)
(*mountainNoise)[x][y][z] = std::max(0.f, 1.f-(y-GROUND_LEVEL)/(float)(ys-GROUND_LEVEL));
Arr3f *gradient = GenerateGradient(xs, ys, zs);
AddDataTo(*mountainNoise, *gradient, 0.1f, 0.9f);
delete gradient;
Arr3BT *mountainData = new Arr3BT(xs, ys, zs);
GenerateConstant(*mountainData, BlockType::Air);
int numMountains = FastRand(size, size * 3);
for (int i = 0; i < numMountains; i++)
PaintWithRandomWalk(*mountainData, *mountainNoise, FastRand(2, 3), BlockType::Dirt, false);
for (int x = 0; x < xs; x++)
for (int y = ys-1; y >= GROUND_LEVEL; y--)
for (int z = 0; z < zs; z++)
if ((*mountainData)[x][y][z] == BlockType::Air)
sc.set(x, y, z, BlockType::Air);
delete mountainNoise; delete mountainData;
#if 1
// Carve some caves into the ground.
Arr3f *caveNoiseBase = new Arr3f(xs / 2, ys / 2, zs / 2); GeneratePerlinNoise(*caveNoiseBase);
Arr3f *caveNoise = InterpolateData(*caveNoiseBase, 2);
delete caveNoiseBase;
gradient = GenerateGradient(xs, ys, zs);
AddDataTo(*caveNoise, *gradient, 1 - gradientStrength, gradientStrength);
delete gradient;
int cavesToCarve = 2; //FastRand(size / 8, size / 4);
for (int i = 0; i < cavesToCarve; i++)
PaintWithRandomWalk(sc, *caveNoise, 2, BlockType::Air, false);
delete caveNoise;
// Carve the map into a sphere.
Arr3f *sphereGradient = GenerateRadialGradient(xs, ys, zs);
cavesToCarve = 2; //FastRand(size / 8, size / 4);
for (int i = 0; i < cavesToCarve; i++)
PaintWithRandomWalk(sc, *sphereGradient, 2, BlockType::Air, true);
delete sphereGradient;
// Add rocks.
AddRocks(sc);
// Add lava.
if (includeLava)
AddLava(sc);
#endif
}
void CaveGenerator::AddRocks(Superchunk &sc) {
int xs = sc.getChunksX()*CX, ys = sc.getChunksY()*CY, zs = sc.getChunksZ()*CZ;
int size = cbrt(xs*ys*zs);
int numRocks = FastRand(size, 2*size);
CaveInfo += " numRocks=" + numRocks;
for (int i = 0; i < numRocks; i++) {
int x = FastRand(0, xs);
int z = FastRand(0, zs);
// generate a random y-value weighted toward a deep depth
float yf = 0;
for (int j = 0; j < 4; j++)
yf += FastRandF();
yf /= 2;
yf = 1 - fabs(yf - 1);
int y = (int)(yf * ys)-ys+4;
// +4: little padding so we can see the rockballs
int rockSize = (int)((FastRandF() + FastRandF() + FastRandF() + FastRandF()) * 2);
PaintAtPoint(sc, x, y, z, rockSize, BlockType::Rock);
}
}
void CaveGenerator::AddLava(Superchunk &sc) {
const int xs = sc.getChunksX()*CX, ys = sc.getChunksY()*CY, zs = sc.getChunksZ()*CZ;
// int numDiamonds = 16; for a 64x64x64 map
// Changed to be more popular
int numFlows = FastRand(cbrt(xs*ys*zs) / 16, cbrt(xs*ys*zs) / 2);
//int numFlows = randGen.Next(size / 16, size / 2);
while (numFlows > 0) {
int x = FastRand(0, xs);
int z = FastRand(0, zs);
//switch (randGen.Next(0, 4)) {
// case 0: x = 0; break;
// case 1: x = size - 1; break;
// case 2: y = 0; break;
// case 3: y = size - 1; break;
//}
// generate a random y-value weighted toward a medium depth
int y = FastRand(ys / 6, ys / 2);
if (z > 2 && sc.get(x, y , z) == BlockType::Air) {
//sc.set(x, y, z, BlockType::Rock);
sc.set(x, y, z, BlockType::Lava);
numFlows -= 1;
}
}
}
void CaveGenerator::AddDiamond(Superchunk &sc) {
CaveInfo += "diamond";
const int xs = sc.getChunksX()*CX, ys = sc.getChunksY()*CY, zs = sc.getChunksZ()*CZ;
// int numDiamonds = 16; for a 64x64x64 map
// Changed to be more popular
int numDiamonds = cbrt(xs*ys*zs) / 2;
for (int i = 0; i < numDiamonds; i++) {
int x = FastRand(xs);
int z = FastRand(zs);
// generate a random y-value weighted toward a deep depth
float yf = 0;
for (int j = 0; j < 4; j++)
yf += FastRandF();
yf /= 2;
yf = fabs(yf - 1);
int y = (int)(yf * FastRand(ys));
sc.set(x, y, z, BlockType::Diamond);
}
}
// Gold appears in fairly numerous streaks, located at medium depths.
void CaveGenerator::AddGold(Superchunk &sc) {
CaveInfo += "gold";
int xs = sc.getChunksX()*CX, ys = sc.getChunksY()*CY, zs = sc.getChunksY()*CY;
int numVeins = cbrt(xs * ys * zs) / 4; // 16 for 64x64x64
for (int i = 0; i < numVeins; i++) {
float mean = cbrt(xs * ys * zs);
int fieldLength = FastRand(mean/3, mean);// Original: randGen.Next(size/3, size);
float x = FastRandF() * xs;
float z = FastRandF() * zs;
// generate a random z-value weighted toward a medium depth
float yf = 0;
for (int j = 0; j < 4; j++)
yf += FastRandF();
yf /= 2;
yf = 1 - std::abs(yf - 1);
float y = yf * ys;
float dx = FastRandF() * 2 - 1;
float dy = FastRandF() * 2 - 1;
float dz = FastRandF() * 2 - 1;
float dl = sqrt(dx * dx + dy * dy + dz * dz);
dx /= dl; dy /= dl; dz /= dl;
for (int j = 0; j < fieldLength; j++) {
x += dx;
y += dy;
z += dz;
if (x >= 0 && y >= 0 && z >= 0 && x < xs && y < ys && z < zs)
sc.set((int)x, (int)y, (int)z, BlockType::Gold);
int tx = 0, ty = 0, tz = 0;
switch (FastRand(0, 3)) {
case 0:
tx += 1;
break;
case 1:
ty += 1;
break;
case 2:
tz += 1;
break;
}
if (x + tx >= 0 && y + ty>= 0 && z+tz >= 0 && x+tx < xs && y+ty < ys && z+tz < zs)
sc.set((int)x+tx, (int)y+ty, (int)z+tz, BlockType::Gold);
}
}
}
// Generates a cube of noise with sides of length size. Noise falls in a linear
// distribution ranging from 0 to magnitude.
Arr3f* CaveGenerator::GenerateNoise(int sx, int sy, int sz, float magnitude) {
Arr3f *noiseArray = new Arr3f(sx, sy, sz);
for (int x = 0; x < sx; x++)
for (int y = 0; y < sy; y++)
for (int z = 0; z < sz; z++)
(*noiseArray)[x][y][z] = FastRandF() * magnitude;
return noiseArray;
}
// Generates some perlin noise!
void CaveGenerator::GeneratePerlinNoise(Arr3f &data) {
Arr3f *noise = nullptr, *noise2 = nullptr;
for (int f = 4; f < 32; f *= 2) {
noise = GenerateNoise(f, f, f, 2.f / f);
noise2 = InterpolateData(*noise, data.getX()/f);
delete noise;
AddDataTo(data, *noise2);
delete noise2;
}
}
// Does a random walk of noiseData, setting cells to 0 in caveData in the process.
void CaveGenerator::PaintWithRandomWalk(Superchunk &sc, Arr3f &noiseData, int paintRadius, BlockType paintValue, bool dontStopAtEdge) {
const int xs = noiseData.getX(), ys = noiseData.getY(), zs = noiseData.getZ();
int x = FastRand(0, xs-1);
int y = FastRand(0, ys-1);
int z = FastRand(0, zs-1);
int m = cbrt(xs*ys*zs);
if (y < ys/50)
y = 0;
int count = 0;
while (count < m) {
float oldNoise = noiseData[x][y][z];
PaintAtPoint(sc, x, y, z, paintRadius, paintValue);
int dx = FastRand(-paintRadius, paintRadius);
int dy = FastRand(-paintRadius, paintRadius);
int dz = FastRand(-paintRadius, paintRadius);
x += dx;
y += dy;
z += dz;
if (x < 0 || y < 0 || z < 0 || x >= xs || y >= ys || z >= zs) {
if (dontStopAtEdge) {
++count;
if (x < 0) x = 0;
if (y < 0) y = 0;
if (z < 0) z = 0;
if (x >= xs) x = xs - 1;
if (y >= ys) y = ys - 1;
if (z >= zs) z = zs - 1;
} else
break;
}
if (y < 0)
y = 0;
float newNoise = noiseData[x][y][z];
// If we're jumping to a higher value on the noise gradient, move twice as far.
if (newNoise > oldNoise) {
PaintAtPoint(sc, x, y, z, paintRadius, paintValue);
x += dx;
y += dy;
z += dz;
if (x < 0 || y < 0 || z < 0 || x >= xs || y >= ys || z >= zs) {
if (dontStopAtEdge) {
++count;
if (x < 0) x = 0;
if (y < 0) y = 0;
if (z < 0) z = 0;
if (x >= xs) x = xs - 1;
if (y >= ys) y = ys - 1;
if (z >= zs) z = zs - 1;
} else
break;
}
if (y < 0)
y = 0;
}
}
}
void CaveGenerator::PaintWithRandomWalk(Arr3BT &data, Arr3f &noiseData, int paintRadius, BlockType paintValue, bool dontStopAtEdge) {
const int xs = data.getX(), ys = data.getY(), zs = data.getZ();
int x = FastRand(0, xs-1);
int y = FastRand(0, ys-1);
int z = FastRand(0, zs-1);
int m = cbrt(xs*ys*zs);
if (y < ys/50)
y = 0;
int count = 0;
while (count < m) {
float oldNoise = noiseData[x][y][z];
PaintAtPoint(data, x, y, z, paintRadius, paintValue);
int dx = FastRand(-paintRadius, paintRadius);
int dy = FastRand(-paintRadius, paintRadius);
int dz = FastRand(-paintRadius, paintRadius);
x += dx;
y += dy;
z += dz;
if (x < 0 || y < 0 || z < 0 || x >= xs || y >= ys || z >= zs) {
if (dontStopAtEdge) {
++count;
if (x < 0) x = 0;
if (y < 0) y = 0;
if (z < 0) z = 0;
if (x >= xs) x = xs - 1;
if (y >= ys) y = ys - 1;
if (z >= zs) z = zs - 1;
} else
break;
}
if (y < 0)
y = 0;
float newNoise = noiseData[x][y][z];
// If we're jumping to a higher value on the noise gradient, move twice as far.
if (newNoise > oldNoise) {
PaintAtPoint(data, x, y, z, paintRadius, paintValue);
x += dx;
y += dy;
z += dz;
if (x < 0 || y < 0 || z < 0 || x >= xs || y >= ys || z >= zs) {
if (dontStopAtEdge) {
count += 1;
if (x < 0) x = 0;
if (y < 0) y = 0;
if (z < 0) z = 0;
if (x >= xs) x = xs - 1;
if (y >= ys) y = ys - 1;
if (z >= zs) z = zs - 1;
} else
break;
}
if (y < 0)
y = 0;
}
}
}
void CaveGenerator::PaintAtPoint(Superchunk &sc, int x, int y, int z, int paintRadius, BlockType paintValue) {
int prsq = paintRadius*paintRadius;
for (int dx = -paintRadius; dx <= paintRadius; dx++) {
int dxsq = dx*dx;
for (int dy = -paintRadius; dy <= paintRadius; dy++) {
int dxdysq = dxsq+dy*dy;
for (int dz = -paintRadius; dz <= paintRadius; dz++)
if (x+dx >= 0 && y+dy>= 0 && z+dz >= 0 && x+dx < sc.getChunksX()*CX && y+dy < sc.getChunksY()*CY && z+dz < sc.getChunksZ()*CZ)
if (dxdysq+dz*dz<prsq)
sc.set(x + dx, y + dy, z + dz, paintValue);
}
}
}
void CaveGenerator::PaintAtPoint(Arr3BT &data, int x, int y, int z, int paintRadius, BlockType paintValue) {
int prsq = paintRadius*paintRadius;
for (int dx = -paintRadius; dx <= paintRadius; dx++) {
int dxsq = dx*dx;
for (int dy = -paintRadius; dy <= paintRadius; dy++) {
int dxdysq = dxsq+dy*dy;
for (int dz = -paintRadius; dz <= paintRadius; dz++)
if (x+dx >= 0 && y+dy>= 0 && z+dz >= 0 && x+dx < data.getX() && y+dy < data.getY() && z+dz < data.getZ())
if (dxdysq+dz*dz<prsq)
data[x + dx][y + dy][z + dz] = paintValue;
}
}
}
Arr3f* CaveGenerator::GenerateGradient(int x, int y, int z) {
Arr3f *data = new Arr3f(x, y, z);
for (int j = 0; j < y; j++) {
float v = (float)j/y;
for (int i = 0; i < x; i++)
for (int k = 0; k < z; k++)
(*data)[i][j][k] = v;
}
return data;
}
template<typename T> T clamp(T v, T min, T max) {
if (v > max)
return max;
if (v < min)
return min;
return v;
}
// Radial gradient concentrated with high values at the outside.
Arr3f* CaveGenerator::GenerateRadialGradient(int x, int y, int z) {
Arr3f *data = new Arr3f(x, y, z);
const int size = cbrt(x*y*z);
for (int i = 0; i < x; i++)
for (int j = 0; j < y; j++)
for (int k = 0; k < z; k++) {
float dist = (float)sqrt(pow(x - size / 2, 2) + pow(y - size / 2, 2));
(*data)[i][j][k] = clamp(dist / size * 0.3f * (float)z / size, 0.f, 1.f);
}
return data;
}
// Adds the values in dataSrc to the values in dataDst, storing the result in dataDst.
void CaveGenerator::AddDataTo(Arr3f &dataDst, Arr3f &dataSrc, float scalarDst, float scalarSrc) {
assert(dataDst.sizeEqual(dataSrc));
for (int x = 0; x < dataDst.getX(); x++)
for (int y = 0; y < dataDst.getY(); y++)
for (int z = 0; z < dataDst.getZ(); z++)
dataDst[x][y][z] = clamp(dataDst[x][y][z]*scalarDst + dataSrc[x][y][z]*scalarSrc, 1.f, 0.f);
}
void CaveGenerator::AddDataTo(Arr3f &dataDst, Arr3f &dataSrc) {
AddDataTo(dataDst, dataSrc, 1, 1);
}
// Resizes dataIn, with size sizeIn, to be of size sizeOut.
Arr3f* CaveGenerator::InterpolateData(const Arr3f &dataIn, int scale) {
int xb = dataIn.getX(), yb = dataIn.getY(), zb = dataIn.getZ();
int xs = xb*scale, ys = yb*scale, zs = zb*scale;
Arr3f *dataOut = new Arr3f(xs, ys, zs);
int r = scale;
for (int x = 0; x < xs; x++)
for (int y = 0; y < ys; y++)
for (int z = 0; z < zs; z++) {
int xIn0 = x / r, yIn0 = y / r, zIn0 = z / r;
int xIn1 = xIn0 + 1, yIn1 = yIn0 + 1, zIn1 = zIn0 + 1;
if (xIn1 >= xb)
xIn1 = 0;
if (yIn1 >= yb)
yIn1 = 0;
if (zIn1 >= zb)
zIn1 = 0;
float v000 = dataIn[xIn0][yIn0][zIn0];
float v100 = dataIn[xIn1][yIn0][zIn0];
float v010 = dataIn[xIn0][yIn1][zIn0];
float v110 = dataIn[xIn1][yIn1][zIn0];
float v001 = dataIn[xIn0][yIn0][zIn1];
float v101 = dataIn[xIn1][yIn0][zIn1];
float v011 = dataIn[xIn0][yIn1][zIn1];
float v111 = dataIn[xIn1][yIn1][zIn1];
float xS = ((float)(x % r)) / r;
float yS = ((float)(y % r)) / r;
float zS = ((float)(z % r)) / r;
(*dataOut)[x][y][z] = v000 * (1 - xS) * (1 - yS) * (1 - zS) +
v100 * xS * (1 - yS) * (1 - zS) +
v010 * (1 - xS) * yS * (1 - zS) +
v001 * (1 - xS) * (1 - yS) * zS +
v101 * xS * (1 - yS) * zS +
v011 * (1 - xS) * yS * zS +
v110 * xS * yS * (1 - zS) +
v111 * xS * yS * zS;
}
return dataOut;
}
void CaveGenerator::RenderSlice(const Arr3BT &data, int z, Texture &renderTexture) {
int w = data.getX(), h = data.getY();
uint8 *pixelData = new uint8[w * h * 4];
for (int x = 0; x < 256; x++) {
for (int y = 0; y < 256; y++) {
uint c = 0xFF000000;
if (data[x][y][z] == BlockType::Dirt)
c = 0xFFFFFFFF;
if (data[x][y][z] == BlockType::Ore)
c = 0xFF888888;
if (data[x][y][z] == BlockType::Gold)
c = 0xFFFF0000;
if (data[x][y][z] == BlockType::Rock)
c = 0xFF0000FF;
pixelData[y * w + x] = c;
}
}
renderTexture.setTexture(w, h, pixelData, Texture::PixelFormat::RGBA);
delete[] pixelData;
}
}

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#ifndef CAVE_GENERATOR_HPP
#define CAVE_GENERATOR_HPP
#include <string>
#include "Superchunk.hpp"
#include "Arr3Utils.hpp"
namespace Diggler {
typedef Arr3<BlockType> Arr3BT;
class CaveGenerator {
private:
CaveGenerator();
public:
static std::string CaveInfo;
static int GROUND_LEVEL;
static void GenerateConstant(Superchunk &sc, BlockType value);
static void GenerateConstant(Arr3BT &data, BlockType value);
static void GenerateCaveSystem(Superchunk& sc, bool includeLava, uint oreFactor);
static Arr3f* GenerateNoise(int sx, int sy, int sz, float magnitude);
static void GeneratePerlinNoise(Arr3f &data);
static Arr3f* InterpolateData(const Arr3f &dataIn, int scale);
static Arr3f* GenerateRadialGradient(int x, int y, int z);
static Arr3f* GenerateGradient(int x, int y, int z);
static void PaintWithRandomWalk(Superchunk &sc, Arr3f &noiseData, int paintRadius, BlockType paintValue, bool dontStopAtEdge);
static void PaintWithRandomWalk(Arr3BT &data, Arr3f &noiseData, int paintRadius, BlockType paintValue, bool dontStopAtEdge);
static void PaintAtPoint(Superchunk &sc, int x, int y, int z, int paintRadius, BlockType paintValue);
static void PaintAtPoint(Arr3BT &data, int x, int y, int z, int paintRadius, BlockType paintValue);
static void AddDataTo(Arr3f &dataDst, Arr3f &dataSrc);
static void AddDataTo(Arr3f &dataDst, Arr3f &dataSrc, float scalarDst, float scalarSrc);
static void AddDiamond(Superchunk &sc);
static void AddGold(Superchunk &sc);
static void AddRocks(Superchunk &sc);
static void AddLava(Superchunk &sc);
/// Renders a specific z-level of a 256x256x256 data array to a texture.
void RenderSlice(const Arr3BT &data, int z, Texture &renderTexture);
};
}
#endif

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#include "Chatbox.hpp"
#include "Game.hpp"
#include "GameWindow.hpp"
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
namespace Diggler {
const Program *Chatbox::RenderProgram = nullptr;
GLint Chatbox::RenderProgram_coord = -1;
GLint Chatbox::RenderProgram_color = -1;
GLint Chatbox::RenderProgram_mvp = -1;
Chatbox::Chatbox(Game *G) : m_isChatting(false), G(G),
m_posX(0), m_posY(0) {
m_chatText = G->UIM->create<UI::Text>(G->F, "", 2, 2);
if (RenderProgram == nullptr) {
RenderProgram = G->PM->getProgram(PM_2D | PM_COLORED);
RenderProgram_coord = RenderProgram->att("coord");
RenderProgram_color = RenderProgram->att("color");
RenderProgram_mvp = RenderProgram->uni("mvp");
}
Vertex verts[6] = {
{0.f, 0.f, 0.f, 0.f, 0.f, .5f},
{100.f, 0.f, 0.f, 0.f, 0.f, .5f},
{0.f, 100.f, 0.f, 0.f, 0.f, .5f},
{100.f, 100.f, 0.f, 0.f, 0.f, .5f},
{100.f, 0.f, 0.f, 0.f, 0.f, .5f},
{0.f, 100.f, 0.f, 0.f, 0.f, .5f}
};
m_vbo.setData(verts, 6);
}
Chatbox::~Chatbox() {
delete m_chatText;
}
void Chatbox::setPosition(int x, int y) {
m_posX = x;
m_posY = y;
}
bool Chatbox::isChatting() const {
return m_isChatting;
}
void Chatbox::setIsChatting(bool value) {
m_chatString.clear();
m_chatText->setText(m_chatString);
m_isChatting = value;
}
void Chatbox::addChatEntry(const std::string &text) {
m_chatEntries.emplace_back();
ChatEntry &entry = m_chatEntries.back();
entry.date = system_clock::now();
entry.text = G->UIM->create<UI::Text>(G->F, text);
entry.height = entry.text->getSize().y;
}
Chatbox::ChatEntry::~ChatEntry() {
delete text;
}
void Chatbox::handleChar(char32 unichar) {
//getDebugStream() << unichar << std::endl;
if (unichar >= ' ' && unichar <= '~') { // ASCII range
// TODO: Update when libstdc++ supports locale codecvt facets
//std::codecvt_utf8<char32_t> convert32;
m_chatString.append(1, (char)unichar);
m_chatText->setText(m_chatString);
}
}
void Chatbox::handleKey(int key, int scancode, int action, int mods) {
if (action == GLFW_PRESS && key == GLFW_KEY_BACKSPACE) {
if (m_chatString.size() > 0) {
m_chatString.erase(m_chatString.end()-1);
m_chatText->setText(m_chatString);
}
}
}
void Chatbox::render() {
if (m_isChatting) {
RenderProgram->bind();
m_vbo.bind();
glEnableVertexAttribArray(RenderProgram_coord);
glEnableVertexAttribArray(RenderProgram_color);
glUniformMatrix4fv(RenderProgram_mvp, 1, GL_FALSE, glm::value_ptr(*G->GW->UIM.PM));
glVertexAttribPointer(RenderProgram_coord, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glVertexAttribPointer(RenderProgram_color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, r));
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(RenderProgram_color);
glDisableVertexAttribArray(RenderProgram_coord);
m_chatText->render();
}
int totalHeight = 0;
for (const ChatEntry &entry : m_chatEntries)
totalHeight += entry.height;
totalHeight *= 2;
glm::mat4 msgMatrix = glm::scale(glm::translate(*G->GW->UIM.PM, glm::vec3(m_posX, m_posY+totalHeight, 0)), glm::vec3(2));
for (const ChatEntry &entry : m_chatEntries) {
msgMatrix = glm::translate(msgMatrix, glm::vec3(0, -entry.height, 0));
entry.text->render(msgMatrix);
}
}
}

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#ifndef CHATBOX_HPP
#define CHATBOX_HPP
#include <chrono>
#include <list>
#include <glm/glm.hpp>
#include "Platform.hpp"
#include "ui/Text.hpp"
namespace Diggler {
class Program;
class Game;
class Chatbox {
public:
typedef std::chrono::system_clock system_clock;
typedef std::chrono::time_point<system_clock> time_point;
private:
static const Program *RenderProgram;
static GLint RenderProgram_coord, RenderProgram_color, RenderProgram_mvp;
bool m_isChatting;
Game *G;
struct ChatEntry {
time_point date;
int height;
UI::Text *text;
~ChatEntry();
};
std::list<ChatEntry> m_chatEntries;
// TODO: Update when libstdc++ supports locale codecvt facets
//std::u32string m_chatString;
std::string m_chatString;
UI::Text *m_chatText;
struct Vertex {
float x, y, r, g, b, a;
};
VBO m_vbo;
int m_posX, m_posY;
public:
Chatbox(Game *G);
~Chatbox();
bool isChatting() const;
void setIsChatting(bool value);
void addChatEntry(const std::string& text);
void handleChar(char32 unichar);
void handleKey(int key, int scancode, int action, int mods);
void setPosition(int x, int y);
void render();
std::string getChatString() const { return m_chatString; }
};
}
#endif

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#include "Chunk.hpp"
#include "Platform.hpp"
#include "GlobalProperties.hpp"
#include "Blocks.hpp"
#include "Game.hpp"
#include "ChunkChangeHelper.hpp"
#include <cstring>
#include <cstddef>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#define CXY (CX*CY)
#define I(x,y,z) (x+y*CX+z*CXY)
namespace Diggler {
const Program *Chunk::RenderProgram = nullptr;
Texture *Chunk::TextureAtlas = nullptr;
Blocks *Chunk::BlkInf = nullptr;
GLint Chunk::RenderProgram_attrib_texcoord = -1;
GLint Chunk::RenderProgram_attrib_coord = -1;
GLint Chunk::RenderProgram_attrib_color = -1;
GLint Chunk::RenderProgram_uni_mvp = -1;
constexpr float Chunk::CullSphereRadius;
constexpr float Chunk::MidX, Chunk::MidY, Chunk::MidZ;
Chunk::Chunk(bool buffer, int scx, int scy, int scz, Game *G) : blk2(nullptr),
scx(scx), scy(scy), scz(scz), G(G), vbo(nullptr), lavaCount(0) {
changed = true;
blk = new BlockType[CX*CY*CZ];
for (int i=0; i < CX*CY*CZ; ++i)
blk[i] = BlockType::Air;
if (!buffer && GlobalProperties::IsClient) {
vbo = new VBO;
ibo = new VBO;
if (RenderProgram == nullptr) {
RenderProgram = G->PM->getProgram(PM_3D | PM_TEXTURED | PM_COLORED | PM_FOG);
RenderProgram_attrib_coord = RenderProgram->att("coord");
RenderProgram_attrib_color = RenderProgram->att("color");
RenderProgram_attrib_texcoord = RenderProgram->att("texcoord");
RenderProgram_uni_mvp = RenderProgram->uni("mvp");
BlkInf = new Blocks();
TextureAtlas = BlkInf->getAtlas();
}
}
if (GlobalProperties::IsServer) {
blk2 = new BlockType[CX*CY*CZ];
}
}
Chunk::~Chunk() {
delete blk;
delete[] blk2;
delete vbo; delete ibo;
}
BlockType Chunk::get(int x, int y, int z) {
if ((x < 0 || y < 0 || z < 0 || x >= CX || y >= CY || z >= CZ) && G) {
return G->SC->get(scx * CX + x, scy * CY + y, scz * CZ + z);
}
return blk[I(x,y,z)];
}
void Chunk::set2(int x, int y, int z, BlockType type) {
if ((x < 0 || y < 0 || z < 0 || x >= CX || y >= CY || z >= CZ) && G)
return G->SC->set2(scx * CX + x, scy * CY + y, scz * CZ + z, type);
register BlockType *b = &(blk2[I(x,y,z)]);
if (*b == BlockType::Lava)
lavaCount--;
if (type == BlockType::Lava)
lavaCount++;
*b = type;
if (G && G->CCH)
G->CCH->add(scx * CX + x, scy * CY + y, scz * CZ + z, type);
}
void Chunk::set(int x, int y, int z, BlockType type) {
mut.lock();
if ((x < 0 || y < 0 || z < 0 || x >= CX || y >= CY || z >= CZ) && G)
return G->SC->set(scx * CX + x, scy * CY + y, scz * CZ + z, type);
register BlockType *b = &(blk[I(x,y,z)]);
if (*b == BlockType::Lava)
lavaCount--;
if (type == BlockType::Lava)
lavaCount++;
*b = type;
changed = true;
mut.unlock();
}
void Chunk::updateServerPrepare() {
memcpy(blk2, blk, CX*CY*CZ*sizeof(BlockType));
}
void Chunk::updateServer() {
if (lavaCount == 0)
return;
mut.lock();
for (int x=0; x < CX; x++)
for (int y=0; y < CY; y++)
for (int z=0; z < CZ; z++) {
if (blk[I(x,y,z)] == BlockType::Lava) {
BlockType under = get(x, y-1, z);
if (under == BlockType::Air) {
set2(x, y-1, z, BlockType::Lava);
} else if (under != BlockType::Lava) {
if (get(x+1, y, z) == BlockType::Air)
set2(x+1, y, z, BlockType::Lava);
if (get(x-1, y, z) == BlockType::Air)
set2(x-1, y, z, BlockType::Lava);
if (get(x, y, z+1) == BlockType::Air)
set2(x, y, z+1, BlockType::Lava);
if (get(x, y, z-1) == BlockType::Air)
set2(x, y, z-1, BlockType::Lava);
}
}
}
mut.unlock();
}
void Chunk::updateServerSwap() {
std::swap(blk, blk2);
}
void Chunk::updateClient() {
mut.lock();
GLCoord vertex[CX * CY * CZ * 6 /* faces */ * 6 /* vertices */ / 2 /* face removing (HSR) makes a lower vert max */];
GLushort index[CX * CY * CZ * 6 /* faces */ * 4 /* indexes */ / 2 /* HSR */];
int v = 0, i = 0;
BlockType bt;
const AtlasCreator::Coord *tc;
for(uint8 x = 0; x < CX; x++) {
for(uint8 y = 0; y < CY; y++) {
for(uint8 z = 0; z < CZ; z++) {
bt = blk[I(x,y,z)];
// Empty block?
if (!bt)
continue;
// View from negative x
if (Blocks::isFaceRemoved(bt, get(x - 1, y, z))) {
index[i++] = v; index[i++] = v+1; index[i++] = v+2;
index[i++] = v+3; index[i++] = v+2; index[i++] = v+1;
tc = BlkInf->gTC(bt, FaceDirection::XDec);
vertex[v++] = {x, y, z, tc->x, tc->v, .6f, .6f, .6f};
vertex[v++] = {x, y, z + 1, tc->u, tc->v, .6f, .6f, .6f};
vertex[v++] = {x, y + 1, z, tc->x, tc->y, .6f, .6f, .6f};
vertex[v++] = {x, y + 1, z + 1, tc->u, tc->y, .6f, .6f, .6f};
}
// View from positive x
if (Blocks::isFaceRemoved(bt, get(x + 1, y, z))) {
index[i++] = v; index[i++] = v+1; index[i++] = v+2;
index[i++] = v+3; index[i++] = v+2; index[i++] = v+1;
tc = BlkInf->gTC(bt, FaceDirection::XInc);
vertex[v++] = {x + 1, y, z, tc->u, tc->v, .6f, .6f, .6f};
vertex[v++] = {x + 1, y + 1, z, tc->u, tc->y, .6f, .6f, .6f};
vertex[v++] = {x + 1, y, z + 1, tc->x, tc->v, .6f, .6f, .6f};
vertex[v++] = {x + 1, y + 1, z + 1, tc->x, tc->y, .6f, .6f, .6f};
}
// Negative Y
if (Blocks::isFaceRemoved(bt, get(x, y - 1, z))) {
index[i++] = v; index[i++] = v+1; index[i++] = v+2;
index[i++] = v+3; index[i++] = v+2; index[i++] = v+1;
float shade = (blk[I(x,y,z)] == BlockType::Shock) ? 1.5f : .2f;;
tc = BlkInf->gTC(bt, FaceDirection::YDec);
vertex[v++] = {x, y, z, tc->x, tc->v, shade, shade, shade};
vertex[v++] = {x + 1, y, z, tc->u, tc->v, shade, shade, shade};
vertex[v++] = {x, y, z + 1, tc->x, tc->y, shade, shade, shade};
vertex[v++] = {x + 1, y, z + 1, tc->u, tc->y, shade, shade, shade};
}
// Positive Y
if (Blocks::isFaceRemoved(bt, get(x, y + 1, z))) {
index[i++] = v; index[i++] = v+1; index[i++] = v+2;
index[i++] = v+3; index[i++] = v+2; index[i++] = v+1;
tc = BlkInf->gTC(bt, FaceDirection::YInc);
vertex[v++] = {x, y + 1, z, tc->u, tc->v, .8f, .8f, .8f};
vertex[v++] = {x, y + 1, z + 1, tc->u, tc->y, .8f, .8f, .8f};
vertex[v++] = {x + 1, y + 1, z, tc->x, tc->v, .8f, .8f, .8f};
vertex[v++] = {x + 1, y + 1, z + 1, tc->x, tc->y, .8f, .8f, .8f};
}
// Negative Z
if (Blocks::isFaceRemoved(bt, get(x, y, z - 1))) {
index[i++] = v; index[i++] = v+1; index[i++] = v+2;
index[i++] = v+3; index[i++] = v+2; index[i++] = v+1;
tc = BlkInf->gTC(bt, FaceDirection::ZDec);
vertex[v++] = {x, y, z, tc->u, tc->v, .4f, .4f, .4f};
vertex[v++] = {x, y + 1, z, tc->u, tc->y, .4f, .4f, .4f};
vertex[v++] = {x + 1, y, z, tc->x, tc->v, .4f, .4f, .4f};
vertex[v++] = {x + 1, y + 1, z, tc->x, tc->y, .4f, .4f, .4f};
}
// Positive Z
if (Blocks::isFaceRemoved(bt, get(x, y, z + 1))) {
index[i++] = v; index[i++] = v+1; index[i++] = v+2;
index[i++] = v+3; index[i++] = v+2; index[i++] = v+1;
tc = BlkInf->gTC(bt, FaceDirection::ZInc);
vertex[v++] = {x, y, z + 1, tc->x, tc->v, .4f, .4f, .4f};
vertex[v++] = {x + 1, y, z + 1, tc->u, tc->v, .4f, .4f, .4f};
vertex[v++] = {x, y + 1, z + 1, tc->x, tc->y, .4f, .4f, .4f};
vertex[v++] = {x + 1, y + 1, z + 1, tc->u, tc->y, .4f, .4f, .4f};
}
}
}
}
vertices = v;
vbo->setData(vertex, v);
indices = i;
ibo->setData(index, i);
changed = false;
mut.unlock();
}
void Chunk::render(const glm::mat4 &transform) {
if (changed)
updateClient();
if (!indices)
return;
RenderProgram->bind();
glEnableVertexAttribArray(RenderProgram_attrib_coord);
glEnableVertexAttribArray(RenderProgram_attrib_texcoord);
glEnableVertexAttribArray(RenderProgram_attrib_color);
glUniformMatrix4fv(RenderProgram_uni_mvp, 1, GL_FALSE, glm::value_ptr(transform));
TextureAtlas->bind();
vbo->bind();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo->id);
glVertexAttribPointer(RenderProgram_attrib_coord, 3, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(GLCoord), 0);
glVertexAttribPointer(RenderProgram_attrib_texcoord, 2, GL_UNSIGNED_SHORT, GL_TRUE, sizeof(GLCoord), (GLvoid*)offsetof(GLCoord, tx));
glVertexAttribPointer(RenderProgram_attrib_color, 3, GL_FLOAT, GL_FALSE, sizeof(GLCoord), (GLvoid*)offsetof(GLCoord, r));
glDrawElements(GL_TRIANGLES, indices, GL_UNSIGNED_SHORT, nullptr);
glDisableVertexAttribArray(RenderProgram_attrib_color);
glDisableVertexAttribArray(RenderProgram_attrib_texcoord);
glDisableVertexAttribArray(RenderProgram_attrib_coord);
}
void Chunk::renderBatched(const glm::mat4& transform) {
if (changed)
updateClient();
if (!indices)
return;
glUniformMatrix4fv(RenderProgram_uni_mvp, 1, GL_FALSE, glm::value_ptr(transform));
vbo->bind();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo->id);
glVertexAttribPointer(RenderProgram_attrib_coord, 3, GL_BYTE, GL_FALSE, sizeof(GLCoord), 0);
glVertexAttribPointer(RenderProgram_attrib_texcoord, 2, GL_UNSIGNED_SHORT, GL_TRUE, sizeof(GLCoord), (GLvoid*)offsetof(GLCoord, tx));
glVertexAttribPointer(RenderProgram_attrib_color, 3, GL_FLOAT, GL_FALSE, sizeof(GLCoord), (GLvoid*)offsetof(GLCoord, r));
glDrawElements(GL_TRIANGLES, indices, GL_UNSIGNED_SHORT, nullptr);
}
}

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#ifndef CHUNK_HPP
#define CHUNK_HPP
#include <GL/glew.h>
#include <glm/glm.hpp>
#include "VBO.hpp"
#include "Program.hpp"
#include "Texture.hpp"
#include "Blocks.hpp"
#include "Mutex.hpp"
#define CX 16
#define CY 16
#define CZ 16
namespace Diggler {
class Blocks;
class Game;
class Chunk /*: Renderable*/ {
private:
friend class Superchunk;
BlockType *blk2;
Mutex mut;
void set2(int x, int y, int z, BlockType type);
public:
struct GLCoord {
uint8 x, y, z;
uint16 tx, ty;
float r, g, b;
};
constexpr static float CullSphereRadius = (CZ > (CX > CY ? CX : CY) ? CZ : (CX > CY ? CX : CY));// * 1.4142135623f; // sqrt(2)
constexpr static float MidX = CX/2.f, MidY = CY/2.f, MidZ = CZ/2.f;
static const Program *RenderProgram;
static Texture *TextureAtlas;
static Blocks *BlkInf;
static GLint RenderProgram_attrib_coord, RenderProgram_attrib_color, RenderProgram_attrib_texcoord, RenderProgram_uni_mvp;
BlockType *blk;
int scx, scy, scz;
Game *G;
VBO *vbo, *ibo;
int vertices, indices;
bool changed;
int lavaCount;
/// @param buffer Wether the chunk is just a buffer chunk
Chunk(bool buffer = false, int scx = -1, int scy = -1, int scz = -1, Game *G = nullptr);
~Chunk();
BlockType get(int x, int y, int z);
void set(int x, int y, int z, BlockType type);
void updateClient();
void updateServerPrepare();
void updateServer();
void updateServerSwap();
void render(const glm::mat4 &transform);
void renderBatched(const glm::mat4 &transform);
};
}
#endif

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#include "ChunkChangeHelper.hpp"
namespace Diggler {
ChunkChangeHelper::ChunkChangeHelper() {
m_changes.reserve(64);
}
void ChunkChangeHelper::add(int x, int y, int z, BlockType b) {
for (Change &c : m_changes) {
if (c.x == x && c.y == y && c.z == z) {
c.b = b;
return;
}
}
m_changes.emplace_back(Change {x, y, z, b});
}
void ChunkChangeHelper::flush(Net::OutMessage &msg) {
for (Change &c : m_changes) {
msg.writeU16(c.x);
msg.writeU16(c.y);
msg.writeU16(c.z);
msg.writeU8(static_cast<uint8>(c.b));
}
m_changes.clear();
}
int ChunkChangeHelper::count() const {
return m_changes.size();
}
bool ChunkChangeHelper::empty() const {
return m_changes.empty();
}
void ChunkChangeHelper::discard(){
m_changes.clear();
}
}

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#ifndef CHUNK_CHANGE_HELPER_HPP
#define CHUNK_CHANGE_HELPER_HPP
#include "Blocks.hpp"
#include "network/Network.hpp"
namespace Diggler {
class ChunkChangeHelper {
private:
struct Change {
int x, y, z;
BlockType b;
};
std::vector<Change> m_changes;
public:
ChunkChangeHelper();
void add(int x, int y, int z, BlockType b);
bool empty() const;
int count() const;
void flush(Net::OutMessage&);
void discard();
};
}
#endif

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#include "Clouds.hpp"
#include "Texture.hpp"
#include "Platform.hpp"
#include "Program.hpp"
#include "Game.hpp"
#include <glm/gtc/type_ptr.hpp>
namespace Diggler {
const Program *Clouds::RenderProgram = nullptr;
GLint Clouds::RenderProgram_attrib_texcoord = -1;
GLint Clouds::RenderProgram_attrib_coord = -1;
GLint Clouds::RenderProgram_uni_mvp = -1;
GLint Clouds::RenderProgram_uni_texshift = -1;
Clouds::Clouds(Game *G, int w, int h, int layers) : m_layers(layers), G(G) {
if (RenderProgram == nullptr) {
RenderProgram = G->PM->getSpecialProgram("clouds"); //PM_3D | PM_TEXTURED | PM_TEXSHIFT);
RenderProgram_attrib_coord = RenderProgram->att("coord");
RenderProgram_attrib_texcoord = RenderProgram->att("texcoord");
RenderProgram_uni_texshift = RenderProgram->uni("texshift");
RenderProgram_uni_mvp = RenderProgram->uni("mvp");
}
m_tex = new Texture*[m_layers];
uint8 *data = new uint8[w * h * 4];
for (int i=0; i < m_layers; i++) {
for (int x=0; x < w; x++) {
for (int y=0; y < h; y++) {
data[(x+y*w)*4+0] = data[(x+y*w)*4+1] = data[(x+y*w)*4+2] = 255;
data[(x+y*w)*4+3] = (FastRand(0, 255) > 230) ? 180 : 0;
}
}
m_tex[i] = new Texture(w, h, data, Texture::PixelFormat::RGBA); //new Texture(getAssetPath("clouds.png"), Texture::PixelFormat::RGBA);
}
delete[] data;
Coord coords[m_layers * 6];
for (int i=0; i < m_layers; i++) {
coords[i*6+2] = {0, i, 0, 0, 0};
coords[i*6+1] = coords[i*6+3] = {0, i, 1, 0, 1};
coords[i*6+0] = coords[i*6+4] = {1, i, 0, 1, 0};
coords[i*6+5] = {1, i, 1, 1, 1};
}
m_vbo.setData(coords, m_layers * 6);
}
void Clouds::render(const glm::mat4 &transform) {
RenderProgram->bind();
glEnableVertexAttribArray(RenderProgram_attrib_coord);
glEnableVertexAttribArray(RenderProgram_attrib_texcoord);
m_vbo.bind();
glVertexAttribPointer(RenderProgram_attrib_coord, 3, GL_BYTE, GL_FALSE, sizeof(Coord), 0);
glVertexAttribPointer(RenderProgram_attrib_texcoord, 2, GL_BYTE, GL_FALSE, sizeof(Coord), (GLvoid*)offsetof(Coord, u));
float shift = G->Time/128;
for (int i=m_layers-1; i >= 0; i--) {
glUniformMatrix4fv(RenderProgram_uni_mvp, 1, GL_FALSE, glm::value_ptr(transform));
glUniform2f(RenderProgram_uni_texshift, shift, shift);
m_tex[i]->bind();
glDrawArrays(GL_TRIANGLES, i*6, 6);
}
glDisableVertexAttribArray(RenderProgram_attrib_texcoord);
glDisableVertexAttribArray(RenderProgram_attrib_coord);
}
Clouds::~Clouds() {
for (int i=0; i < m_layers; i++) {
delete m_tex[i];
}
delete[] m_tex;
}
}

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#ifndef CLOUDS_HPP
#define CLOUDS_HPP
#include <glm/glm.hpp>
#include <GL/glew.h>
#include "VBO.hpp"
namespace Diggler {
class Game;
class Program;
class Texture;
class Clouds {
private:
static const Program *RenderProgram;
static GLint RenderProgram_attrib_coord, RenderProgram_attrib_texcoord, RenderProgram_uni_mvp, RenderProgram_uni_texshift;
Texture **m_tex;
VBO m_vbo;
int m_layers;
Game *G;
struct Coord { uint8 x, y, z, u, v; };
public:
Clouds(Game *G, int w, int h, int layers);
void render(const glm::mat4 &transform);
~Clouds();
};
}
#endif

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#include "EscMenu.hpp"
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "Game.hpp"
#include "ui/Text.hpp"
#include "ui/Button.hpp"
#include "GameWindow.hpp"
namespace Diggler {
const Program *EscMenu::RenderProgram = nullptr;
GLint EscMenu::RenderProgram_att_color = -1;
GLint EscMenu::RenderProgram_att_coord = -1;
GLint EscMenu::RenderProgram_uni_mvp = -1;
static void makeBgVBO(VBO &vbo, int w, int h) {
float verts[6*6] = {
0.f, 0.f, 0.f, 0.f, 0.f, 0.6f,
w , 0.f, 0.f, 0.f, 0.f, 0.6f,
0.f, h , 0.f, 0.f, 0.f, 0.6f,
0.f, h , 0.f, 0.f, 0.f, 0.6f,
w , 0.f, 0.f, 0.f, 0.f, 0.6f,
w , h , 0.f, 0.f, 0.f, 0.6f,
};
vbo.setData(verts, 6*6);
}
EscMenu::EscMenu(Game *G) : G(G) {
makeBgVBO(vbo_background, G->GW->getW(), G->GW->getH());
if (RenderProgram == nullptr) {
RenderProgram = G->PM->getProgram(PM_2D | PM_COLORED);
RenderProgram_att_coord = RenderProgram->att("coord");
RenderProgram_att_color = RenderProgram->att("color");
RenderProgram_uni_mvp = RenderProgram->uni("mvp");
}
//txt_quit = new Text();
//m_button = new UIButton(G, glm::mat);
}
EscMenu::~EscMenu() {
}
void EscMenu::render() {
glEnableVertexAttribArray(RenderProgram_att_coord);
glEnableVertexAttribArray(RenderProgram_att_color);
RenderProgram->bind();
vbo_background.bind();
//glm::mat4 trz = glm::translate(transform, glm::vec3(x/640.f, y/480.f, 0));
glUniformMatrix4fv(RenderProgram_uni_mvp, 1, GL_FALSE, glm::value_ptr(*G->GW->UIM.PM));
glVertexAttribPointer(RenderProgram_att_coord, 2, GL_FLOAT, GL_FALSE, 6*sizeof(float), 0);
glVertexAttribPointer(RenderProgram_att_color, 4, GL_FLOAT, GL_FALSE, 6*sizeof(float), (GLvoid*)(2*sizeof(float)));
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(RenderProgram_att_color);
glDisableVertexAttribArray(RenderProgram_att_coord);
//txt_quit->render();
}
}

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#ifndef ESC_MENU_HPP
#define ESC_MENU_HPP
#include <GL/glew.h>
#include <glm/glm.hpp>
#include "VBO.hpp"
#include "Program.hpp"
namespace Diggler {
class Game;
namespace UI {
class Button;
class Text;
}
class EscMenu {
private:
static const Program *RenderProgram;
static GLint RenderProgram_att_coord, RenderProgram_att_color, RenderProgram_uni_mvp;
Game *G;
VBO vbo_background;
UI::Text *txt_quit;
glm::mat4 matrix;
UI::Button *m_button;
public:
EscMenu(Game *G);
~EscMenu();
void render();
};
}
#endif

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#include "FBO.hpp"
#include "GlUtils.hpp"
#ifdef IN_IDE_PARSER
void glCheck();
#else
#define glCheck() { GLenum glErr = glGetError(); \
if (glErr) { \
getDebugStream() << GlUtils::getErrorString(glErr) << std::endl; \
} glErr = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (glErr != GL_FRAMEBUFFER_COMPLETE) { \
getDebugStream() << GlUtils::getErrorString(glErr) << std::endl; \
} \
}
#endif
Diggler::FBO::FBO(int w, int h, Diggler::Texture::PixelFormat format, bool stencil) : m_hasStencil(stencil) {
GLint currentBoundFBO; glGetIntegerv(GL_FRAMEBUFFER_BINDING, &currentBoundFBO);
GLint currentBoundRBO; glGetIntegerv(GL_RENDERBUFFER_BINDING, &currentBoundRBO);
tex = new Texture(w, h, format, false);
glGenFramebuffers(1, &id);
glBindFramebuffer(GL_FRAMEBUFFER, id);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *tex, 0);
GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, DrawBuffers);
glGenRenderbuffers(1, &rboId);
glBindRenderbuffer(GL_RENDERBUFFER, rboId);
if (stencil)
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, w, h);
else
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, w, h);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, stencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboId);
glCheck();
glBindFramebuffer(GL_FRAMEBUFFER, currentBoundFBO);
glBindRenderbuffer(GL_RENDERBUFFER, currentBoundRBO);
}
void Diggler::FBO::resize(int w, int h) {
GLint currentBoundRBO; glGetIntegerv(GL_RENDERBUFFER_BINDING, &currentBoundRBO);
glBindRenderbuffer(GL_RENDERBUFFER, rboId);
if (m_hasStencil)
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, w, h);
else
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, w, h);
glBindRenderbuffer(GL_RENDERBUFFER, currentBoundRBO);
tex->resize(w, h);
}
bool Diggler::FBO::hasStencil() const {
return m_hasStencil;
}
void Diggler::FBO::bind() {
glBindFramebuffer(GL_FRAMEBUFFER, id);
}
void Diggler::FBO::unbind() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Diggler::FBO::~FBO() {
glDeleteFramebuffers(1, &id);
delete tex;
glDeleteRenderbuffers(1, &rboId);
}

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#ifndef FBO_HPP
#define FBO_HPP
#include <vector>
#include <GL/glew.h>
#include <typeinfo>
#include "Platform.hpp"
#include "Texture.hpp"
namespace Diggler {
class FBO {
private:
bool m_hasStencil;
public:
Texture *tex;
GLuint id, rboId;
FBO(int w = 640, int h = 480, Texture::PixelFormat format = Texture::PixelFormat::RGB, bool stencil = false);
operator GLuint() const { return id; }
void resize(int w, int h);
void bind();
void unbind();
bool hasStencil() const;
~FBO();
};
}
#endif

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#include "Font.hpp"
#include <fstream>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "Texture.hpp"
#include "Program.hpp"
#include "VBO.hpp"
#include "Game.hpp"
#include "GlUtils.hpp"
namespace Diggler {
Program const *Font::RenderProgram = nullptr;
GLint Font::RenderProgram_uni_mvp = -1;
GLint Font::RenderProgram_att_coord = -1;
GLint Font::RenderProgram_att_texcoord = -1;
GLint Font::RenderProgram_att_color = -1;
struct { float r, g, b; } ColorTable[16] = {
{1.0f, 1.0f, 1.0f},
{0.66f, 0.66f, 0.66f},
{0.33f, 0.33f, 0.33f},
{0.0f, 0.0f, 0.0f},
{1.0f, 0.0f, 0.0f},
{1.0f, 0.5f, 0.0f},
{1.0f, 1.0f, 0.0f},
{0.5f, 1.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
{0.0f, 1.0f, 0.5f},
{0.0f, 1.0f, 1.0f},
{0.0f, 0.5f, 1.0f},
{0.0f, 0.0f, 1.0f},
{0.5f, 0.0f, 1.0f},
{1.0f, 0.0f, 1.0f},
{1.0f, 0.0f, 0.5f}
};
Font::Font(Game *G, const std::string& path) : G(G) {
if (!RenderProgram) {
RenderProgram = G->PM->getProgram(PM_2D | PM_TEXTURED | PM_COLORED);
RenderProgram_att_coord = RenderProgram->att("coord");
RenderProgram_att_texcoord = RenderProgram->att("texcoord");
RenderProgram_att_color = RenderProgram->att("color");
RenderProgram_uni_mvp = RenderProgram->uni("mvp");
}
m_texture = new Texture(path, Texture::PixelFormat::RGBA);
std::ifstream source(path + ".fdf", std::ios_base::binary);
if (source.good()) {
source.seekg(0, std::ios_base::end);
int size = (int)source.tellg() - 1; // Last byte is font's height
source.seekg(0, std::ios_base::beg);
//widths = new uint8[size];
texPos = new CharTexPos[95];
uint8 widths[95];
std::fill_n(widths, 95, 6);
source.read((char*)widths, size);
source.read((char*)&height, 1);
int left = 0;
for (uint8 i=0; i < 95; i++) {
texPos[i].width = widths[i];
texPos[i].left = (float)left / m_texture->getW();
left += widths[i];
texPos[i].right = (float)left / m_texture->getW();
}
}
}
struct Vertex { int x, y; float tx, ty; float r, g, b ,a; };
//#define eraseCurChar() std::fill_n((char*)&verts[i*6], sizeof(Vertex)*6, 0);
#define eraseCurChar() elements -= 6;
int Font::updateVBO(VBO &vbo, const std::string &text) const {
int elements = text.size()*6;
Vertex *verts = new Vertex[elements];
uint8 c, w; int line = 0, cx = 0, v = 0; float l, r;
float cr = 1.0f, cg = 1.0f, cb = 1.0f, ca = 1.0f;
for (uint i=0; i < text.size(); i++) {
c = text[i];
if (c == '\n') {
eraseCurChar();
line -= height;
cx = 0;
continue;
}
if (c == '\f' && i < text.length()) {
/* Used to be '§', but wouldn't support UTF8
Additionally, \f can mean "format" */
eraseCurChar();
uint8 arg = text[++i];
eraseCurChar();
if (arg >= '0' && arg <= '9') {
uint8 index = arg - '0';
cr = ColorTable[index].r; cg = ColorTable[index].g; cb = ColorTable[index].b;
} else if (arg >= 'a' && arg <= 'f') {
uint8 index = (arg - 'a') + 10;
cr = ColorTable[index].r; cg = ColorTable[index].g; cb = ColorTable[index].b;
} else if (arg == 't') { // 't'ransparency
uint8 arg2 = text[++i];
eraseCurChar();
if (arg2 >= 'a' && arg2 <= 'z')
ca = (float)(arg2 - 'a')/('z'-'a');
}
continue;
}
if (c < ' ' || c > '~') {
eraseCurChar();
continue;
}
w = texPos[c - ' '].width;
l = texPos[c - ' '].left;
r = texPos[c - ' '].right;
verts[v+0] = { cx, line, l, 1.0, cr, cg, cb, ca };
verts[v+1] = { cx+w, line+height, r, 0.0, cr, cg, cb, ca };
verts[v+2] = { cx, line+height, l, 0.0, cr, cg, cb, ca };
verts[v+3] = { cx, line, l, 1.0, cr, cg, cb, ca };
verts[v+4] = { cx+w, line, r, 1.0, cr, cg, cb, ca };
verts[v+5] = { cx+w, line+height, r, 0.0, cr, cg, cb, ca };
v += 6;
cx += w;
}
vbo.setData(verts, elements, GL_STATIC_DRAW);
delete[] verts;
return elements;
}
void Font::draw(const Diggler::VBO &vbo, int count, const glm::mat4& matrix) const {
glEnableVertexAttribArray(RenderProgram_att_coord);
glEnableVertexAttribArray(RenderProgram_att_texcoord);
glEnableVertexAttribArray(RenderProgram_att_color);
RenderProgram->bind();
m_texture->bind();
vbo.bind();
glUniformMatrix4fv(RenderProgram_uni_mvp, 1, GL_FALSE, glm::value_ptr(matrix));
glVertexAttribPointer(RenderProgram_att_coord, 2, GL_INT, GL_FALSE, sizeof(Vertex), 0);
glVertexAttribPointer(RenderProgram_att_texcoord, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, tx));
glVertexAttribPointer(RenderProgram_att_color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, r));
glDrawArrays(GL_TRIANGLES, 0, count);
glDisableVertexAttribArray(RenderProgram_att_color);
glDisableVertexAttribArray(RenderProgram_att_texcoord);
glDisableVertexAttribArray(RenderProgram_att_coord);
}
Font::Size Font::getSize(const std::string &text) const {
uint8 c; int x = 0, y = height, cx = 0;
for (uint i=0; i < text.size(); i++) {
c = text[i];
if (c == '\n') {
y += height;
if (cx > x)
x = cx;
cx = 0;
continue;
}
if (c == '\f' && i < text.length()) { /* 167 = '§' */
uint8 arg = text[++i];
if (arg == 't') {
i++;
}
continue;
}
x += texPos[c - ' '].width;
}
return Size { x, y };
}
Font::~Font() {
delete m_texture;
if (texPos)
delete[] texPos;
}
}

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#ifndef FONT_HPP
#define FONT_HPP
#include <GL/glew.h>
#include <glm/glm.hpp>
#include "Platform.hpp"
#include "VBO.hpp"
namespace Diggler {
class Texture;
class Program;
class Game;
class Font {
private:
Texture *m_texture;
struct CoordInfo {
float x1, y1, x2, y2;
} *m_coords;
struct CharTexPos {
int width;
float left, right;
} *texPos;
uint8 height;
static Program const *RenderProgram;
static GLint RenderProgram_uni_mvp, RenderProgram_att_coord, RenderProgram_att_texcoord, RenderProgram_att_color;
Game *G;
Font(const Font &other) = delete;
public:
struct Size { int x, y; };
Font(Game *G, const std::string &path);
/// Updates the text VBO
/// @returns the number of elements in the VBO
///
int updateVBO(VBO &vbo, const std::string &text) const;
void draw(const Diggler::VBO &vbo, int count, const glm::mat4& matrix) const;
Size getSize(const std::string &text) const;
~Font();
};
}
#endif

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#include "Frustum.hpp"
#include <cmath>
#include <glm/glm.hpp>
#define ANG2RAD 3.14159265358979323846/180.0
namespace Diggler {
Frustum::Frustum() {
}
Frustum::~Frustum() {
}
void Frustum::setCamInternals(float rad, float ratio, float nearD, float farD) {
this->ratio = ratio;
this->angle = rad;
this->nearD = nearD;
this->farD = farD;
// Compute ALL the things
tang = (float)std::tan(rad * 0.5f);
nh = nearD * tang;
nw = nh * ratio;
fh = farD * tang;
fw = fh * ratio;
}
void Frustum::setCamDef(const glm::vec3 &p, const glm::vec3 &l, const glm::vec3 &u) {
glm::vec3 dir,nc,fc,X,Y, Z = glm::normalize(p - l);
// X axis of camera with given "up" vector and Z axis
X = glm::normalize(glm::cross(u, Z));
// the real "up" vector is the cross product of Z and X
Y = glm::cross(Z, X);
// compute the centers of the near and far planes
nc = p - Z * nearD;
fc = p - Z * farD;
{
// compute the 4 corners of the frustum on the near plane
ntl = nc + Y * nh - X * nw;
ntr = nc + Y * nh + X * nw;
nbl = nc - Y * nh - X * nw;
nbr = nc - Y * nh + X * nw;
// compute the 4 corners of the frustum on the far plane
ftl = fc + Y * fh - X * fw;
ftr = fc + Y * fh + X * fw;
fbl = fc - Y * fh - X * fw;
fbr = fc - Y * fh + X * fw;
}
/*pl[NEAR].setNormalAndPoint(-Z,nc);
pl[FAR].setNormalAndPoint(Z,fc);
glm::vec3 aux, normal;
aux = glm::normalize((nc + Y*nh) - p);
normal = glm::cross(aux, X);
pl[TOP].setNormalAndPoint(normal, nc+Y*nh);
aux = (nc - Y*nh) - p;
normal = glm::normalize(glm::cross(aux, X));
pl[BOTTOM].setNormalAndPoint(normal, nc-Y*nh);
aux = (nc - X*nw) - p;
normal = glm::normalize(glm::cross(aux, X));
pl[LEFT].setNormalAndPoint(normal, nc-X*nw);
aux = (nc + X*nw) - p;
normal = glm::normalize(glm::cross(aux, X));
pl[RIGHT].setNormalAndPoint(normal,nc+X*nw);*/
pl[TOP].set3Points(ntr,ntl,ftl);
pl[BOTTOM].set3Points(nbl,nbr,fbr);
pl[LEFT].set3Points(ntl,nbl,fbl);
pl[RIGHT].set3Points(nbr,ntr,fbr);
pl[NEAR].set3Points(ntl,ntr,nbr);
pl[FAR].set3Points(ftr,ftl,fbl);
}
bool Frustum::pointInFrustum(const glm::vec3& p) {
for(int i=0; i < 6; i++) {
if (pl[i].distance(p) < 0.f)
return false;
}
return true;
}
bool Frustum::sphereInFrustum(const glm::vec3 &p, float raio) {
for(int i=0; i < 6; i++) {
if (pl[i].distance(p) < -raio)
return false;
}
return true;
}
}

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#ifndef FRUSTUM_HPP
#define FRUSTUM_HPP
#include <glm/glm.hpp>
#include "AABB.hpp"
namespace Diggler {
class Frustum {
private:
enum {
TOP = 0, BOTTOM, LEFT,
RIGHT, NEAR, FAR
};
public:
class Plane {
public:
glm::vec3 normal, point;
float d;
Plane(const glm::vec3 &v1, const glm::vec3 &v2, const glm::vec3 &v3) {
set3Points(v1, v2, v3);
}
Plane() {}
~Plane() {}
void set3Points(const glm::vec3 &v1, const glm::vec3 &v2, const glm::vec3 &v3) {
const glm::vec3 aux1 = v1 - v2, aux2 = v3 - v2;
normal = glm::normalize(glm::cross(aux2, aux1));
point = v2;
d = -glm::dot(normal, point);
}
void setNormalAndPoint(const glm::vec3 &normal, const glm::vec3 &point) {
this->normal = glm::normalize(normal);
d = -glm::dot(normal, point);
}
void setCoefficients(float a, float b, float c, float d) {
// set the normal vector
normal = glm::vec3(a, b, c);
//compute the lenght of the vector
float l = normal.length();
// normalize the vector
normal = glm::vec3(a/l, b/l, c/l);
// and divide d by th length as well
this->d = d/l;
}
float distance(const glm::vec3 &p) const {
return (d + glm::dot(normal, p));
}
} pl[6];
glm::vec3 ntl,ntr,nbl,nbr,ftl,ftr,fbl,fbr;
float nearD, farD, ratio, angle,tang;
float nw,nh,fw,fh;
Frustum();
~Frustum();
void setCamInternals(float rad, float ratio, float nearD, float farD);
void setCamDef(const glm::vec3 &p, const glm::vec3 &l, const glm::vec3 &u);
bool pointInFrustum(const glm::vec3 &p);
bool sphereInFrustum(const glm::vec3 &p, float raio);
bool boxInFrustum(const AABB &b);
};
}
#endif

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#include "GLFWHandler.hpp"
#include "GameWindow.hpp"
namespace Diggler {
void GLFWHandler::mouseButtonImpl(GLFWwindow *window, int key, int action, int mods) {
win->cbMouseButton(key, action, mods);
}
void GLFWHandler::cursorPosImpl(GLFWwindow *window, double x, double y) {
win->cbCursorPos(x, y);
}
void GLFWHandler::mouseScrollImpl(GLFWwindow *window, double x, double y) {
win->cbMouseScroll(x, y);
}
void GLFWHandler::keyImpl(GLFWwindow *window, int key, int scancode, int action, int mods) {
win->cbKey(key, scancode, action, mods);
}
void GLFWHandler::unicharImpl(GLFWwindow *window, unsigned int unichar) {
win->cbChar(static_cast<char32>(unichar));
}
void GLFWHandler::resizeImpl(GLFWwindow *window, int w, int h) {
win->cbResize(w, h);
}
}

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#ifndef GLFW_HANDLER
#define GLFW_HANDLER
#include <GL/glew.h>
#include <GLFW/glfw3.h>
namespace Diggler {
class GameWindow;
/// C++ wrapper for C-style GLFWwindow callbacks
/// Currently handles one window, but could be modified to handle multiple
/// (using a GLFWwindow* <-> Window instance map)
class GLFWHandler {
private:
GameWindow *win;
void mouseButtonImpl(GLFWwindow *window, int key, int action, int mods);
void cursorPosImpl(GLFWwindow *window, double x, double y);
void mouseScrollImpl(GLFWwindow *window, double x, double y);
void keyImpl(GLFWwindow *window, int key, int scancode, int action, int mods);
void unicharImpl(GLFWwindow *window, unsigned int unichar);
void resizeImpl(GLFWwindow *window, int w, int h);
public:
///
/// @returns GLFWHandler singleton
///
static GLFWHandler& getInstance() {
static GLFWHandler instance;
return instance;
}
static void setWindow(GameWindow *win, GLFWwindow *window) {
getInstance().win = win;
}
static void mouseButton(GLFWwindow *window, int key, int action, int mods) {
getInstance().mouseButtonImpl(window, key, action, mods);
}
static void cursorPos(GLFWwindow *window, double x, double y) {
getInstance().cursorPosImpl(window, x, y);
}
static void mouseScroll(GLFWwindow *window, double x, double y) {
getInstance().mouseScrollImpl(window, x, y);
}
static void key(GLFWwindow *window, int key, int scancode, int action, int mods) {
getInstance().keyImpl(window, key, scancode, action, mods);
}
static void unichar(GLFWwindow *window, unsigned int unichar) {
getInstance().unicharImpl(window, unichar);
}
static void resize(GLFWwindow *window, int w, int h) {
getInstance().resizeImpl(window, w, h);
}
private:
GLFWHandler() {}
GLFWHandler(const GLFWHandler&); // prevent copies
void operator=(const GLFWHandler&);
};
}
#endif

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#include "Game.hpp"
#include "GlobalProperties.hpp"
#include "ChunkChangeHelper.hpp"
#include "Audio.hpp"
namespace Diggler {
Game::Game() : players(this), CCH(nullptr), GW(nullptr), LP(nullptr), PM(nullptr) {
SC = std::make_shared<Superchunk>(this);
if (GlobalProperties::IsClient) {
PM = new ProgramManager;
LP = new LocalPlayer(this);
RP = new RenderProperties;
A = new Audio(this);
}
if (GlobalProperties::IsServer) {
CCH = new ChunkChangeHelper();
}
}
Game::~Game() {
if (GlobalProperties::IsClient) {
delete PM; delete LP; delete RP; delete A;
}
if (GlobalProperties::IsServer) {
delete CCH;
}
}
}

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#ifndef GAME_HPP
#define GAME_HPP
#include <memory>
#include "Superchunk.hpp"
#include "PlayerList.hpp"
#include "LocalPlayer.hpp"
#include "ProgramManager.hpp"
using std::shared_ptr;
namespace Diggler {
namespace UI {
class Manager;
}
class Audio;
class Game {
public:
// Shared
shared_ptr<Superchunk> SC;
PlayerList players;
double Time;
Net::Host H;
// Server
class Server *S;
class ChunkChangeHelper *CCH;
int Port = 61425;
// Client
class GameWindow *GW;
UI::Manager *UIM;
LocalPlayer *LP;
ProgramManager *PM;
Font *F;
struct RenderProperties {
bool bloom;
} *RP;
Audio *A;
Net::Peer NS; // Net Server
Game();
~Game();
};
}
#endif

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#include "GameState.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <memory>
#include <thread>
#include <cstdio>
#include <sstream>
#include <algorithm>
#include "Game.hpp"
#include "FBO.hpp"
#include "Clouds.hpp"
#include "Chatbox.hpp"
#include "CaveGenerator.hpp"
#include "Skybox.hpp"
#include "EscMenu.hpp"
#include "Audio.hpp"
#include "network/NetHelper.hpp"
using std::unique_ptr;
namespace Diggler {
const int GameState::BloomScale = 4;
GameState::GameState(GameWindow *W, const std::string &servHost, int servPort)
: W(W), m_serverHost(servHost), m_serverPort(servPort) {
G = W->G;
// Initialized in setupUI
UI.EM = nullptr;
m_chatBox = nullptr;
m_3dFbo = new FBO(640, 480, Texture::PixelFormat::RGB, true);
m_3dRenderVBO = new VBO();
m_clouds = new Clouds(G, 32, 32, 4);
//m_sky = new Skybox(G, getAssetPath("alpine"));
m_3dFboRenderer = G->PM->getProgram(PM_2D | PM_TEXTURED); //getSpecialProgram("effect3dRender");
m_3dFboRenderer_coord = m_3dFboRenderer->att("coord");
m_3dFboRenderer_texcoord = m_3dFboRenderer->att("texcoord");
m_3dFboRenderer_mvp = m_3dFboRenderer->uni("mvp");
m_extractorFbo = new FBO(640/BloomScale, 480/BloomScale, Texture::PixelFormat::RGBA);
m_bloomExtractorRenderer = G->PM->getSpecialProgram("bloomExtractor");
m_bloomExtractorRenderer_coord = m_bloomExtractorRenderer->att("coord");
m_bloomExtractorRenderer_texcoord = m_bloomExtractorRenderer->att("texcoord");
m_bloomExtractorRenderer_mvp = m_bloomExtractorRenderer->uni("mvp");
m_bloomFbo = new FBO(640/BloomScale, 480/BloomScale, Texture::PixelFormat::RGBA);
m_bloomRenderer = G->PM->getSpecialProgram("bloom");
m_bloomRenderer_coord = m_bloomRenderer->att("coord");
m_bloomRenderer_texcoord = m_bloomRenderer->att("texcoord");
m_bloomRenderer_mvp = m_bloomRenderer->uni("mvp");
m_bloomRenderer_pixshift = m_bloomRenderer->uni("pixshift");
//"\f0H\f1e\f2l\f3l\f4l\f5o \f6d\f7e\f8m\f9b\faa\fbz\fcz\fde\fes\ff,\n\f0ye see,it werks purrfektly :D\n(and also; it's optimized)"
m_mouseLocked = false;
nextNetUpdate = 0;
enableExtractor = enableDbg = true;
}
void GameState::setupUI() {
m_debugTxt = G->UIM->add<UI::Text>(G->F, "\\o/", 2, 2);
m_debugTxt->setPos(20, 200);
UI.Ore = G->UIM->add<UI::Text>(G->F); UI.Ore->setScale(2, 2);
UI.Loot = G->UIM->add<UI::Text>(G->F); UI.Loot->setScale(2, 2);
UI.Weight = G->UIM->add<UI::Text>(G->F); UI.Weight->setScale(2, 2);
UI.TeamOre = G->UIM->add<UI::Text>(G->F); UI.TeamOre->setScale(2, 2);
UI.RedCash = G->UIM->add<UI::Text>(G->F); UI.RedCash->setScale(2, 2);
UI.BlueCash = G->UIM->add<UI::Text>(G->F); UI.BlueCash->setScale(2, 2);
UI.FPS = G->UIM->add<UI::Text>(G->F); UI.FPS->setScale(2, 2);
UI.Altitude = G->UIM->add<UI::Text>(G->F); UI.Altitude->setScale(2, 2);
UI.EM = new EscMenu(G);
m_chatBox = new Chatbox(G);
updateViewport();
}
GameState::~GameState() {
delete m_3dFbo; delete m_extractorFbo; delete m_clouds; delete m_bloomFbo;
delete m_chatBox;
//delete m_sky;
}
void GameState::onChar(char32 unichar) {
if (m_chatBox->isChatting()) {
m_chatBox->handleChar(unichar);
}
}
void GameState::onKey(int key, int scancode, int action, int mods) {
if (!(action == GLFW_PRESS || action == GLFW_RELEASE))
return;
if (m_chatBox->isChatting()) {
switch (key) {
case GLFW_KEY_ENTER:
if (action == GLFW_PRESS) {
std::string str = m_chatBox->getChatString();
if (str.size() > 0) {
NetHelper::SendChat(G, str);
}
m_chatBox->setIsChatting(false);
}
break;
case GLFW_KEY_ESCAPE:
if (action == GLFW_PRESS)
m_chatBox->setIsChatting(false);
break;
default:
m_chatBox->handleKey(key, scancode, action, mods);
break;
}
} else {
switch (key) {
case GLFW_KEY_F1:
if (action == GLFW_PRESS)
enableExtractor = !enableExtractor;
break;
case GLFW_KEY_ESCAPE:
//glfwSetWindowShouldClose(window, GL_TRUE);
if (action == GLFW_PRESS)
isEscapeToggled = !isEscapeToggled;
break;
/*case GLFW_KEY_TAB:
if (action == GLFW_PRESS) {
isTabDown = true;
//glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
} else {
//glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
isTabDown = false;
}
break;*/
case GLFW_KEY_ENTER:
if (action == GLFW_PRESS)
m_chatBox->setIsChatting(true);
break;
case GLFW_KEY_W:
G->LP->goForward(action == GLFW_PRESS);
break;
case GLFW_KEY_S:
G->LP->goBackward(action == GLFW_PRESS);
break;
case GLFW_KEY_A:
G->LP->goLeft(action == GLFW_PRESS);
break;
case GLFW_KEY_D:
G->LP->goRight(action == GLFW_PRESS);
break;
case GLFW_KEY_V:
G->LP->setHasNoclip(true);
break;
case GLFW_KEY_B:
G->LP->setHasNoclip(false);
break;
case GLFW_KEY_SPACE:
if (action == GLFW_PRESS)
G->LP->jump();
break;
case GLFW_KEY_U:
if (action == GLFW_PRESS)
G->LP->special1();
break;
default:
break;
}
}
}
void GameState::onMouseButton(int key, int action, int mods) {
if (key != GLFW_MOUSE_BUTTON_LEFT)
return;
//snd->play();
if (action == GLFW_PRESS) {
glfwSetInputMode(*W, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
double x, y;
glfwGetCursorPos(*W, &x, &y);
cX = (int)x; cY = (int)y;
m_mouseLocked = true;
} else {
m_mouseLocked = false;
glfwSetInputMode(*W, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
void GameState::onCursorPos(double x, double y) {
if (!m_mouseLocked)
return;
int cx = (int)x, dx = cx-cX, cy = (int)y, dy = cy-cY;
const float mousespeed = 0.003;
angles.x -= dx * mousespeed;
angles.y -= dy * mousespeed;
if(angles.x < -M_PI)
angles.x += M_PI * 2;
else if(angles.x > M_PI)
angles.x -= M_PI * 2;
if(angles.y < -M_PI / 2)
angles.y = -M_PI / 2 + 0.001;
if(angles.y > M_PI / 2)
angles.y = M_PI / 2 - 0.001;
lookat.x = sinf(angles.x) * cosf(angles.y);
lookat.y = sinf(angles.y);
lookat.z = cosf(angles.x) * cosf(angles.y);
G->LP->lookAt(lookat);
cX = cx; cY = cy;
}
void GameState::onResize(int w, int h) {
//W->getW() = w; W->getH() = h;
updateViewport();
}
void GameState::onMouseScroll(double x, double y) {
}
void GameState::updateViewport() {
int w = W->getW(), h = W->getH();
glViewport(0, 0, w, h);
G->LP->camera.setPersp((float)M_PI/180*75.0f, (float)w / h, 0.1f, 32.0f);
m_3dFbo->resize(w, h);
m_extractorFbo->resize(w/BloomScale, h/BloomScale);
m_bloomFbo->resize(w/BloomScale, h/BloomScale);
Coord2DTex renderQuad[6] = {
{0, 0, 0, 0},
{w, 0, 1, 0},
{0, h, 0, 1},
{w, h, 1, 1},
{0, h, 0, 1},
{w, 0, 1, 0}
};
m_3dRenderVBO->setData(renderQuad, 6*sizeof(Coord2DTex));
char str[15]; std::snprintf(str, 15, "Loot: %d/%d", 0/*G->LP->ore*/, Player::getMaxOre(G->LP->playerclass));
UI.Ore->setText(std::string(str));
UI.Ore->setPos(4, h-14);
UI.Loot->setText("Loot: $0");
UI.Loot->setPos(w/6, h-14);
UI.Weight->setText("Weight: 0");
UI.Weight->setPos(w/3, h-14);
UI.TeamOre->setText("Team ore: 0");
UI.TeamOre->setPos(w/2, h-14);
UI.RedCash->setText("\f4Red: $0");
UI.RedCash->setPos((w*5)/8, h-14);
UI.BlueCash->setText("\fbBlue: $0");
UI.BlueCash->setPos((w*6)/8, h-14);
UI.FPS->setPos(16, 16);
UI.Altitude->setText("Altitude: XX");
UI.Altitude->setPos(w-16-UI.Altitude->getSize().x, 16);
UI.lastAltitude = INT_MAX;
m_debugTxt->update();
m_chatBox->setPosition(4, 64);
updateUI();
}
void GameState::sendMsg(Net::OutMessage &msg, Net::Tfer mode) {
G->H.send(G->NS, msg, mode);
}
void GameState::run() {
if (connectLoop()) return;
setupUI();
gameLoop();
}
bool GameState::connectLoop() {
std::string &serverHost = m_serverHost;
int serverPort = m_serverPort;
bool finished = false, success = false; Game *G = this->G;
m_networkThread = std::thread([G, &success, &finished, &serverHost, serverPort]() {
try {
G->H.create();
G->NS = G->H.connect(serverHost, serverPort, 5000);
success = true;
} catch (const Net::Exception &e) {
success = false;
}
finished = true;
});
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
ConnectingUI cUI {
G->UIM->create<UI::Text>(G->F, "Connecting"),
G->UIM->create<UI::Text>(G->F, ".")
};
double T; glm::mat4 mat;
while (!finished && !glfwWindowShouldClose(*W)) { // Infinite loop \o/
T = glfwGetTime();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
UI::Text::Size sz = cUI.Connecting->getSize();
mat = glm::scale(glm::translate(*G->GW->UIM.PM, glm::vec3(W->getW()/2-sz.x, W->getH()/2, 0.f)),
glm::vec3(2.f, 2.f, 1.f));
cUI.Connecting->render(mat);
for (int i=0; i < 6; ++i) {
mat = glm::scale(glm::translate(*G->GW->UIM.PM,
glm::vec3(W->getW()/2 - 1 + sin(T*3+0.3*i)*sz.x, W->getH()/2-sz.y, 0.f)),
glm::vec3(2.f, 2.f, 1.f));
cUI.Dot->render(mat);
}
glfwSwapBuffers(*W);
glfwPollEvents();
}
if (glfwWindowShouldClose(*W))
glfwHideWindow(*W);
m_networkThread.join();
delete cUI.Connecting; delete cUI.Dot;
if (glfwWindowShouldClose(*W))
return true;
if (!success) {
std::ostringstream oss;
oss << serverHost << ':' << serverPort << " did not respond";
W->showMessage("Could not connect to server", oss.str());
return true;
}
char name[5];
for (int i=0; i < 4; i++)
name[i] = 'A' + FastRand(25);
name[4] = '\0';
Net::OutMessage join(Net::MessageType::PlayerJoin);
std::string strname(name);
join.writeString(strname);
sendMsg(join, Net::Tfer::Rel);
bool received = G->H.recv(m_msg, 5000);
if (!received) {
W->showMessage("Connected but got no response", "after 5 seconds");
return true;
}
switch (m_msg.getType()) {
case Net::MessageType::PlayerJoin: {
G->LP->id = m_msg.readU32();
} break;
case Net::MessageType::PlayerQuit: {
std::string desc = m_msg.readString();
W->showMessage("Disconnected", desc);
} return true;
default: {
std::ostringstream sstm;
sstm << "Type: " << (int)m_msg.getType() << " Subtype: " << (int)m_msg.getSubtype();
W->showMessage("Received weird packet", sstm.str());
} return true;
}
getDebugStream() << "Joined as " << name << '/' << G->LP->id << std::endl;
return false;
}
void GameState::gameLoop() {
double lastT, deltaT, T, fpsT = 0; int frames = 0;
LocalPlayer *LP = G->LP;
LP->position = glm::vec3(2, G->SC->getChunksY()*CY/2, 2);
angles.x = M_PI/4; angles.y = M_PI/4;
lookat.x = sinf(angles.x) * cosf(angles.y);
lookat.y = sinf(angles.y);
lookat.z = cosf(angles.x) * cosf(angles.y);
LP->lookAt(lookat);
LP->forceCameraUpdate();
G->A->update();
LP->setHasNoclip(true);
while (!glfwWindowShouldClose(*W)) {
if (!processNetwork()) return;
T = glfwGetTime(); deltaT = T - lastT;
G->Time = T;
if (T > fpsT) {
char str[8]; std::sprintf(str, "FPS: %d", frames); //\f
UI.FPS->setText(std::string(str));
fpsT = T+1;
frames = 0;
}
if (T > nextNetUpdate) {
Net::OutMessage msg(Net::MessageType::PlayerUpdate, Net::PlayerUpdateType::Move);
msg.writeVec3(LP->position);
msg.writeVec3(LP->velocity);
msg.writeVec3(LP->accel);
sendMsg(msg, Net::Tfer::Unrel);
nextNetUpdate = T+0.25;//+1;
}
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_3dFbo->bind();
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
LP->update(deltaT);
// TODO: disable teleport and kill player
if (LP->position.y < -32-LP->size.y) {
LP->position.y = G->SC->getChunksY()*CY+32+LP->size.y;
}
glm::mat4 m_transform = LP->getPVMatrix();
/*** 3D PART ***/
glEnable(GL_CULL_FACE);
//m_sky->render(LP->camera.getSkyMatrix());
glEnable(GL_DEPTH_TEST);
G->SC->render(m_transform);
for (Player &p : G->players) {
p.update(deltaT);
p.render(m_transform);
}
glDisable(GL_CULL_FACE);
glm::mat4 cloudmat = glm::scale(glm::translate(m_transform, glm::vec3(0.f, (G->SC->getChunksY()*CY/4)+.5f, 0.f)), glm::vec3(G->SC->getChunksX()*CX, 2, G->SC->getChunksZ()*CZ));
m_clouds->render(cloudmat);
glDisable(GL_DEPTH_TEST);
m_3dFbo->unbind();
m_3dFbo->tex->bind();
m_3dFboRenderer->bind();
glEnableVertexAttribArray(m_3dFboRenderer_coord);
glEnableVertexAttribArray(m_3dFboRenderer_texcoord);
m_3dRenderVBO->bind();
glUniformMatrix4fv(m_3dFboRenderer_mvp, 1, GL_FALSE, glm::value_ptr(*G->GW->UIM.PM));
glVertexAttribPointer(m_3dFboRenderer_coord, 2, GL_INT, GL_FALSE, sizeof(Coord2DTex), 0);
glVertexAttribPointer(m_3dFboRenderer_texcoord, 2, GL_BYTE, GL_FALSE, sizeof(Coord2DTex), (GLvoid*)offsetof(Coord2DTex, u));
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(m_3dFboRenderer_texcoord);
glDisableVertexAttribArray(m_3dFboRenderer_coord);
if (enableExtractor) {
glViewport(0, 0, W->getW()/BloomScale, W->getH()/BloomScale);
m_3dFbo->tex->setFiltering(Texture::Filter::Linear, Texture::Filter::Linear);
m_extractorFbo->bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_bloomExtractorRenderer->bind();
glEnableVertexAttribArray(m_bloomExtractorRenderer_coord);
glEnableVertexAttribArray(m_bloomExtractorRenderer_texcoord);
m_3dRenderVBO->bind();
glUniformMatrix4fv(m_bloomExtractorRenderer_mvp, 1, GL_FALSE, glm::value_ptr(*G->GW->UIM.PM));
glVertexAttribPointer(m_bloomExtractorRenderer_coord, 2, GL_INT, GL_FALSE, sizeof(Coord2DTex), 0);
glVertexAttribPointer(m_bloomExtractorRenderer_texcoord, 2, GL_BYTE, GL_FALSE, sizeof(Coord2DTex), (GLvoid*)offsetof(Coord2DTex, u));
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(m_bloomExtractorRenderer_texcoord);
glDisableVertexAttribArray(m_bloomExtractorRenderer_coord);
m_3dFbo->tex->setFiltering(Texture::Filter::Nearest, Texture::Filter::Nearest);
m_extractorFbo->unbind();
m_bloomFbo->bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_extractorFbo->tex->bind();
m_bloomRenderer->bind();
glEnableVertexAttribArray(m_bloomRenderer_coord);
glEnableVertexAttribArray(m_bloomRenderer_texcoord);
m_3dRenderVBO->bind();
glUniformMatrix4fv(m_bloomRenderer_mvp, 1, GL_FALSE, glm::value_ptr(*G->GW->UIM.PM));
GLfloat pixshift[2] = { 1.f/(W->getW()/BloomScale), 1.f/(W->getH()/BloomScale) };
glUniform2fv(m_bloomRenderer_pixshift, 1, pixshift);
glVertexAttribPointer(m_bloomRenderer_coord, 2, GL_INT, GL_FALSE, sizeof(Coord2DTex), 0);
glVertexAttribPointer(m_bloomRenderer_texcoord, 2, GL_BYTE, GL_FALSE, sizeof(Coord2DTex), (GLvoid*)offsetof(Coord2DTex, u));
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(m_bloomRenderer_texcoord);
glDisableVertexAttribArray(m_bloomRenderer_coord);
m_bloomFbo->unbind();
// render to real surface
glViewport(0, 0, W->getW(), W->getH());
m_bloomFbo->tex->bind();
m_bloomFbo->tex->setFiltering(Texture::Filter::Linear, Texture::Filter::Linear);
m_bloomRenderer->bind();
glEnableVertexAttribArray(m_bloomRenderer_coord);
glEnableVertexAttribArray(m_bloomRenderer_texcoord);
m_3dRenderVBO->bind();
glUniformMatrix4fv(m_bloomRenderer_mvp, 1, GL_FALSE, glm::value_ptr(*G->GW->UIM.PM));
glVertexAttribPointer(m_bloomRenderer_coord, 2, GL_INT, GL_FALSE, sizeof(Coord2DTex), 0);
glVertexAttribPointer(m_bloomRenderer_texcoord, 2, GL_BYTE, GL_FALSE, sizeof(Coord2DTex), (GLvoid*)offsetof(Coord2DTex, u));
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(m_bloomRenderer_texcoord);
glDisableVertexAttribArray(m_bloomRenderer_coord);
}
/*** 2D PART ***/
updateUI();
drawUI();
glfwSwapBuffers(*W);
glfwPollEvents();
lastT = T;
frames++;
}
Net::OutMessage quit(Net::MessageType::PlayerQuit);
sendMsg(quit, Net::Tfer::Rel);
}
void GameState::updateUI() {
int altitude = G->LP->position.y;
if (altitude != UI.lastAltitude) {
char str[15]; std::snprintf(str, 15, "Altitude: %d", altitude);
UI.lastAltitude = altitude;
UI.Altitude->setText(std::string(str));
}
/*std::ostringstream oss;
oss << G->LP->position.y << std::endl << i(G->LP->position.y) << std::endl <<
G->LP->velocity.x << " " << G->LP->velocity.y << " " << G->LP->velocity.z;
m_debugTxt->setText(oss.str());*/
}
void GameState::drawUI() {
G->UIM->render();
m_chatBox->render();
if (enableDbg)
m_debugTxt->render();
if (isEscapeToggled)
UI.EM->render();
static _<Texture> tex(getAssetPath("tools", "tex_tool_build.png"), Texture::PixelFormat::RGBA);
G->UIM->drawTexRect(UI::Element::Area {20, 20, 40, 40}, *tex);
}
bool GameState::processNetwork() {
while (G->H.recv(m_msg, 0)) {
switch (m_msg.getType()) {
case Net::MessageType::Disconnect:
W->showMessage("Disconnected", "Timed out");
return false;
case Net::MessageType::MapTransfer: {
G->SC->readMsg(m_msg);
} break;
case Net::MessageType::Chat: {
m_chatBox->addChatEntry(m_msg.readString());
} break;
case Net::MessageType::PlayerJoin: {
Player &plr = G->players.add();
plr.id = m_msg.readU32();
plr.name = m_msg.readString();
getDebugStream() << "Player " << plr.name << '(' << plr.id << ") joined the party!" << std::endl;
} break;
case Net::MessageType::PlayerQuit: {
uint32 id = m_msg.readU32();
try {
Player &plr = G->players.getById(id);
getOutputStream() << plr.name << " is gone :(" << std::endl;
G->players.remove(plr);
} catch (const std::out_of_range &e) {
getOutputStream() << "Phantom player #" << id << " disconnected" << std::endl;
}
} break;
case Net::MessageType::PlayerUpdate: {
uint32 id = m_msg.readU32();
try {
Player &plr = G->players.getById(id);
switch (m_msg.getSubtype()) {
case Net::PlayerUpdateType::Move: {
glm::vec3 pos = m_msg.readVec3(),
vel = m_msg.readVec3(),
acc = m_msg.readVec3();
plr.setPosVel(pos, vel, acc);
} break;
default:
break;
}
} catch (const std::out_of_range &e) {
getOutputStream() << "Invalid player update: #" << id << " is not on server" << std::endl;
}
} break;
case Net::MessageType::MapUpdate: {
int count = m_msg.getSize() /
(sizeof(uint16) * 3 + sizeof(uint8));
for (int i=0; i < count; ++i) {
int x = m_msg.readU16(),
y = m_msg.readU16(),
z = m_msg.readU16();
uint8 b = m_msg.readU8();
G->SC->set(x, y, z, static_cast<BlockType>(b));
}
} break;
case Net::MessageType::Event: {
switch (m_msg.getSubtype()) {
case Net::EventType::ExplosivesBlow: {
glm::vec3 pos = m_msg.readVec3();
G->A->playSound("explosion", pos);
} break;
case Net::PlayerJumpOnPad: {
uint32 id = m_msg.readU32();
if (id == G->LP->id) { // Is it a-me?
G->A->playSound("jumpblock");
} else {
Player &plr = G->players.getById(id);
G->A->playSound("jumpblock", plr.position);
}
} break;
}
} break;
default:
break;
}
}
return true;
}
}

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#ifndef GAME_STATE_HPP
#define GAME_STATE_HPP
#include "State.hpp"
#include <thread>
#include <glm/detail/type_vec2.hpp>
#include <glm/detail/type_vec.hpp>
#include "GameWindow.hpp"
#include "VBO.hpp"
#include "network/Network.hpp"
namespace Diggler {
class Skybox;
class KeyBindings;
class Font;
class Program;
class Clouds;
class FBO;
class Game;
class Chatbox;
namespace UI {
class Text;
}
class GameState : public State {
private:
GameWindow *W;
Game *G;
std::string m_serverHost;
int m_serverPort;
glm::vec3 m_lookat;
glm::vec2 m_angles;
FBO *m_3dFbo;
const Program *m_3dFboRenderer;
GLuint m_3dFboRenderer_coord, m_3dFboRenderer_texcoord, m_3dFboRenderer_mvp;
bool enableExtractor, enableDbg;
FBO *m_extractorFbo;
const Program *m_bloomExtractorRenderer;
GLuint m_bloomExtractorRenderer_coord, m_bloomExtractorRenderer_texcoord, m_bloomExtractorRenderer_mvp;
static const int BloomScale;
FBO *m_bloomFbo;
const Program *m_bloomRenderer;
GLuint m_bloomRenderer_coord, m_bloomRenderer_texcoord, m_bloomRenderer_mvp, m_bloomRenderer_pixshift;
VBO *m_3dRenderVBO;
struct Coord2DTex { int x, y; uint8 u, v; };
Clouds *m_clouds;
Skybox *m_sky;
UI::Text *m_debugTxt;
KeyBindings *m_keybinds;
Chatbox *m_chatBox;
bool m_mouseLocked; int cX, cY;
glm::vec3 angles, lookat;
std::thread m_networkThread;
Net::InMessage m_msg;
float nextNetUpdate;
struct ConnectingUI {
UI::Text *Connecting;
UI::Text *Dot;
};
bool isEscapeToggled = false;
struct {
UI::Text *Ore;
UI::Text *Loot;
UI::Text *Weight;
UI::Text *TeamOre;
UI::Text *RedCash;
UI::Text *BlueCash;
UI::Text *FPS;
UI::Text *Altitude;
int lastAltitude;
class EscMenu *EM;
} UI;
void setupUI();
public:
GameState(GameWindow *W, const std::string &servHost, int servPort);
~GameState();
void onMouseButton(int key, int action, int mods);
void onCursorPos(double x, double y);
void onMouseScroll(double x, double y);
void onKey(int key, int scancode, int action, int mods);
void onChar(char32 unichar);
void onResize(int w, int h);
void run();
void updateViewport();
bool connectLoop();
bool teamSelectLoop();
bool classSelectLoop();
void gameLoop();
void updateUI();
void drawUI();
bool processNetwork();
void sendMsg(Net::OutMessage &msg, Net::Tfer mode);
};
}
#endif

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#include "GameWindow.hpp"
#include <al.h>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "Game.hpp"
#include "GlobalProperties.hpp"
#include "GLFWHandler.hpp"
#include "GameState.hpp"
#include "MessageState.hpp"
#include "Audio.hpp"
namespace Diggler {
int GameWindow::InstanceCount = 0;
bool GameWindow::IsGlewInited = false;
GameWindow::GameWindow() {
if (InstanceCount++ == 0) {
int glfwStatus = glfwInit();
if (glfwStatus != GL_TRUE) {
getDebugStream() << "GLFW init failed: " << glfwStatus << std::endl;
std::terminate();
}
std::cout << "GLFW " << glfwGetVersionString() << std::endl;
}
GLFWHandler::getInstance().setWindow(this, m_window);
m_w = 640; m_h = 480;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_SAMPLES, 0); // Gimme aliasing everywhere
//glfwWindowHint(GLFW_STENCIL_BITS, 8);
m_window = glfwCreateWindow(m_w, m_h, "Diggler", nullptr, nullptr);
if (!m_window) {
glfwTerminate();
std::terminate();
}
glfwSetFramebufferSizeCallback(m_window, GLFWHandler::resize);
glfwSetCursorPosCallback(m_window, GLFWHandler::cursorPos);
glfwSetKeyCallback(m_window, GLFWHandler::key);
glfwSetMouseButtonCallback(m_window, GLFWHandler::mouseButton);
glfwSetCharCallback(m_window, GLFWHandler::unichar);
glfwMakeContextCurrent(m_window);
glfwSwapInterval(1);
/*GLint bits;
glGetIntegerv(GL_STENCIL_BITS, &bits);
getDebugStream() << bits << " stencil bits" << std::endl;*/
if (!IsGlewInited) {
GLenum glewStatus = glewInit();
if (glewStatus != GLEW_OK) {
getDebugStream() << "GLEW init failed: " << glewStatus << std::endl;
std::terminate();
}
IsGlewInited = true;
std::cout << "GLEW " << glewGetString(GLEW_VERSION) << std::endl;
}
if (InstanceCount == 1) { // If we're the first instance
const uint8 *GL_version = glGetString(GL_VERSION);
//const uint8 *GL_vendor = glGetString(GL_VENDOR);
const uint8 *GL_renderer = glGetString(GL_RENDERER);
std::cout << "GL " << GL_version << " / " << GL_renderer << std::endl;
}
UIM.setProjMat(glm::ortho(0.0f, (float)m_w, 0.0f, (float)m_h));
G = new Game;
UIM.setup(G);
G->GW = this;
G->UIM = &UIM;
G->A->loadSoundAssets();
G->F = new Font(G, getAssetPath("04b08.png"));
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
GameWindow::~GameWindow() {
delete G->F;
delete G;
glfwDestroyWindow(m_window);
if (--InstanceCount == 0) {
glfwTerminate();
}
}
void GameWindow::cbChar(char32 unichar) {
m_currentState->onChar(unichar);
}
void GameWindow::cbKey(int key, int scancode, int action, int mods) {
m_currentState->onKey(key, scancode, action, mods);
}
void GameWindow::cbMouseButton(int key, int action, int mods) {
m_currentState->onMouseButton(key, action, mods);
}
void GameWindow::cbCursorPos(double x, double y) {
m_currentState->onCursorPos(x, y);
}
void GameWindow::cbMouseScroll(double x, double y) {
m_currentState->onMouseScroll(x, y);
}
void GameWindow::cbResize(int w, int h) {
m_w = w; m_h = h;
UIM.setProjMat(glm::ortho(0.0f, (float)w, 0.0f, (float)h));
m_currentState->onResize(w, h);
}
void GameWindow::setNextState(const shared_ptr<State> next) {
m_nextState = next;
}
void GameWindow::run() {
while (m_nextState != nullptr && !glfwWindowShouldClose(m_window)) {
m_currentState = m_nextState;
m_nextState = nullptr;
UIM.clear();
m_currentState->run();
}
}
void GameWindow::showMessage(const std::string &msg, const std::string &submsg) {
setNextState(std::make_shared<MessageState>(this, msg, submsg));
}
}

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#ifndef GAME_WINDOW_HPP
#define GAME_WINDOW_HPP
#include <alc.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <memory>
#include <glm/detail/type_mat.hpp>
#include "Platform.hpp"
#include "ui/Manager.hpp"
using std::shared_ptr;
namespace Diggler {
class Game;
class State;
class GameWindow {
private:
static int InstanceCount;
static bool IsGlewInited;
GLFWwindow *m_window;
int m_w, m_h;
shared_ptr<State> m_currentState, m_nextState;
public:
UI::Manager UIM;
Game *G;
GameWindow();
~GameWindow();
operator GLFWwindow&() const { return *m_window; }
operator GLFWwindow*() const { return m_window; }
inline int getW() const { return m_w; }
inline int getH() const { return m_h; }
void cbMouseButton(int key, int action, int mods);
void cbCursorPos(double x, double y);
void cbMouseScroll(double x, double y);
void cbKey(int key, int scancode, int action, int mods);
void cbChar(char32 unichar);
void cbResize(int w, int h);
void updateViewport();
void setNextState(const shared_ptr<State> next);
void run();
void showMessage(const std::string &msg, const std::string &submsg = "");
};
}
#endif

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#include "GlUtils.hpp"
namespace Diggler {
std::string GlUtils::getErrorString(GLenum code) {
switch (code) {
case GL_NO_ERROR:
return "GL_NO_ERROR";
case GL_INVALID_ENUM:
return "GL_INVALID_ENUM";
case GL_INVALID_VALUE:
return "GL_INVALID_VALUE";
case GL_INVALID_OPERATION:
return "GL_INVALID_OPERATION";
case GL_STACK_OVERFLOW:
return "GL_STACK_OVERFLOW";
case GL_STACK_UNDERFLOW:
return "GL_STACK_UNDERFLOW";
case GL_OUT_OF_MEMORY:
return "GL_OUT_OF_MEMORY";
case GL_INVALID_FRAMEBUFFER_OPERATION:
return "GL_INVALID_FRAMEBUFFER_OPERATION";
case GL_TABLE_TOO_LARGE:
return "GL_TABLE_TOO_LARGE";
case GL_FRAMEBUFFER_COMPLETE:
return "GL_FRAMEBUFFER_COMPLETE";
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
#ifdef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
return "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS";
#endif
#ifdef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
return "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT";
#endif
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
case GL_FRAMEBUFFER_UNSUPPORTED:
return "GL_FRAMEBUFFER_UNSUPPORTED";
}
return "";
}
}

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#ifndef GL_UTILS_HPP
#define GL_UTILS_HPP
#include <GL/glew.h>
#include <string>
namespace Diggler {
class GlUtils {
private:
GlUtils();
public:
static std::string getErrorString(GLenum code);
};
}
#endif

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#include "GlobalProperties.hpp"
namespace Diggler {
bool GlobalProperties::IsClient = true;
bool GlobalProperties::IsServer = false;
const char* GlobalProperties::DefaultServerHost = "localhost";
const int GlobalProperties::DefaultServerPort = 61425;
bool GlobalProperties::UseProceduralTextures = false;
bool GlobalProperties::IsSoundEnabled = true;
int GlobalProperties::UIScale = 2;
}

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#ifndef GLOBAL_PROPERTIES_HPP
#define GLOBAL_PROPERTIES_HPP
namespace Diggler {
namespace GlobalProperties {
extern bool IsClient;
extern bool IsServer;
extern const char* DefaultServerHost;
extern const int DefaultServerPort;
extern bool UseProceduralTextures;
extern bool IsSoundEnabled;
extern int UIScale;
}
}
#endif

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#include "KeyBindings.hpp"
#include "Platform.hpp"
#include <cstdio>
#include <stdexcept>
using std::fopen;
using std::fwrite;
using std::fread;
using std::fclose;
namespace Diggler {
KeyBindings::KeyBindings() {
}
void KeyBindings::load(const std::string &path) {
FILE *f = fopen(path.c_str(), "r");
if (!f)
return;
int32 count; fread(&count, sizeof(count), 1, f);
for (int i=0; i < count; i++) {
Bind bind; fread(&bind, sizeof(Bind), 1, f);
int key; fread(&key, sizeof(key), 1, f); // Ambiguous int size, but GLFW uses ints as-is
auto found = m_bindings.find(bind);
if (found != m_bindings.end())
m_bindings.erase(found);
m_bindings.insert(std::pair<Bind, int>(bind, key));
}
fclose(f);
}
void KeyBindings::save(const std::string &path) const {
FILE *f = fopen(path.c_str(), "w");
if (!f)
return;
int32 count = m_bindings.size(); fwrite(&count, sizeof(count), 1, f);
for (auto iter=m_bindings.begin(); iter != m_bindings.end(); iter++) {
fwrite(&iter->first, sizeof(iter->first), 1, f);
fwrite(&iter->second, sizeof(iter->second), 1, f);
}
fclose(f);
}
int KeyBindings::get(Bind bind) {
try {
return m_bindings.at(bind);
} catch (const std::out_of_range &e) {
return -1;
}
}
void KeyBindings::set(Bind bind, int key) {
auto found = m_bindings.find(bind);
if (found != m_bindings.end())
m_bindings.erase(found);
m_bindings.insert(std::pair<Bind, int>(bind, key));
}
}

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#ifndef KEY_BINDINGS_HPP
#define KEY_BINDINGS_HPP
#include <map>
#include <string>
namespace Diggler {
class KeyBindings {
public:
enum Bind {
Forward,
Backward,
Left,
Right,
Jump,
Sprint,
PlayerList,
};
private:
std::map<Bind, int> m_bindings;
public:
KeyBindings();
void set(Bind bind, int key);
int get(Bind bind);
void save(const std::string &path) const;
void load(const std::string &path);
};
}
#endif

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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
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LocalPlayer.cpp Normal file
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#include "LocalPlayer.hpp"
#include "Game.hpp"
#include <cstdio>
#include <glm/gtx/rotate_vector.hpp>
#include <sstream>
#include "Audio.hpp"
#include "network/NetHelper.hpp"
// I'm shit at player physics, so I kinda copied jMonkey
// https://github.com/jMonkeyEngine/jmonkeyengine/blob/1b0f6d0f59650772bac4588d1733c061ff50d8c8/jme3-bullet/src/common/java/com/jme3/bullet/control/BetterCharacterControl.java
namespace Diggler {
static float Acceleration = 24.0f;
static float MvmtDamping = 1/24.0f;
static float Gravity = 18.0f; // -Y acceleration (blocks/sec/sec)
static float JumpForce = Gravity/2.8f;
static float MaxSpeed = 6.f;
static float RoadMaxSpeed = 12.f;
static int i(const float &f) {
if (f >= 0)
return (int)f;
return ((int)f)-1;
}
LocalPlayer::LocalPlayer(Game *G) : Player(G), goingForward(false), goingBackward(false), goingLeft(false), goingRight(false),
hasGravity(true), hasNoclip(false), t(nullptr) {
size = glm::vec3(0.3f, 1.9f, 0.3f);
eyesPos = glm::vec3(0.f, 1.7f, 0.f);
velocity = position = glm::vec3(0.f);
}
void LocalPlayer::special1() {
}
// thx http://martin.ankerl.com/2012/01/25/optimized-approximative-pow-in-c-and-cpp/
inline double fpow(double a, double b) {
union {
double d;
int x[2];
} u = { a };
u.x[1] = (int)(b * (u.x[1] - 1072632447) + 1072632447);
u.x[0] = 0;
return u.d;
}
void LocalPlayer::lookAt(const glm::vec3& at) {
camera.lookAt(at);
G->A->updateAngle();
}
void LocalPlayer::update(const float &delta) {
bool moving = goingForward || goingBackward || goingLeft || goingRight;
glm::vec3 initialVel = velocity;
if (!moving) {
float finalDamp = fpow(MvmtDamping, delta);
velocity.x *= finalDamp;
velocity.z *= finalDamp;
if (!this->hasGravity)
velocity.y *= finalDamp;
}
// Apply player's will movement
glm::vec3 normMove = glm::normalize(glm::vec3(camera.m_lookAt.x, camera.m_lookAt.y * !hasGravity, camera.m_lookAt.z));
float acceleration = Acceleration*delta;
if (goingForward) {
velocity += acceleration * normMove;
}
if (goingBackward) {
velocity -= acceleration * normMove;
}
if (goingLeft) {
velocity += acceleration * glm::rotateY(glm::normalize(glm::vec3(normMove.x, 0, normMove.z)), (float)M_PI/2);
}
if (goingRight) {
velocity -= acceleration * glm::rotateY(glm::normalize(glm::vec3(normMove.x, 0, normMove.z)), (float)M_PI/2);
}
// Apply gravity
if (hasGravity) {
if (onGround) {
BlockType b = G->SC->get(position.x, position.y-1, position.z);
onRoad = (b == BlockType::Road);
onGround = !Blocks::canGoThrough(b, team);
}
if (!onGround)
velocity.y -= Gravity * delta;
}
if (!hasNoclip) {
glm::vec3 velXZ(velocity.x, 0, velocity.z);
int maxSpeed = (onRoad ? RoadMaxSpeed : MaxSpeed);
if (glm::length(velXZ) > maxSpeed) {
velXZ = glm::normalize(velXZ);
velocity.x = velXZ.x * maxSpeed;
velocity.z = velXZ.z * maxSpeed;
}
}
if (velocity.x > -0.001f && velocity.x < 0.001f) velocity.x = 0.f;
if (velocity.y > -0.001f && velocity.y < 0.001f) velocity.y = 0.f;
if (velocity.z > -0.001f && velocity.z < 0.001f) velocity.z = 0.f;
glm::vec3 destPos = position + velocity * delta;
accel = velocity - initialVel;
if (velocity != glm::vec3(0.f)) { // avoids useless calculus
if (hasNoclip) {
position = destPos;
} else {
float x = destPos.x, y = destPos.y, z = destPos.z;
BlockType bTop = G->SC->get(x, y+size.y, z),
bBottom = G->SC->get(x, y, z);
if (velocity.y > 0.f)
if (!Blocks::canGoThrough(bTop, team)) {
velocity.y = 0.f;
position.y = (int)(position.y+size.y+1)-size.y;
}
if (velocity.y < 0.f)
if (!Blocks::canGoThrough(bBottom, team)) {
velocity.y = 0.f;
y = position.y = (int)(position.y);
onGround = 1;
}
bTop = G->SC->get(x, y+size.y, z);
bBottom = G->SC->get(x, y-onGround, z);
BlockType bNTop = G->SC->get(x+size.x, y+size.y, z),
bNBottom = G->SC->get(x+size.x, y, z),
bSTop = G->SC->get(x-size.x, y+size.y, z),
bSBottom = G->SC->get(x-size.x, y, z),
bETop = G->SC->get(x, y+size.y, z+size.z),
bEBottom = G->SC->get(x, y, z+size.z),
bWTop = G->SC->get(x, y+size.y, z-size.z),
bWBottom = G->SC->get(x, y, z-size.z);
if (velocity.x > 0.f)
if (!Blocks::canGoThrough(bNTop, team) || !Blocks::canGoThrough(bNBottom, team)) {
if (bNTop == BlockType::Lava || bNBottom == BlockType::Lava) {
kill(DeathReason::Lava);
return;
}
velocity.x = 0.f;
}
if (velocity.x < 0.f)
if (!Blocks::canGoThrough(bSTop, team) || !Blocks::canGoThrough(bSBottom, team)) {
if (bSTop == BlockType::Lava || bSBottom == BlockType::Lava) {
kill(DeathReason::Lava);
return;
}
velocity.x = 0.f;
}
if (velocity.z > 0.f)
if (!Blocks::canGoThrough(bETop, team) || !Blocks::canGoThrough(bEBottom, team)) {
if (bETop == BlockType::Lava || bEBottom == BlockType::Lava) {
kill(DeathReason::Lava);
return;
}
velocity.z = 0.f;
}
if (velocity.z < 0.f)
if (!Blocks::canGoThrough(bWTop, team) || !Blocks::canGoThrough(bWBottom, team)) {
if (bWTop == BlockType::Lava || bWBottom == BlockType::Lava) {
kill(DeathReason::Lava);
return;
}
velocity.z = 0.f;
}
switch (bTop) {
case BlockType::Lava:
kill(DeathReason::Lava);
return;
case BlockType::Shock:
kill(DeathReason::Shock);
return;
default:
break;
}
switch (bBottom) {
case BlockType::Jump:
if (G->Time - lastJumpTime > 0.2) {
velocity.y = JumpForce * 2;
NetHelper::SendEvent(G, Net::EventType::PlayerJumpOnPad);
lastJumpTime = G->Time;
}
break;
case BlockType::Lava:
kill(DeathReason::Lava);
return;
default:
break;
}
position += velocity * delta;
}
camera.setPosition(position + eyesPos);
if (t != nullptr) {
std::ostringstream oss;
oss << G->LP->position.y << std::endl << i(G->LP->position.y) << std::endl <<
G->LP->velocity.x << " " << G->LP->velocity.y << " " << G->LP->velocity.z;
t->setText(oss.str());
}
G->A->updatePos();
}
}
void LocalPlayer::forceCameraUpdate() {
camera.setPosition(position + eyesPos);
}
void LocalPlayer::kill(Player::DeathReason dr) {
getDebugStream() << "Pretend you're dead" << std::endl;
}
void LocalPlayer::goForward(bool enable) {
goingForward = enable;
}
void LocalPlayer::goBackward(bool enable) {
goingBackward = enable;
}
void LocalPlayer::goLeft(bool enable) {
goingLeft = enable;
}
void LocalPlayer::goRight(bool enable) {
goingRight = enable;
}
void LocalPlayer::setHasGravity(bool fall) {
hasGravity = fall;
onGround = false;
}
void LocalPlayer::setHasNoclip(bool fly) {
hasNoclip = fly;
setHasGravity(!fly);
}
void LocalPlayer::jump() {
if (!onGround)
return;
onGround = false;
velocity.y += JumpForce;
}
}

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#ifndef LOCAL_PLAYER_HPP
#define LOCAL_PLAYER_HPP
#include "Camera.hpp"
#include "Platform.hpp"
#include "ui/Text.hpp"
#include "Player.hpp"
namespace Diggler {
class Game;
class LocalPlayer : public Player {
private:
bool goingForward, goingBackward, goingLeft, goingRight;
bool hasGravity, hasNoclip, onGround, onRoad;
// Fixes
double lastJumpTime = 0.0;
public:
UI::Text *t;
Camera camera;
AABB bounds;
glm::vec3 size, eyesPos;
LocalPlayer(Game *G);
inline glm::mat4 getPVMatrix() { return camera.getPVMatrix(); }
void lookAt(const glm::vec3 &at);
inline void setProjection(const glm::mat4 &p) { camera.setProjection(p); }
void update(const float &delta);
void forceCameraUpdate();
void goForward(bool enable);
void goBackward(bool enable);
void goLeft(bool enable);
void goRight(bool enable);
void setHasGravity(bool fall);
void setHasNoclip(bool fly);
void jump();
void kill(DeathReason dr);
void special1();
};
}
#endif

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#include "MessageState.hpp"
#include "_.hpp"
#include "ui/Text.hpp"
#include "Game.hpp"
#include "GlobalProperties.hpp"
#include "Sound.hpp"
#include "Audio.hpp"
#include <glm/gtc/matrix_transform.hpp>
namespace Diggler {
MessageState::MessageState(GameWindow *W, const std::string &msg, const std::string &submsg)
: W(W), msg(msg), subMsg(submsg), txtMsg(nullptr), txtSubMsg(nullptr) {
glfwSetInputMode(*W, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
MessageState::~MessageState() {
}
void MessageState::setupUI() {
txtMsg = W->G->UIM->add<UI::Text>(W->G->F, msg, 2, 2);
txtSubMsg = W->G->UIM->add<UI::Text>(W->G->F, subMsg);
updateViewport();
}
void MessageState::updateViewport() {
glViewport(0, 0, W->getW(), W->getH());
UI::Text::Size txtMsgSize = txtMsg->getSize();
txtMsg->setPos(W->getW()/2 - txtMsgSize.x/2, W->getH()/2);
UI::Text::Size txtSubMsgSize = txtSubMsg->getSize();
txtSubMsg->setPos(W->getW()/2 - txtSubMsgSize.x / 2, W->getH()/2 - txtSubMsgSize.y);
}
void MessageState::onResize(int w, int h) {
updateViewport();
}
void MessageState::run() {
setupUI();
if (GlobalProperties::IsSoundEnabled) {
W->G->A->playSound("click-quiet");
}
while (!glfwWindowShouldClose(*W)) {
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
W->G->UIM->render();
glfwSwapBuffers(*W);
glfwPollEvents();
}
}
}

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#ifndef MESSAGE_STATE_HPP
#define MESSAGE_STATE_HPP
#include "State.hpp"
#include "GameWindow.hpp"
#include "ui/Text.hpp"
namespace Diggler {
class MessageState : public State {
private:
GameWindow *W;
std::string msg, subMsg;
UI::Text *txtMsg, *txtSubMsg;
void setupUI();
public:
MessageState(GameWindow *W, const std::string &msg, const std::string &submsg = "");
~MessageState();
//void onMouseButton(int key, int action, int mods);
//void onCursorPos(double x, double y);
void onResize(int w, int h);
void run();
void updateViewport();
};
}
#endif

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#include "Mutex.hpp"
#include <cstdlib>
#include <pthread.h>
namespace Diggler {
Mutex::Mutex() {
data = (void*)std::malloc(sizeof(pthread_mutex_t));
pthread_mutex_init((pthread_mutex_t*)data, nullptr);
}
Mutex::~Mutex() {
pthread_mutex_destroy((pthread_mutex_t*)data);
free(data);
}
void Mutex::lock() {
pthread_mutex_lock((pthread_mutex_t*)data);
}
bool Mutex::try_lock() {
return pthread_mutex_trylock((pthread_mutex_t*)data) == 0;
}
void Mutex::unlock() {
pthread_mutex_unlock((pthread_mutex_t*)data);
}
}

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#ifndef MUTEX_HPP
#define MUTEX_HPP
namespace Diggler {
class Mutex {
private:
void *data;
public:
Mutex();
~Mutex();
Mutex& operator=(Mutex &m) = delete;
void lock();
bool try_lock();
void unlock();
};
}
#endif

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#include "Platform.hpp"
#include <fstream>
#include <thread>
#include <mutex>
#include <functional>
#include <climits>
#include <cinttypes>
#include <random>
#include <chrono>
#include <cstring>
#include <GLFW/glfw3.h>
double (*Diggler::getTime)() = glfwGetTime;
#ifdef BUILDINFO_PLATFORM_WINDOWS // Windows
// Put windows crap here
#elif defined(BUILDINFO_PLATFORM_LINUX) || defined(BUILDINFO_PLATFORM_ANDROID) // Linux
#include <sstream>
#include <unistd.h>
#include <dirent.h>
#include <cstdio>
std::string do_readlink(const char *path) throw(int) {
char buff[PATH_MAX];
ssize_t len = readlink(path, buff, sizeof(buff) - 1);
if(len >= 0) {
buff[len] = '\0';
return std::string(buff);
} else {
throw len;
}
}
std::string do_readlink(const std::string &path) throw(int) {
if(path.length() > PATH_MAX)
throw -1;
return do_readlink(path.c_str());
}
bool buildCachedExecutablePath = true;
std::string cachedExecutablePath;
std::string Diggler::getExecutablePath() {
if(buildCachedExecutablePath) {
pid_t pid = getpid();
// Assuming 32-bit pid -> max of 10 digits, we need only "/proc/xxxxxxxxxx/exe" space
char path[22];
std::sprintf(path, "/proc/%d/exe", pid);
cachedExecutablePath = do_readlink(path);
buildCachedExecutablePath = false;
}
return cachedExecutablePath;
}
bool buildCachedExecutableDirectory = true;
std::string cachedExecutableDirectory;
std::string Diggler::getExecutableDirectory() {
if(buildCachedExecutableDirectory) {
std::string filename(getExecutablePath());
const size_t last_slash_idx = filename.rfind('/');
if(last_slash_idx != std::string::npos) {
cachedExecutableDirectory = filename.substr(0, last_slash_idx + 1);
} else {
getErrorStream() << "Ill-formed executable path: " << filename << std::endl;
cachedExecutableDirectory = filename;
}
buildCachedExecutableDirectory = false;
}
return cachedExecutableDirectory;
}
std::string Diggler::fs::pathCat(const std::string &first, const std::string &second) {
if(first.at(first.length()-1) == '/')
return first + second;
return first + '/' + second;
}
std::string Diggler::fs::getParent(const std::string &path) {
return path.substr(path.find_last_of('/'));
}
std::vector<std::string> Diggler::fs::getContents(const std::string &path) {
DIR *dir = opendir(path.c_str());
if(dir == 0)
return std::vector<std::string>();
std::vector<std::string> entitys = std::vector<std::string>();
dirent *entity;
while((entity = readdir(dir)) != nullptr) {
if(entity->d_name[0] == '.' && (entity->d_name[1] == 0 || (entity->d_name[1] == '.' && entity->d_name[2] == 0)))
continue;
entitys.push_back(entity->d_name);
}
return entitys;
}
std::vector<std::string> Diggler::fs::getDirs(const std::string &path) {
DIR *dir = opendir(path.c_str());
if(dir == 0)
return std::vector<std::string>();
std::vector<std::string> entitys = std::vector<std::string>();
dirent *entity;
while((entity = readdir(dir)) != nullptr) {
if(entity->d_name[0] == '.' && (entity->d_name[1] == 0 || (entity->d_name[1] == '.' && entity->d_name[2] == 0)))
continue;
if(isDir(pathCat(path, entity->d_name)))
entitys.push_back(entity->d_name);
}
return entitys;
}
std::vector<std::string> Diggler::fs::getFiles(const std::string &path) {
DIR *dir = opendir(path.c_str());
if(dir == 0)
return std::vector<std::string>();
std::vector<std::string> entitys = std::vector<std::string>();
dirent *entity;
while((entity = readdir(dir)) != nullptr) {
if(entity->d_name[0] == '.' && (entity->d_name[1] == 0 || (entity->d_name[1] == '.' && entity->d_name[2] == 0)))
continue;
if(!isDir(pathCat(path, entity->d_name)))
entitys.push_back(entity->d_name);
}
return entitys;
}
inline bool Diggler::fs::isDir(const std::string &path) {
DIR *dir = opendir(path.c_str());
if(dir)
{
closedir(dir);
return true;
}
return false;
}
#elif defined(BUILDINFO_PLATFORM_MAC) // Mac
// Put Mac crap here
#else // Any other
//Put other craps here
#endif
std::string Diggler::fs::readFile(const std::string &path) {
std::ifstream in(path, std::ios::in | std::ios::binary);
if (in) {
std::string contents;
in.seekg(0, std::ios::end);
contents.resize(in.tellg());
in.seekg(0, std::ios::beg);
in.read(&contents[0], contents.size());
in.close();
return contents;
}
return "";
}
std::string Diggler::getAssetsDirectory() {
return Diggler::getExecutableDirectory() + "assets/";
}
std::string Diggler::getAssetsDirectory(const std::string &type) {
return Diggler::getExecutableDirectory() + "assets/" + type + '/';
}
std::string Diggler::getAssetPath(const std::string &name) {
return Diggler::getExecutableDirectory() + "assets/" + name;
}
std::string Diggler::getAssetPath(const std::string &type, const std::string &name) {
return Diggler::getExecutableDirectory() + "assets/" + type + '/' + name;
}
std::ostream& Diggler::getErrorStreamImpl() {
return std::cerr;
}
std::ostream& Diggler::getDebugStreamImpl() {
return std::cout;
}
std::ostream &Diggler::getOutputStreamImpl() {
return std::cout;
}
uint Diggler::FastRand_Seed = 0;

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#ifndef PLATFORM_HPP
#define PLATFORM_HPP
#define BUILDINFO_TIME __TIME__
#define BUILDINFO_DATE __DATE__
#if defined(WINDOWS) || defined(WIN32) || defined(_WIN32) || defined(WIN64) || defined(_WIN64) // Windows
#define BUILDINFO_PLATFORM "Windows"
#define BUILDINFO_PLATFORM_WINDOWS
#elif defined(__ANDROID_API__)
#define BUILDINFO_PLATFORM "Android"
#define BUILDINFO_PLATFORM_ANDROID
#elif defined(__linux__) || defined(linux) || defined(_linux) // Linux
#define BUILDINFO_PLATFORM "Linux"
#define BUILDINFO_PLATFORM_LINUX
#elif defined(__APPLE__) || defined(__MACH__) // Mac
#define BUILDINFO_PLATFORM "Mac"
#define BUILDINFO_PLATFORM_MAC
#else // Any other
#define BUILDINFO_PLATFORM "Unknown"
#endif
#if _WIN64 || __x86_64__ || __ppc64__
#define HAS_NATIVE_64BIT 1
#endif
#include <vector>
#include <string>
#include <iostream>
typedef int32_t int32;
typedef uint32_t uint;
typedef uint32_t uint32;
typedef uint64_t uint64;
typedef uint16_t uint16;
typedef uint8_t uint8;
typedef int64_t int64;
typedef int16_t int16;
typedef int8_t int8;
typedef uint8_t byte;
typedef char32_t char32;
typedef char16_t char16;
namespace Diggler {
extern double (*getTime)();
/// @returns The executable's absolute path
std::string getExecutablePath();
/// @returns The executable's absolute path directory, including the end slash (/)
std::string getExecutableDirectory();
#ifdef IN_IDE_PARSER
/// @returns The system's error output stream
std::ostream& getErrorStream();
#else
std::ostream& getErrorStreamImpl();
#define getErrorStream() getErrorStreamImpl() << __FILENAME__ << ':' << __LINE__ << ' '
#endif
#ifdef IN_IDE_PARSER
/// @returns The system's debug output stream
std::ostream& getDebugStream();
#else
std::ostream& getDebugStreamImpl();
#define getDebugStream() getDebugStreamImpl() << __FILENAME__ << ':' << __LINE__ << ' '
#endif
#ifdef IN_IDE_PARSER
/// @returns The system's output stream
std::ostream& getOutputStream();
#else
std::ostream& getOutputStreamImpl();
#define getOutputStream() getOutputStreamImpl() << __FILENAME__ << ':' << __LINE__ << ' '
#endif
/// @returns The absolute specific assets directory path, including the end slash (/)
std::string getAssetsDirectory(const std::string &type);
/// @returns The absolute assets directory path, including the end slash (/)
std::string getAssetsDirectory();
/// @returns The absolute asset path
std::string getAssetPath(const std::string &name);
/// @returns The absolute asset path
std::string getAssetPath(const std::string &type, const std::string &name);
extern uint FastRand_Seed;
#define FastRandSeed(x) FastRand_Seed=x;
///
/// Fast pseudo-random number generator, very inaccurate
/// @returns a random number between 0 and 2^31
///
inline int FastRand() {
FastRand_Seed = (208413*((FastRand_Seed+4631018)>>1))^(0b01010001110101110101000101101001);
return FastRand_Seed & 0x7FFFFFFF;
}
///
/// Fast pseudo-random number generator, very inaccurate
/// @returns a random number between 0 and max
///
inline int FastRand(int max) {
return FastRand() % (max+1);
}
///
/// Fast pseudo-random number generator, very inaccurate
/// @returns a random number between min and max
///
inline int FastRand(int min, int max) {
return min + (FastRand() % (max-min+1) );
}
///
/// Fast pseudo-random number generator, very inaccurate
/// @returns a random number between 0.f and 1.f
///
inline float FastRandF() {
return (float)FastRand() / 0x7FFFFFFF;
}
namespace fs {
bool isDir(const std::string &path);
std::string pathCat(const std::string& first, const std::string &second);
std::vector<std::string> getContents(const std::string &path);
std::vector<std::string> getDirs(const std::string &path);
std::vector<std::string> getFiles(const std::string &path);
std::string readFile(const std::string &path);
std::string getParent(const std::string &path);
}
}
#endif

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#include "Texture.hpp"
#include "Player.hpp"
#include "Game.hpp"
#include "GlobalProperties.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
namespace Diggler {
Texture ***Player::Textures = nullptr;
const Program *Player::RenderProgram = nullptr;
GLint Player::RenderProgram_attrib_texcoord = -1;
GLint Player::RenderProgram_attrib_coord = -1;
GLint Player::RenderProgram_uni_mvp = -1;
const char* Player::getTeamNameLowercase(Player::Team t) {
switch (t) {
case Team::Blue:
return "blue";
case Team::Red:
return "red";
default:
return "";
}
}
const char* Player::getToolNameLowercase(Player::Tools t) {
switch (t) {
case Tools::ConstructionGun:
case Tools::DeconstructionGun:
return "construction";
case Tools::Detonator:
return "detonator";
case Tools::Pickaxe:
return "pickaxe";
case Tools::ProspectingRadar:
return "radar";
default:
return "";
}
}
int Player::getMaxOre(Class c) {
switch (c) {
case Class::Engineer:
return 350;
case Class::Miner:
case Class::Prospector:
case Class::Sapper:
return 200;
}
return 0;
}
int Player::getMaxWeight(Class c) {
switch (c) {
case Class::Miner:
return 8;
case Class::Engineer:
case Class::Prospector:
case Class::Sapper:
return 4;
}
return 0;
}
Player::Player(Game *G) : m_vbo(nullptr), team(Team::Red),
playerclass(Class::Prospector), tool(Tools::Pickaxe), G(G) {
if (GlobalProperties::IsClient) {
m_vbo = new VBO();
if (Textures == nullptr) {
RenderProgram = G->PM->getProgram(PM_3D | PM_TEXTURED);
RenderProgram_attrib_coord = RenderProgram->att("coord");
RenderProgram_attrib_texcoord = RenderProgram->att("texcoord");
RenderProgram_uni_mvp = RenderProgram->uni("mvp");
Textures = new Texture**[Team::LAST-1];
for (uint8 t=1; t < (uint8)Team::LAST-1; t++) {
Textures[t] = new Texture*[Tools::LAST];
for (uint8 tool=0; tool < (uint8)Tools::LAST; tool++) {
std::string aa = std::string("tex_sprite_") + getTeamNameLowercase(team) + '_' + getToolNameLowercase(this->tool) + ".png";
Textures[t][tool] = new Texture(
getAssetPath("sprites", std::string("tex_sprite_") + getTeamNameLowercase((Team)t) + '_' + getToolNameLowercase((Tools)tool) + ".png"),
Texture::PixelFormat::RGBA);
}
}
}
float coords[6*5] = {
-.5f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, 1.0f, 0.0f, 1.0f, 0.0f,
-.5f, 1.0f, 0.0f, 0.0f, 0.0f,
-.5f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, 1.0f, 0.0f, 1.0f, 0.0f,
};
m_vbo->setData(coords, 6*5);
}
}
using std::swap;
Player::Player(Player &&p) : m_vbo(nullptr) {
*this = std::move(p);
}
Player& Player::operator=(Player &&p) {
swap(m_vbo, p.m_vbo);
swap(team, p.team);
swap(playerclass, p.playerclass);
swap(tool, p.tool);
swap(direction, p.direction);
swap(G, p.G);
swap(position, p.position);
swap(velocity, p.velocity);
swap(accel, p.accel);
swap(name, p.name);
swap(id, p.id);
swap(P, p.P);
return *this;
}
Player::~Player() {
if (GlobalProperties::IsClient) {
delete m_vbo; m_vbo = nullptr;
}
}
void Player::setPosVel(const glm::vec3 &pos, const glm::vec3 &vel, const glm::vec3 &acc) {
position = m_predictPos = pos;
velocity = vel;
accel = acc;
}
void Player::update(const float &delta) {
velocity += accel * delta;
m_predictPos += velocity * delta;
}
void Player::render(const glm::mat4 &transform) const {
RenderProgram->bind();
Textures[(uint8)team][(uint8)tool]->bind();
m_vbo->bind();
glEnableVertexAttribArray(RenderProgram_attrib_texcoord);
glEnableVertexAttribArray(RenderProgram_attrib_coord);
glm::vec3 &lpPos = G->LP->position;
float angle = atan2(lpPos.x-m_predictPos.x, lpPos.z-m_predictPos.z);
glUniformMatrix4fv(RenderProgram_uni_mvp, 1, GL_FALSE, glm::value_ptr(
glm::translate(transform, m_predictPos) * glm::rotate(angle, glm::vec3(0.0, 1.0, 0.0))));
glVertexAttribPointer(RenderProgram_attrib_coord, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), 0);
glVertexAttribPointer(RenderProgram_attrib_texcoord, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (GLvoid*)(3*sizeof(float)));
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(RenderProgram_attrib_coord);
glDisableVertexAttribArray(RenderProgram_attrib_texcoord);
}
}

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#ifndef PLAYER_HPP
#define PLAYER_HPP
#include "Platform.hpp"
#include <glm/glm.hpp>
#include "network/Network.hpp"
#include <GL/glew.h>
namespace Diggler {
class Program;
class VBO;
class Game;
class Texture;
class Player {
private:
static Texture ***Textures;
static const Program *RenderProgram;
static GLint RenderProgram_attrib_coord, RenderProgram_attrib_texcoord, RenderProgram_uni_mvp;
VBO *m_vbo;
glm::vec3 m_predictPos;
Player(const Player&) = delete;
Player& operator=(const Player&) = delete;
public:
enum Team : uint8 {
None,
Red,
Blue,
LAST
} team;
enum class Class : uint8 {
Prospector,
Miner,
Engineer,
Sapper
} playerclass;
enum class Tools : uint8 {
Pickaxe,
ConstructionGun,
DeconstructionGun,
ProspectingRadar,
Detonator,
LAST
} tool;
enum class Direction : uint8 {
North, // To +Z
East, // To +X
South, // To -X
West // To -Z
} direction;
enum class DeathReason : uint8 {
Lava,
Shock,
Fall,
Explosion,
Void
};
Game *G;
glm::vec3 position, velocity, accel;
std::string name;
uint32 id;
Net::Peer P;
static const char* getTeamNameLowercase(Team t);
static const char* getToolNameLowercase(Tools t);
static int getMaxOre(Class c);
static int getMaxWeight(Class c);
Player(Game *G = nullptr);
Player(Player&&);
Player& operator=(Player&&);
~Player();
void setPosVel(const glm::vec3 &pos, const glm::vec3 &vel, const glm::vec3 &acc = glm::vec3());
void update(const float &delta);
void render(const glm::mat4 &transform) const;
};
}
#endif

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#include "PlayerList.hpp"
#include <stdexcept>
#include "Game.hpp"
namespace Diggler {
PlayerList::PlayerList(Game *G) : G(G) {
}
PlayerList::~PlayerList() {
}
Player& PlayerList::add() {
emplace_back(G);
return back();
}
void PlayerList::remove(int idx) {
erase(begin() + idx);
}
void PlayerList::remove(const Player &plr) {
for (auto it = begin();
it != end(); ++it) {
if (&plr == &*it) {
erase(it);
return;
}
}
// Actually bad
throw std::out_of_range("Can't remove player: not in list");
}
Player& PlayerList::getById(uint32 id) {
if (G->LP && id == G->LP->id)
return *G->LP;
for (auto it = begin();
it != end(); ++it) {
if (it->id == id) {
return *it;
}
}
throw std::out_of_range("Can't find player by ID");
}
Player &PlayerList::getByName(const std::string &name) {
if (G->LP && name == G->LP->name)
return *G->LP;
for (auto it = begin();
it != end(); ++it) {
if (it->name.compare(name) == 0) {
return *it;
}
}
throw std::out_of_range("Can't find player by name");
}
Player &PlayerList::getByPeer(const Net::Peer &peer) {
for (auto it = begin();
it != end(); ++it) {
if (it->P == peer) {
return *it;
}
}
throw std::out_of_range("Can't find player by Net::Peer");
}
}

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#ifndef PLAYER_LIST_HPP
#define PLAYER_LIST_HPP
#include "Platform.hpp"
#include <vector>
#include <string>
#include "Player.hpp"
namespace Diggler {
class Game;
class PlayerList : private std::vector<Player> {
Game *G;
PlayerList(const PlayerList&) = delete;
PlayerList(PlayerList&) = delete;
PlayerList& operator=(const PlayerList&) = delete;
PlayerList& operator=(PlayerList&) = delete;
public:
PlayerList(Game*);
~PlayerList();
using std::vector<Player>::size;
using std::vector<Player>::begin;
using std::vector<Player>::end;
using std::vector<Player>::operator[];
Player& getById(uint32);
Player& getByName(const std::string&);
Player& getByPeer(const Net::Peer&);
Player& add();
void remove(const Player&);
void remove(int);
};
}
#endif

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#include "Program.hpp"
#include "Platform.hpp"
#include <thread>
namespace Diggler {
Program::Program(Shader* vsh, Shader* fsh) : vsh(vsh), fsh(fsh), id(0) {
}
Program::Program(const std::string& vshPath, const std::string& fshPath) : id(0) {
#if DEBUG
this->fshPath = fshPath;
this->vshPath = vshPath;
#endif
vsh = new Shader(Shader::Type::VERTEX, vshPath);
fsh = new Shader(Shader::Type::FRAGMENT, fshPath);
mustDestroy = true;
//getDebugStream() << id << ':' << vsh->getError() << fsh->getError()<< std::endl;
}
bool Program::link() {
id = glCreateProgram();
glAttachShader(id, vsh->getId());
glAttachShader(id, fsh->getId());
glLinkProgram(id);
glGetProgramiv(id, GL_LINK_STATUS, &linked);
if (!linked) {
getErrorStream() << id << ':' << getError() << std::endl;
return false;
}
return true;
}
std::string Program::getError() const {
GLint log_length = 0;
glGetProgramiv(id, GL_INFO_LOG_LENGTH, &log_length);
char* log = (char*)malloc(log_length);
glGetProgramInfoLog(id, log_length, NULL, log);
std::string ret(log);
free(log);
return ret;
}
GLuint Program::getId() const {
return id;
}
GLint Program::att(const std::string &name) const {
if (!linked) {
getErrorStream() << id << ":Not linked, failed attrib " << name << std::endl;
return 0;
}
GLint loc = glGetAttribLocation(id, name.c_str());
if (loc == -1) {
#if DEBUG
getErrorStream() << vshPath << ":Couldn't bind attrib " << name << std::endl;
#else
getErrorStream() << id << ":Couldn't bind attrib " << name << std::endl;
#endif
return 0;
}
return loc;
}
GLint Program::uni(const std::string &name) const {
if (!linked) {
getErrorStream() << id << ":Not linked, failed uniform " << name << std::endl;
return 0;
}
GLint loc = glGetUniformLocation(id, name.c_str());
if (loc == -1) {
#if DEBUG
getErrorStream() << vshPath << ":Couldn't bind uniform " << name << std::endl;
#else
getErrorStream() << id << ":Couldn't bind uniform " << name << std::endl;
#endif
return 0;
}
return loc;
}
void Program::bind() const {
glUseProgram(id);
}
Program::~Program() {
if (mustDestroy) {
delete vsh; delete fsh;
}
}
}

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#ifndef PROGRAM_HPP
#define PROGRAM_HPP
#include "Shader.hpp"
namespace std {
class thread;
}
namespace Diggler {
class Program {
private:
Shader *vsh, *fsh;
GLuint id;
GLint linked = GL_FALSE;
bool mustDestroy = false;
#if DEBUG
std::string fshPath, vshPath;
#endif
public:
///
/// Creates an OpenGL Program from two existent shaders
/// (shaders dtors won't be called when ~Program is called)
///
Program(Shader* vsh, Shader* fsh);
///
/// Creates an OpenGL Program shaders read from paths
/// (shaders dtors will be called when ~Program is called)
///
Program(const std::string& vshPath, const std::string& fshPath);
///
/// Links the shaders together
/// @returns true on success, otherwise false
/// @see getError() returns the error message
///
bool link();
///
/// @returns The error message generated during link
/// @see link()
///
std::string getError() const;
GLuint getId() const;
operator GLuint() const { return getId(); }
///
/// @param name Name of the attribute
/// @returns OpenGL attribute ID
///
GLint att(const std::string& name) const;
///
/// @param name Name of the uniform
/// @returns OpenGL uniform ID
///
GLint uni(const std::string& name) const;
///
/// Makes this Program active
///
void bind() const;
///
/// Destroys the shader, freeing OpenGL resources and the subsequent Shaders (if needed)
///
~Program();
};
}
#endif

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#include "ProgramManager.hpp"
#include <sstream>
#include "Platform.hpp"
#define PROGRAM_MANAGER_DEBUG 0
namespace Diggler {
std::string ProgramManager::getShadersName(int flags) const {
std::ostringstream sstm;
if (flags & PM_3D)
sstm << "3d";
else
sstm << "2d";
if (flags & PM_TEXTURED)
sstm << "Textured";
if (flags & PM_TEXSHIFT)
sstm << "Texshift";
if (flags & PM_COLORED)
sstm << "Colored";
if (flags & PM_FOG)
sstm << "Fog";
return sstm.str();
}
ProgramManager::ProgramManager() {
}
const Program* ProgramManager::getProgram(int flags) {
auto it = m_programs.find(flags);
if (it != m_programs.end())
return it->second;
std::string shaderName = getShadersName(flags);
Program* prog = new Program(getAssetPath(shaderName + ".v.glsl"), getAssetPath(shaderName + ".f.glsl"));
prog->link();
m_programs.insert(std::pair<int, Program*>(flags, prog));
#if PROGRAM_MANAGER_DEBUG
getDebugStream() << "Added " << shaderName << ':' << prog->getId() << std::endl;
#endif
return prog;
}
const Program *ProgramManager::getSpecialProgram(const std::string &name) {
Program* prog = new Program(getAssetPath(name + ".v.glsl"), getAssetPath(name + ".f.glsl"));
prog->link();
m_specialPrograms.push_back(prog);
#if PROGRAM_MANAGER_DEBUG
getDebugStream() << "AddSpecial " << name << ':' << prog->getId() << std::endl;
#endif
return prog;
}
ProgramManager::~ProgramManager() {
for (const std::pair<const int, Program*> pair : m_programs) {
delete pair.second;
}
for (const Program* prog : m_specialPrograms) {
delete prog;
}
}
}

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#ifndef PROGRAM_MANAGER_HPP
#define PROGRAM_MANAGER_HPP
#include <unordered_map>
#include <vector>
#include "Program.hpp"
#define PM_2D 0
#define PM_3D 1
#define PM_TEXTURED 2
#define PM_COLORED 4
#define PM_FOG 8
#define PM_TEXSHIFT 16
namespace Diggler {
class ProgramManager {
private:
std::unordered_map<int, Program*> m_programs;
std::vector<Program*> m_specialPrograms;
std::string getShadersName(int flags) const;
public:
ProgramManager();
~ProgramManager();
const Program* getProgram(int flags);
const Program* getSpecialProgram(const std::string &name);
};
}
#endif

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#include "Server.hpp"
#include "Game.hpp"
#include "network/Network.hpp"
#include "network/NetHelper.hpp"
#include "VersionInfo.hpp"
#include "CaveGenerator.hpp"
#include "ChunkChangeHelper.hpp"
#include <iterator>
#include <algorithm>
#include <thread>
#include <sstream>
using std::cout;
using std::endl;
using namespace Diggler::Net;
namespace Diggler {
Player* Server::getPlayerByPeer(const Peer &peer) {
try {
return &G->players.getByPeer(peer);
} catch (const std::out_of_range &e) {
return nullptr;
}
}
Player* Server::getPlayerById(uint32 id) {
try {
return &G->players.getById(id);
} catch (const std::out_of_range &e) {
return nullptr;
}
}
Player *Server::getPlayerByName(const std::string &name) {
try {
return &G->players.getByName(name);
} catch (const std::out_of_range &e) {
return nullptr;
}
}
void Server::handlePlayerJoin(InMessage &msg, Peer &peer) {
std::string name = msg.readString();
getOutputStream() << peer.getHost() << " is joining as " << name << std::endl;
// TODO: ban list
Player *possible = getPlayerByName(name);
if (possible != nullptr) {
// TODO: use kick() method
OutMessage kick(MessageType::PlayerQuit, QuitReason::UsernameAlreadyUsed);
kick.writeString("You are \faalready\f0 playing on this server");
H.send(peer, kick, Tfer::Rel);
getOutputStream() << peer.getHost() << " tried to connect as " << name << ": name is taken" << endl;
return;
}
Player &plr = G->players.add();
plr.name = name;
plr.id = FastRand();
plr.P = peer;
// Confirm successful join
OutMessage join(MessageType::PlayerJoin);
join.writeU32(plr.id);
H.send(peer, join, Tfer::Rel);
// Send the player list
for (Player &p : G->players) {
if (p.id == plr.id)
continue; // ok, he knows he's here
OutMessage playerMsg(MessageType::PlayerJoin);
playerMsg.writeU32(p.id);
playerMsg.writeString(p.name);
H.send(peer, playerMsg, Tfer::Rel);
}
OutMessage map(MessageType::MapTransfer);
G->SC->writeMsg(map);
H.send(peer, map, Tfer::Rel);
// Broadcast player's join
OutMessage broadcast(MessageType::PlayerJoin);
broadcast.writeU32(plr.id);
broadcast.writeString(plr.name);
for (Player &p : G->players) {
if (p.id == plr.id)
continue; // dont send broadcast to the player
H.send(p.P, broadcast, Tfer::Rel);
}
getOutputStream() << plr.name << " joined from " << peer.getHost() << endl;
}
void Server::handlePlayerQuit(Peer &peer, QuitReason reason) {
Player *plrPtr = getPlayerByPeer(peer);
if (plrPtr) {
Player &plr = *plrPtr;
// Broadcast disconnection
OutMessage broadcast(MessageType::PlayerQuit, reason);
broadcast.writeU32(plr.id);
for (Player &p : G->players) {
if (p.id == plr.id)
continue; // dont send broadcast to the player
H.send(p.P, broadcast, Tfer::Rel);
}
getOutputStream() << plr.name << " disconnected" << endl;
G->players.remove(plr);
} else {
getOutputStream() << peer.getHost() << " disconnected" << endl;
}
}
void Server::handleDisconnect(Peer &peer) {
handlePlayerQuit(peer, QuitReason::Timeout);
}
void Server::handleEvent(InMessage &msg, Peer &peer) {
Player &plr = G->players.getByPeer(peer);
switch (msg.getSubtype()) {
case Net::EventType::PlayerJumpOnPad: {
OutMessage out;
NetHelper::MakeEvent(out, (Net::EventType)msg.getSubtype(), plr);
NetHelper::Broadcast(G, out);
} break;
default:
break;
}
}
void Server::handleChat(InMessage &msg, Peer &peer) {
try {
// TODO: implement codecvt_utf8<utf32> when libstdc++ supports it
Player &plr = G->players.getByPeer(peer);
std::string chatMsg = msg.readString();
getOutputStream() << plr.name << ": " << chatMsg << endl;
std::ostringstream contentFormatter;
contentFormatter << plr.name << "> " << chatMsg;
std::string content = contentFormatter.str();
OutMessage newMsg(MessageType::Chat);
newMsg.writeString(content);
NetHelper::Broadcast(G, newMsg, Tfer::Rel);
} catch (const std::out_of_range &e) {
getErrorStream() << peer.getHost() << " sent chat message but is not connected" << std::endl;
}
}
void Server::handlePlayerUpdate(InMessage &msg, Peer &peer) {
try {
Player &plr = G->players.getByPeer(peer);
switch (msg.getSubtype()) {
case PlayerUpdateType::Move: {
// Broadcast movement
OutMessage bcast(MessageType::PlayerUpdate, PlayerUpdateType::Move);
bcast.writeU32(plr.id);
glm::vec3 pos = msg.readVec3(),
vel = msg.readVec3(),
acc = msg.readVec3();
bcast.writeVec3(pos);
bcast.writeVec3(vel);
bcast.writeVec3(acc);
for (Player &p : G->players) {
if (p.id == plr.id)
continue; // dont send broadcast to the player
// TODO: confirm position to player
H.send(p.P, bcast, Tfer::Unrel);
}
} break;
default:
break;
}
} catch (std::out_of_range &e) {
// TODO: log?
return;
}
}
Server::Server(Game *G) : G(G) {
getOutputStream() << "Diggler v" << VersionString << " Server, port " << G->Port << ", "
<< std::thread::hardware_concurrency() << " HW threads supported" << endl;
try {
H.create(G->Port);
} catch (Net::Exception &e) {
getErrorStream() << "Couldn't open port " << G->Port << " for listening" << endl <<
"Make sure no other server instance is running" << endl;
throw "Server init failed";
}
#if 1
G->SC->setSize(4, 4, 4);
//for (int i=0; i < 8192; i++) G->SC->set(FastRand(CX*G->SC->getChunksX()), FastRand(CY*G->SC->getChunksY()), FastRand(CZ*G->SC->getChunksZ()), (BlockType)(FastRand((int)BlockType::LAST)));
for(int x=0;x<CX*G->SC->getChunksX();x++) for(int z=0;z<(CZ*G->SC->getChunksZ())/2;z++) G->SC->set(x, 0, z, BlockType::Dirt);
for(int x=0;x<CX*G->SC->getChunksX();x++) for(int z=0;z<(CZ*G->SC->getChunksZ())/2;z++) G->SC->set(x, 0, z+(CZ*G->SC->getChunksZ())/2, BlockType::Road);
// for(int x=0;x<CX*G->SC->getChunksX();x++) for(int y=0;y<16;y++) for(int z=0;z<CZ*G->SC->getChunksZ();z++) G->SC->set(x,y,z,BlockType::Dirt);
for(int x=0; x < (int)BlockType::LAST; x++) G->SC->set(x, 2, 0, (BlockType)(x));
G->SC->set(4, 4, 4, BlockType::Shock);
G->SC->set(4, 0, 4, BlockType::Jump);
G->SC->set(0, 1, 1, BlockType::Metal);
G->SC->set(0, 2, 1, BlockType::Metal);
G->SC->set(0, 3, 1, BlockType::Metal);
G->SC->set(1, 3, 1, BlockType::Metal);
G->SC->set(2, 3, 1, BlockType::Metal);
G->SC->set(3, 1, 1, BlockType::Metal);
G->SC->set(3, 2, 1, BlockType::Metal);
G->SC->set(3, 3, 1, BlockType::Metal);
CaveGenerator::PaintAtPoint(*(G->SC), 8, 8, 8, 1, BlockType::Dirt);
CaveGenerator::PaintAtPoint(*(G->SC), 16, 8, 8, 2, BlockType::Dirt);
CaveGenerator::PaintAtPoint(*(G->SC), 24, 8, 8, 3, BlockType::Dirt);
for(int x=0;x<CX*G->SC->getChunksX();x++) for(int z=0;z<(CZ*G->SC->getChunksZ())/2;z++) G->SC->set(x, 64, z, BlockType::Dirt);
G->SC->set(2*CX, 68, 2*CY, BlockType::Lava);
#else
G->SC->setSize(4, 4, 4);
CaveGenerator::GenerateCaveSystem(*(G->SC), true, 15);
#endif
//G->SC->save("/tmp/a");
//G->SC->load("/tmp/a");
/*{
Game *G = this->G;
std::thread make([G]{CaveGenerator::GenerateCaveSystem(*(G->SC), true, 15);});
make.detach();
}*/
}
void chunk_updater(Game *G, Superchunk *sc, Host &H) {
while (true) {
for (int x=0; x < CX; x++)
for (int y=0; y < CY; y++)
for (int z=0; z < CZ; z++) {
Chunk* c = sc->getChunk(x, y, z);
if (c)
c->updateServerPrepare();
}
for (int x=0; x < CX; x++)
for (int y=0; y < CY; y++)
for (int z=0; z < CZ; z++) {
Chunk* c = sc->getChunk(x, y, z);
if (c)
c->updateServer();
}
for (int x=0; x < CX; x++)
for (int y=0; y < CY; y++)
for (int z=0; z < CZ; z++) {
Chunk* c = sc->getChunk(x, y, z);
if (c)
c->updateServerSwap();
}
if (!G->CCH->empty()) {
OutMessage msg(MessageType::MapUpdate, G->CCH->count());
// Message subtype = update count, trickery ;)
G->CCH->flush(msg);
for (Player &p : G->players) {
H.send(p.P, msg, Tfer::Rel);
}
}
OutMessage msg(MessageType::Event, EventType::ExplosivesBlow);
msg.writeVec3(glm::vec3(0.f, 0.f, 0.f));
for (Player &p : G->players) {
H.send(p.P, msg, Tfer::Rel);
}
std::this_thread::sleep_for(std::chrono::milliseconds(500));
}
}
void Server::run() {
InMessage msg;
Peer peer;
std::thread upd(chunk_updater, G, G->SC.get(), std::ref(H));
while (true) {
if (H.recv(msg, peer, 100)) {
switch (msg.getType()) {
case MessageType::Connect:
getOutputStream() << peer.getHost() << " NEWCONN" << std::endl;
break;
case MessageType::Disconnect:
handleDisconnect(peer);
break;
case MessageType::PlayerJoin:
handlePlayerJoin(msg, peer);
break;
case MessageType::PlayerQuit:
handlePlayerQuit(peer);
break;
case MessageType::Chat:
handleChat(msg, peer);
break;
case MessageType::PlayerUpdate:
handlePlayerUpdate(msg, peer);
break;
case MessageType::Event:
handleEvent(msg, peer);
break;
default:
break;
}
}
}
}
bool Server::isPlayerOnline(const std::string &playername) const {
for (const Player &p : G->players) {
if (p.name == playername)
return true;
}
return false;
}
void Server::kick(Player& p, Net::QuitReason r, const std::string& message) {
OutMessage msg(MessageType::PlayerQuit, r);
msg.writeU32(p.id);
msg.writeString(message);
H.send(p.P, msg, Tfer::Rel);
p.P.disconnect();
}
Server::~Server() {
}
}

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#ifndef SERVER_HPP
#define SERVER_HPP
#include "network/Network.hpp"
#include "Player.hpp"
#include <memory>
using std::unique_ptr;
namespace Diggler {
class Game;
class Server {
private:
Game *G;
void handlePlayerJoin(Net::InMessage&, Net::Peer&);
void handlePlayerQuit(Net::Peer&, Net::QuitReason reason = Net::QuitReason::Quit);
void handleDisconnect(Net::Peer&);
void handleEvent(Net::InMessage&, Net::Peer&);
void handleChat(Net::InMessage&, Net::Peer&);
void handlePlayerUpdate(Net::InMessage&, Net::Peer&);
public:
Net::Host H;
Server(Game *G);
~Server();
void run();
bool isPlayerOnline(const std::string &playername) const;
bool isIPOnline(const std::string &ip) const;
Player* getPlayerById(uint32 id);
Player* getPlayerByPeer(const Net::Peer &peer);
Player* getPlayerByName(const std::string &name);
void kick(Player &p, Net::QuitReason r, const std::string& message = "");
};
}
#endif

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#include "Shader.hpp"
#include "Platform.hpp"
Diggler::Shader::Shader(Type type) : type(type) {
id = glCreateShader((GLenum)type);
}
Diggler::Shader::Shader(Diggler::Shader::Type type, const std::string& path) {
id = glCreateShader((GLenum)type);
compileFromFile(path);
}
bool Diggler::Shader::compileFromFile(const std::string& path) {
return compileFromString(fs::readFile(path));
}
bool Diggler::Shader::compileFromString(const std::string& source) {
if (source.size() == 0)
return false;
const char *src = source.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
glGetShaderiv(id, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
getErrorStream() << getError() << std::endl;
return false;
}
return true;
}
std::string Diggler::Shader::getError() const {
GLint log_length = 0;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &log_length);
if (log_length < 1)
return "[empty error string]";
char* log = (char*)malloc(log_length);
glGetShaderInfoLog(id, log_length, NULL, log);
std::string ret(log);
free(log);
return ret;
}
GLuint Diggler::Shader::getId() const {
return id;
}
Diggler::Shader::~Shader() {
glDeleteShader(id);
}

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#ifndef SHADER_HPP
#define SHADER_HPP
#include <string>
#include <GL/glew.h>
namespace Diggler {
class Shader {
private:
GLuint id;
GLint compiled = GL_FALSE;
public:
enum class Type : GLenum {
FRAGMENT = GL_FRAGMENT_SHADER,
VERTEX = GL_VERTEX_SHADER
} type;
Shader(Type type);
Shader(Type type, const std::string& path);
bool compileFromFile(const std::string& path);
bool compileFromString(const std::string& source);
std::string getError() const;
GLuint getId() const;
operator GLuint() const { return getId(); }
~Shader();
};
}
#endif

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#include "Skybox.hpp"
#include "Texture.hpp"
#include <glm/gtc/type_ptr.hpp>
namespace Diggler {
const Program *Skybox::RenderProgram = nullptr;
GLint Skybox::RenderProgram_attrib_texcoord = -1;
GLint Skybox::RenderProgram_attrib_coord = -1;
GLint Skybox::RenderProgram_uni_mvp = -1;
Skybox::Skybox(Game *G, const std::string &skyName) : G(G) {
if (RenderProgram == nullptr) {
RenderProgram = G->PM->getProgram(PM_3D | PM_TEXTURED);
RenderProgram_attrib_coord = RenderProgram->att("coord");
RenderProgram_attrib_texcoord = RenderProgram->att("texcoord");
RenderProgram_uni_mvp = RenderProgram->uni("mvp");
}
m_top = new Texture(skyName + "_up.png");
m_bottom = new Texture(skyName + "_down.png");
m_n = new Texture(skyName + "_north.png");
m_n->setFiltering(Texture::Filter::Linear, Texture::Filter::Linear);
m_e = new Texture(skyName + "_east.png");
m_e->setFiltering(Texture::Filter::Linear, Texture::Filter::Linear);
m_w = new Texture(skyName + "_west.png");
m_w->setFiltering(Texture::Filter::Linear, Texture::Filter::Linear);
m_s = new Texture(skyName + "_south.png");
m_s->setFiltering(Texture::Filter::Linear, Texture::Filter::Linear);
Coord coords[6*6] = {
// Top
{ -1, 1, -1, 0, 0 },
{ 1, 1, -1, 1, 0 },
{ -1, 1, 1, 0, 1 },
{ -1, 1, 1, 0, 1 },
{ 1, 1, -1, 1, 0 },
{ 1, 1, 1, 1, 1 },
// Bottom
{ -1, -1, 1, 0, 0 },
{ 1, -1, -1, 1, 1 },
{ -1, -1, -1, 0, 1 },
{ 1, -1, 1, 1, 0 },
{ 1, -1, -1, 1, 1 },
{ -1, -1, 1, 0, 0 },
// East
{ -1, -1, -1, 0, 1 },
{ -1, 1, -1, 0, 0 },
{ -1, -1, 1, 1, 1 },
{ -1, 1, 1, 1, 0 },
{ -1, -1, 1, 1, 1 },
{ -1, 1, -1, 0, 0 },
// West
{ 1, 1, -1, 1, 0 },
{ 1, -1, -1, 1, 1 },
{ 1, -1, 1, 0, 1 },
{ 1, -1, 1, 0, 1 },
{ 1, 1, 1, 0, 0 },
{ 1, 1, -1, 1, 0 },
// North
{ -1, 1, -1, 1, 0 },
{ -1, -1, -1, 1, 1 },
{ 1, -1, -1, 0, 1 },
{ 1, -1, -1, 0, 1 },
{ 1, 1, -1, 0, 0 },
{ -1, 1, -1, 1, 0 },
// South
{ -1, -1, 1, 0, 1 },
{ -1, 1, 1, 0, 0 },
{ 1, -1, 1, 1, 1 },
{ 1, 1, 1, 1, 0 },
{ 1, -1, 1, 1, 1 },
{ -1, 1, 1, 0, 0 },
};
m_vbo.setData(coords, 6*6);
}
void Skybox::render(const glm::mat4 &transform) const {
RenderProgram->bind();
m_vbo.bind();
glEnableVertexAttribArray(RenderProgram_attrib_coord);
glEnableVertexAttribArray(RenderProgram_attrib_texcoord);
glUniformMatrix4fv(RenderProgram_uni_mvp, 1, GL_FALSE, glm::value_ptr(transform));
glVertexAttribPointer(RenderProgram_attrib_coord, 3, GL_BYTE, GL_FALSE, sizeof(Coord), 0);
glVertexAttribPointer(RenderProgram_attrib_texcoord, 2, GL_BYTE, GL_FALSE, sizeof(Coord), (GLvoid*)offsetof(Coord, u));
m_top->bind();
glDrawArrays(GL_TRIANGLES, 0, 6);
m_bottom->bind();
glDrawArrays(GL_TRIANGLES, 6, 6);
m_e->bind();
glDrawArrays(GL_TRIANGLES, 12, 6);
m_w->bind();
glDrawArrays(GL_TRIANGLES, 18, 6);
m_n->bind();
glDrawArrays(GL_TRIANGLES, 24, 6);
m_s->bind();
glDrawArrays(GL_TRIANGLES, 30, 6);
glDisableVertexAttribArray(RenderProgram_attrib_texcoord);
glDisableVertexAttribArray(RenderProgram_attrib_coord);
}
Skybox::~Skybox() {
delete m_top;
}
}

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#ifndef SKYBOX_HPP
#define SKYBOX_HPP
#include <glm/detail/type_mat.hpp>
#include "VBO.hpp"
#include "Game.hpp"
namespace Diggler {
class Program;
class Texture;
class Skybox {
private:
static const Program *RenderProgram;
static GLint RenderProgram_attrib_coord, RenderProgram_attrib_texcoord, RenderProgram_uni_mvp;
VBO m_vbo;
Texture *m_top, *m_w, *m_e, *m_n, *m_s, *m_bottom;
Game *G;
struct Coord { int8 x, y, z, u, v; };
public:
Skybox(Game *G, const std::string &skyName);
~Skybox();
void render(const glm::mat4 &transform) const;
};
}
#endif

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#include "Sound.hpp"
#include "Platform.hpp"
namespace Diggler {
Sound::Sound(const SoundBuffer *buffer) : buffer(buffer), createdRelative(true) {
alGenSources(1, &id);
alSourcei(id, AL_BUFFER, buffer->getId());
setRelative(true);
setPosition(glm::vec3(0, 0, 0));
}
Sound::Sound(const SoundBuffer *buffer, bool relative, const glm::vec3 &pos)
: buffer(buffer), createdRelative(false) {
alGenSources(1, &id);
alSourcei(id, AL_BUFFER, buffer->getId());
setRelative(relative);
setPosition(pos);
}
Sound::Sound(const Sound &s) {
alGenSources(1, &id);
buffer = s.buffer;
createdRelative = s.createdRelative;
alSourcei(id, AL_BUFFER, buffer->getId());
setRelative(s.getRelative());
setPosition(s.getPosition());
setPitch(s.getPitch());
setLooping(s.getLooping());
setVelocity(s.getVelocity());
setDirection(s.getDirection());
setGain(s.getGain());
}
Sound::Sound(Sound&& s) {
id = s.id;
buffer = s.buffer;
s.buffer = nullptr;
createdRelative = s.createdRelative;
}
Sound::~Sound() {
if (buffer == nullptr) // Got moved
return;
alDeleteSources(1, &id);
}
void Sound::play() {
alSourcePlay(id);
}
void Sound::stop() {
alSourceStop(id);
alSourceRewind(id);
}
bool Sound::isPlaying() const {
ALint status;
alGetSourcei(id, AL_SOURCE_STATE, &status);
return status == AL_PLAYING;
}
float Sound::getGain() const {
ALfloat value = 1.f;
alGetSourcef(id, AL_GAIN, &value);
return value;
}
void Sound::setGain(float value) {
alSourcef(id, AL_GAIN, value);
}
bool Sound::getRelative() const {
ALint value = AL_FALSE;
alGetSourcei(id, AL_SOURCE_RELATIVE, &value);
return value == AL_TRUE ? true : false;
}
void Sound::setRelative(bool value) {
createdRelative = false;
alSourcei(id, AL_SOURCE_RELATIVE, value ? AL_TRUE : AL_FALSE);
}
float Sound::getPitch() const {
ALfloat value = 1.f;
alGetSourcef(id, AL_PITCH, &value);
return value;
}
void Sound::setPitch(float value) {
alSourcef(id, AL_PITCH, value);
}
bool Sound::getLooping() const {
ALint value = AL_FALSE;
alGetSourcei(id, AL_LOOPING, &value);
return value == AL_TRUE ? true : false;
}
void Sound::setLooping(bool value) {
alSourcei(id, AL_SOURCE_RELATIVE, value ? AL_TRUE : AL_FALSE);
}
glm::vec3 Sound::getDirection() const {
ALfloat x = 0.f, y = 0.f, z = 0.f;
alGetSource3f(id, AL_DIRECTION, &x, &y, &z);
return glm::vec3(x, y, z);
}
void Sound::setDirection(const glm::vec3 &value) {
if (createdRelative) setRelative(createdRelative = false);
alSource3f(id, AL_DIRECTION, value.x, value.y, value.z);
}
glm::vec3 Sound::getPosition() const {
ALfloat x = 0.f, y = 0.f, z = 0.f;
alGetSource3f(id, AL_POSITION, &x, &y, &z);
return glm::vec3(x, y, z);
}
void Sound::setPosition(const glm::vec3 &value) {
if (createdRelative) setRelative(createdRelative = false);
alSource3f(id, AL_POSITION, value.x, value.y, value.z);
}
glm::vec3 Sound::getVelocity() const {
ALfloat x = 0.f, y = 0.f, z = 0.f;
alGetSource3f(id, AL_VELOCITY, &x, &y, &z);
return glm::vec3(x, y, z);
}
void Sound::setVelocity(const glm::vec3 &value) {
if (createdRelative) setRelative(createdRelative = false);
alSource3f(id, AL_VELOCITY, value.x, value.y, value.z);
}
}

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#ifndef SOUND_HPP
#define SOUND_HPP
#include <string>
#include "SoundBuffer.hpp"
#include <glm/glm.hpp>
namespace Diggler {
class Sound {
private:
const SoundBuffer *buffer;
ALuint id; bool createdRelative;
public:
Sound(const SoundBuffer *buffer);
Sound(const SoundBuffer *buffer, bool relative, const glm::vec3 &pos = glm::vec3());
// Copy
Sound(const Sound&);
// Move
Sound(Sound&&);
~Sound();
void play();
void stop();
bool isPlaying() const;
inline ALuint getId() const { return id; }
float getGain() const;
void setGain(float value);
bool getLooping() const;
void setLooping(bool value);
float getPitch() const;
void setPitch(float value);
bool getRelative() const;
void setRelative(bool value);
glm::vec3 getPosition() const;
void setPosition(const glm::vec3 &value);
glm::vec3 getVelocity() const;
void setVelocity(const glm::vec3 &value);
glm::vec3 getDirection() const;
void setDirection(const glm::vec3 &value);
};
}
#endif

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#include "SoundBuffer.hpp"
#include "Platform.hpp"
#include "stb_vorbis.h"
namespace Diggler {
inline ALenum alGetFormat(short channels, short samples) {
bool stereo = (channels > 1);
switch (samples) {
case 16:
if (stereo)
return AL_FORMAT_STEREO16;
else
return AL_FORMAT_MONO16;
case 8:
if (stereo)
return AL_FORMAT_STEREO8;
else
return AL_FORMAT_MONO8;
default:
return -1;
}
}
const char* alGetErrorString(ALenum error) {
switch (error) {
case AL_NO_ERROR:
return "AL_NO_ERROR";
case AL_INVALID_NAME:
return "AL_INVALID_NAME";
case AL_INVALID_ENUM:
return "AL_INVALID_ENUM";
case AL_INVALID_VALUE:
return "AL_INVALID_VALUE";
case AL_INVALID_OPERATION:
return "AL_INVALID_OPERATION";
case AL_OUT_OF_MEMORY:
return "AL_OUT_OF_MEMORY";
default:
return "Unknown error";
}
}
SoundBuffer::SoundBuffer() : moved(false) {
alGenBuffers(1, &id);
}
SoundBuffer::SoundBuffer(SoundBuffer &&b) {
id = b.id;
b.moved = true;
}
SoundBuffer::~SoundBuffer() {
if (moved)
return;
alDeleteBuffers(1, &id);
}
void SoundBuffer::loadOgg(const std::string &path) {
int error = 0;
stb_vorbis* stream = stb_vorbis_open_filename(const_cast<char*>(path.c_str()), &error, nullptr);
if (stream == nullptr) {
getDebugStream() << "Could not load " << path << " : " << error << std::endl;
return;
}
// Get file info
stb_vorbis_info info = stb_vorbis_get_info(stream);
ALenum format = alGetFormat(info.channels, 16); // stb_vorbis always 16-bit samples
uint bufferSize = stb_vorbis_stream_length_in_samples(stream); //4096*8;
// Create buffer
ALshort *bufferData = new ALshort[bufferSize];
// Fill the buffer
stb_vorbis_get_samples_short_interleaved(stream, info.channels, bufferData, bufferSize);
// Send the buffer data
alBufferData(id, format, bufferData, stb_vorbis_stream_length_in_samples(stream)*sizeof(ALshort), info.sample_rate);
//getDebugStream() << path << ' ' << info.sample_rate << "Hz" << std::endl;
// avoid memory leaks: delete the buffer and stb_vorbis instance
delete[] bufferData;
stb_vorbis_close(stream);
}
}

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#ifndef SOUND_BUFFER_HPP
#define SOUND_BUFFER_HPP
#include <AL/al.h>
#include <string>
namespace Diggler {
class SoundBuffer {
private:
bool moved;
ALuint id;
public:
SoundBuffer();
// No copy
SoundBuffer(const SoundBuffer&) = delete;
// Move
SoundBuffer(SoundBuffer&&);
~SoundBuffer();
void loadOgg(const std::string &path);
operator ALint() const { return id; }
ALint getId() const { return id; }
};
}
#endif

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#ifndef STATE_HPP
#define STATE_HPP
#include "Platform.hpp"
namespace Diggler {
class State {
public:
virtual void onMouseButton(int key, int action, int mods) {}
virtual void onCursorPos(double x, double y) {}
virtual void onMouseScroll(double x, double y) {}
virtual void onKey(int key, int scancode, int action, int mods) {}
virtual void onChar(char32 unichar) {}
virtual void onResize(int w, int h) {}
virtual void run() = 0;
};
}
#endif

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#include "Superchunk.hpp"
#include "Game.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include "lzfx/lzfx.h"
#include "network/Network.hpp"
using std::fopen; using std::fwrite; using std::fread; using std::fclose;
namespace Diggler {
Superchunk::Superchunk(Diggler::Game *G) : G(G), c(nullptr),
chunksX(0), chunksY(0), chunksZ(0) {
}
void Superchunk::free() {
if (c == nullptr)
return;
for(int x = 0; x < chunksX; x++) {
for(int y = 0; y < chunksY; y++) {
for(int z = 0; z < chunksZ; z++) {
if (c[x][y][z]) {
delete c[x][y][z];
}
}
delete[] c[x][y];
}
delete[] c[x];
}
delete[] c;
}
void Superchunk::setSize(int x, int y, int z) {
free();
chunksX = x; chunksY = y; chunksZ = z;
c = new Chunk***[chunksX];
for (int x = 0; x < chunksX; x++) {
c[x] = new Chunk**[chunksY];
for (int y = 0; y < chunksY; y++) {
c[x][y] = new Chunk*[chunksZ];
for (int z = 0; z < chunksZ; z++) {
c[x][y][z] = nullptr;
}
}
}
}
Superchunk::~Superchunk() {
free();
}
BlockType Superchunk::get(int x, int y, int z) {
if (x < 0 || y < 0 || z < 0 || x >= chunksX*CX || y >= chunksY*CY || z >= chunksZ*CZ)
return BlockType::Air;
int cx = x / CX;
int cy = y / CY;
int cz = z / CZ;
x %= CX;
y %= CY;
z %= CZ;
if (cx > chunksX || cy > chunksY || cz > chunksZ || !c[cx][cy][cz])
return BlockType::Air;
else
return c[cx][cy][cz]->get(x, y, z);
}
void Superchunk::set(int x, int y, int z, BlockType type) {
if (x < 0 || y < 0 || z < 0 || x >= chunksX*CX || y >= chunksY*CY || z >= chunksZ*CZ)
return;
int cx = x / CX;
int cy = y / CY;
int cz = z / CZ;
x %= CX;
y %= CY;
z %= CZ;
if(!c[cx][cy][cz])
c[cx][cy][cz] = new Chunk(false, cx, cy, cz, G);
c[cx][cy][cz]->set(x, y, z, type);
}
void Superchunk::set2(int x, int y, int z, BlockType type) {
if (x < 0 || y < 0 || z < 0 || x >= chunksX*CX || y >= chunksY*CY || z >= chunksZ*CZ)
return;
int cx = x / CX;
int cy = y / CY;
int cz = z / CZ;
x %= CX;
y %= CY;
z %= CZ;
if(!c[cx][cy][cz])
c[cx][cy][cz] = new Chunk(false, cx, cy, cz, G);
c[cx][cy][cz]->set2(x, y, z, type);
}
static int i(const float &f) {
if (f >= 0)
return (int)f;
return ((int)f)-1;
}
BlockType Superchunk::get(float x, float y, float z) {
return get(i(x), i(y), i(z));
}
Chunk* Superchunk::getChunk(int cx, int cy, int cz) {
if (cx >= chunksX || cy >= chunksY || cz >= chunksZ)
return nullptr;
if(!c[cx][cy][cz])
c[cx][cy][cz] = new Chunk(false, cx, cy, cz, G);
return c[cx][cy][cz];
}
void Superchunk::render(const glm::mat4& transform) {
if (Chunk::RenderProgram == nullptr)
return;
Chunk::RenderProgram->bind();
glEnableVertexAttribArray(Chunk::RenderProgram_attrib_coord);
glEnableVertexAttribArray(Chunk::RenderProgram_attrib_texcoord);
glEnableVertexAttribArray(Chunk::RenderProgram_attrib_color);
Chunk::TextureAtlas->bind();
const static glm::vec3 cShift(Chunk::MidX, Chunk::MidY, Chunk::MidZ);
glm::mat4 chunkTransform;
for (int x = 0; x < chunksX; x++)
for (int y = 0; y < chunksY; y++)
for (int z = 0; z < chunksZ; z++)
if (c[x][y][z]) {
glm::vec3 translate = glm::vec3(x * CX, y * CY, z * CZ);
if (G->LP->camera.frustum.sphereInFrustum(translate + cShift, Chunk::CullSphereRadius)) {
chunkTransform = glm::translate(transform, translate);
c[x][y][z]->renderBatched(chunkTransform);
}
}
glDisableVertexAttribArray(Chunk::RenderProgram_attrib_color);
glDisableVertexAttribArray(Chunk::RenderProgram_attrib_texcoord);
glDisableVertexAttribArray(Chunk::RenderProgram_attrib_coord);
}
int Superchunk::getChunksX() const {
return chunksX;
}
int Superchunk::getChunksY() const {
return chunksY;
}
int Superchunk::getChunksZ() const {
return chunksZ;
}
void Superchunk::save(const std::string &path) const {
FILE *f = fopen(path.c_str(), "w");
int32 chunkSize[3] = {CX, CY, CZ};
int32 superChunkSize[3] = {getChunksX(), getChunksY(), getChunksZ()};
fwrite(chunkSize, sizeof(int32), 3, f);
fwrite(superChunkSize, sizeof(int32), 3, f);
const BlockType *chunkData = nullptr;
uint compressedSize = CX * CY * CZ;
byte *compressed = (byte*)malloc(compressedSize);
for (int sx=0; sx < superChunkSize[0]; sx++) {
for (int sy=0; sy < superChunkSize[1]; sy++) {
for (int sz=0; sz < superChunkSize[2]; sz++) {
// Chunk may be uninitialized
if (c[sx][sy][sz] == nullptr) {
// Chunk is empty (not initialized), mark as missing
int16 size = -1;
fwrite(&size, sizeof(int16), 1, f);
} else {
chunkData = c[sx][sy][sz]->blk;
compressedSize = CX * CY * CZ;
lzfx_compress(chunkData, CX*CY*CZ, compressed, &compressedSize);
int16 size = (int16)compressedSize;
fwrite(&size, sizeof(int16), 1, f);
fwrite(compressed, compressedSize, 1, f);
}
}
}
}
::free(compressed);
fclose(f);
}
void Superchunk::load(const std::string &path) {
FILE *f = fopen(path.c_str(), "r");
int32 chunkSize[3];
int32 superChunkSize[3];
fread(chunkSize, sizeof(int32), 3, f);
fread(superChunkSize, sizeof(int32), 3, f);
setSize(superChunkSize[0], superChunkSize[1], superChunkSize[1]);
uint uncompressedDataSize = CX * CY * CZ; // Should not change
BlockType *uncompressedData = (BlockType*)malloc(uncompressedDataSize);
for (int sx=0; sx < superChunkSize[0]; sx++) {
for (int sy=0; sy < superChunkSize[1]; sy++) {
for (int sz=0; sz < superChunkSize[2]; sz++) {
int16 size; fread(&size, sizeof(int16), 1, f);
if (c[sx][sy][sz] != nullptr) {
delete c[sx][sy][sz]; // Bash out the old chunk
}
if (size == -1) { // Chunk is empty
c[sx][sy][sz] = nullptr;
} else {
c[sx][sy][sz] = new Chunk(false, sx, sy, sz, G);
byte *compressedData = (byte*)malloc(size);
fread(compressedData, size, 1, f);
uncompressedDataSize = CX * CY * CZ;
lzfx_decompress(compressedData, size, uncompressedData, &uncompressedDataSize);
for (int i=0; i < CX*CY*CZ; ++i) {
c[sx][sy][sz]->blk[i] = uncompressedData[i];
}
::free(compressedData);
}
}
}
}
::free(uncompressedData);
fclose(f);
}
struct MapTransferHeader {
struct {
int32 x, y, z;
} ChunkSize;
struct {
int32 x, y, z;
} Chunks;
};
void Superchunk::writeMsg(Net::OutMessage &msg) const {
MapTransferHeader mth {
{CX, CY, CZ},
{getChunksX(), getChunksY(), getChunksZ()}
};
msg.writeData(&mth, sizeof(MapTransferHeader));
const BlockType *chunkData = nullptr;
uint compressedSize = CX * CY * CZ;
byte *compressed = (byte*)malloc(compressedSize);
for (int sx=0; sx < getChunksX(); sx++) {
for (int sy=0; sy < getChunksY(); sy++) {
for (int sz=0; sz < getChunksZ(); sz++) {
// Chunk may be uninitialized
if (c[sx][sy][sz] == nullptr) {
// Chunk is empty (not initialized), mark as missing
msg.writeI16(-1);
} else {
chunkData = c[sx][sy][sz]->blk;
compressedSize = CX * CY * CZ;
lzfx_compress(chunkData, CX*CY*CZ, compressed, &compressedSize);
msg.writeI16(compressedSize);
msg.writeData(compressed, compressedSize);
}
}
}
}
::free(compressed);
}
void Superchunk::readMsg(Net::InMessage &M) {
MapTransferHeader mth;
M.readData(&mth, sizeof(mth));
setSize(mth.Chunks.x, mth.Chunks.y, mth.Chunks.z);
int bytesRead = 0;
uint uncompressedDataSize = CX * CY * CZ; // Should not change
BlockType *uncompressedData = (BlockType*)malloc(uncompressedDataSize);
for (int sx=0; sx < mth.Chunks.x; sx++) {
for (int sy=0; sy < mth.Chunks.y; sy++) {
for (int sz=0; sz < mth.Chunks.z; sz++) {
int16 size = M.readI16();
if (c[sx][sy][sz] != nullptr) {
delete c[sx][sy][sz]; // Bash out the old chunk
}
if (size == -1) { // Chunk is empty
c[sx][sy][sz] = nullptr; // Keep out
} else {
c[sx][sy][sz] = new Chunk(false, sx, sy, sz, G);
byte *compressedData = (byte*)malloc(size);
M.readData(compressedData, size);
bytesRead += size;
uncompressedDataSize = CX * CY * CZ;
lzfx_decompress(compressedData, size, uncompressedData, &uncompressedDataSize);
for (int i=0; i < CX*CY*CZ; ++i) {
c[sx][sy][sz]->blk[i] = uncompressedData[i];
}
::free(compressedData);
}
}
}
}
::free(uncompressedData);
getDebugStream() << "MapTransfer: read " << bytesRead << " b, MsgSize: " << M.getSize() << std::endl;
}
}

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#ifndef SUPERCHUNK_HPP
#define SUPERCHUNK_HPP
#include "Chunk.hpp"
namespace Diggler {
class Game;
namespace Net {
class InMessage;
class OutMessage;
}
class Superchunk {
private:
friend class Chunk;
Game *G;
Chunk ****c;
int chunksX, chunksY, chunksZ;
void set2(int x, int y, int z, BlockType type);
void free();
public:
Superchunk(Game *G = nullptr);
~Superchunk();
void save(const std::string &path) const;
void load(const std::string &path);
void writeMsg(Net::OutMessage&) const;
void readMsg(Net::InMessage&);
void setSize(int x, int y, int z);
int getChunksX() const;
int getChunksY() const;
int getChunksZ() const;
BlockType get(int x, int y, int z);
BlockType get(float x, float y, float z);
void set(int x, int y, int z, BlockType type);
Chunk* getChunk(int cx, int cy, int cz);
void render(const glm::mat4 &transform);
};
}
#endif

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Texture.cpp Normal file
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#include "Texture.hpp"
#include "Platform.hpp"
#include "stb_image.h"
#include <cstdio>
#include <cerrno>
#include <cstring>
#define PushBoundTex() GLint currentBoundTex; glGetIntegerv(GL_TEXTURE_BINDING_2D, &currentBoundTex);
#define PopBoundTex() glBindTexture(GL_TEXTURE_2D, currentBoundTex);
#define TEXTURE_LOAD_DEBUG 0
namespace Diggler {
Texture::Texture(int w, int h, Texture::PixelFormat format, bool makeXor) : w(w), h(h), m_format(format) {
PushBoundTex();
create();
//if (makeXor) { // Actually it's damn expensive to do this
setPlaceholder(makeXor);
//}
PopBoundTex();
}
Texture::Texture(int w, int h, uint8_t* data, Texture::PixelFormat format) {
PushBoundTex();
create();
setTexture(w, h, data, format);
PopBoundTex();
}
Texture::Texture(const std::string& path, Texture::PixelFormat format) {
PushBoundTex();
create();
int stbiFormat;
switch (format) {
case PixelFormat::RGB:
stbiFormat = STBI_rgb;
break;
case PixelFormat::RGBA:
stbiFormat = STBI_rgb_alpha;
break;
case PixelFormat::Monochrome8:
stbiFormat = STBI_grey;
break;
}
int width, height, channels;
unsigned char *ptr = nullptr;
FILE *fp = fopen(path.c_str(), "rb");
if (fp != nullptr) {
ptr = stbi_load_from_file(fp, &width, &height, &channels, stbiFormat);
w = width; h = height;
}
if (ptr && width && height) {
setTexture(w, h, ptr, format);
stbi_image_free(ptr);
#if TEXTURE_LOAD_DEBUG
getDebugStream() << "Loaded image " << path << std::endl;
#endif
} else {
w = 64; h = 64;
if (fp == nullptr)
getErrorStream() << "Failed to open \"" << path << "\" : " << std::strerror(errno) << std::endl;
else
getErrorStream() << "Failed to load image \"" << path << "\" : " << stbi_failure_reason() << std::endl;
setPlaceholder(true);
}
PopBoundTex();
}
void Texture::create() {
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
setFiltering(Filter::Nearest, Filter::Nearest);
}
GLenum getFilterGlConstant(Texture::Filter filter) {
switch (filter) {
case Texture::Filter::Linear:
return GL_LINEAR;
case Texture::Filter::Nearest:
return GL_NEAREST;
default:
return 0;
}
}
void Texture::setFiltering(Filter min, Filter mag) {
PushBoundTex();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, getFilterGlConstant(min));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, getFilterGlConstant(mag));
PopBoundTex();
}
GLenum getWrapGlConstant(Texture::Wrapping wrap) {
switch (wrap) {
case Texture::Wrapping::Clamp:
return GL_CLAMP;
case Texture::Wrapping::Repeat:
return GL_REPEAT;
default:
return 0;
}
}
void Texture::setWrapping(Wrapping s, Wrapping t) {
PushBoundTex();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, getWrapGlConstant(s));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, getWrapGlConstant(t));
PopBoundTex();
}
void Texture::setPlaceholder(bool makeXor) {
// VALVe checkerboard, anyone?
int pxLength;
switch (m_format) {
case PixelFormat::RGB:
pxLength = 3;
break;
case PixelFormat::RGBA:
pxLength = 4;
break;
case PixelFormat::Monochrome8:
pxLength = 1;
break;
}
unsigned char* white = new unsigned char[w * h * pxLength];
if (makeXor) {
for(int x = 0; x < w; x++) // XOR texture
for(int y = 0; y < h; y++)
for(int i = 0; i < pxLength; i++)
white[i+x*pxLength+y*w*pxLength] = x ^ y;
} else {
memset(white, 255, w * h * pxLength);
}
setTexture(w, h, white, m_format);
delete[] white;
}
void Texture::setTexture(int w, int h, uint8_t *data, Texture::PixelFormat format) {
this->w = w; this->h = h;
this->m_format = format;
GLenum glFormat;
switch (format) {
case PixelFormat::RGB:
glFormat = GL_RGB;
break;
case PixelFormat::RGBA:
glFormat = GL_RGBA;
break;
case PixelFormat::Monochrome8:
glFormat = GL_LUMINANCE8;
break;
}
glTexImage2D(GL_TEXTURE_2D, // target
0, // level, 0 = base, no minimap
glFormat, // internalformat
w, // width
h, // height
0, // border
glFormat, // format
GL_UNSIGNED_BYTE, // type
data);
}
GLuint Texture::getId() const {
return id;
}
void Texture::resize(int w, int h) {
PushBoundTex();
//glGenTextures(1, &id);
bind();
GLenum glFormat;
switch (m_format) {
case PixelFormat::RGB:
glFormat = GL_RGB;
break;
case PixelFormat::RGBA:
glFormat = GL_RGBA;
break;
case PixelFormat::Monochrome8:
glFormat = GL_LUMINANCE8;
break;
}
glTexImage2D(GL_TEXTURE_2D, // target
0, // level, 0 = base, no minimap,
glFormat, // internalformat
w, // width
h, // height
0, // border
glFormat, // format
GL_UNSIGNED_BYTE, // type
nullptr);
PopBoundTex();
}
int Texture::getW() {
return w;
}
int Texture::getH() {
return h;
}
Texture::PixelFormat Texture::getPixelFormat() {
return m_format;
}
int Texture::getRequiredBufferSize() {
int texelSize;
switch (m_format) {
case PixelFormat::RGB:
texelSize = 3;
break;
case PixelFormat::RGBA:
texelSize = 4;
break;
case PixelFormat::Monochrome8:
texelSize = 1;
break;
}
return w * h * texelSize;
}
void Texture::getTexture(uint8_t* data) {
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
}
void Texture::bind() const {
glBindTexture(GL_TEXTURE_2D, id);
}
void Texture::bind(int number) const {
glActiveTexture(GL_TEXTURE0+number);
glBindTexture(GL_TEXTURE_2D, id);
glActiveTexture(GL_TEXTURE0);
}
Texture::~Texture() {
glDeleteTextures(1, &id);
}
}

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#ifndef TEXTURE_HPP
#define TEXTURE_HPP
#include <GL/glew.h>
#include <string>
namespace Diggler {
class Texture {
public:
enum class PixelFormat {
RGB,
RGBA,
Monochrome8
};
enum class Filter {
Nearest,
Linear
};
enum class Wrapping {
Repeat,
Clamp
};
private:
GLuint id;
int w, h;
PixelFormat m_format;
void create();
void setPlaceholder(bool makeXor);
public:
Texture(int w, int h, PixelFormat format = PixelFormat::RGB, bool makeXor = false);
Texture(int w, int h, uint8_t *data, PixelFormat format = PixelFormat::RGB);
Texture(const std::string& path, PixelFormat format = PixelFormat::RGB);
GLuint getId() const;
operator GLuint() const { return getId(); }
void resize(int w, int h);
int getW();
int getH();
PixelFormat getPixelFormat();
int getRequiredBufferSize();
void getTexture(uint8_t *data);
void setTexture(int w, int h, uint8_t *data, PixelFormat format = PixelFormat::RGB);
void setFiltering(Filter min, Filter mag);
void setWrapping(Wrapping s, Wrapping t);
void bind() const;
void bind(int number) const;
~Texture();
};
}
#endif

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UITestState.cpp Normal file
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#include "UITestState.hpp"
#include "GameWindow.hpp"
namespace Diggler {
UITestState::UITestState(GameWindow *W) : W(W) {
}
UITestState::~UITestState() {
}
void UITestState::run() {
}
void UITestState::updateViewport() {
}
void UITestState::onMouseScroll(double x, double y) {
}
void UITestState::onResize(int w, int h) {
}
void UITestState::onMouseButton(int key, int action, int mods) {
}
void UITestState::onCursorPos(double x, double y) {
}
}

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UITestState.hpp Normal file
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#ifndef UI_TEST_STATE_HPP
#define UI_TEST_STATE_HPP
#include "State.hpp"
namespace Diggler {
namespace UI {
class Text;
}
class UITestState : public State {
private:
class GameWindow *W;
UI::Text *txt;
public:
UITestState(GameWindow*);
~UITestState();
void onMouseButton(int key, int action, int mods);
void onCursorPos(double x, double y);
void onResize(int w, int h);
void onMouseScroll(double x, double y);
void run();
void updateViewport();
};
}
#endif

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VBO.cpp Normal file
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#include "VBO.hpp"
namespace Diggler {
static void unref(int *rc, GLuint id) {
if (--(*rc) == 0) {
glDeleteBuffers(1, &id);
delete rc;
}
}
VBO::VBO() {
*(m_refcount = new int[1]) = 1;
glGenBuffers(1, &id);
}
VBO::VBO(const VBO &other) {
(*this) = other;
}
VBO& VBO::operator=(const VBO &other) {
unref(m_refcount, id);
id = other.id;
m_refcount = other.m_refcount;
(*m_refcount)++;
return *this;
}
VBO::VBO(VBO &&other) {
(*this) = other;
}
VBO& VBO::operator=(VBO &&other) {
unref(m_refcount, id);
id = other.id;
m_refcount = other.m_refcount;
return *this;
}
VBO::~VBO() {
unref(m_refcount, id);
}
void VBO::bind() const {
glBindBuffer(GL_ARRAY_BUFFER, id);
}
int VBO::getSize() const {
GLint currentBoundArray; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &currentBoundArray);
GLint data;
bind();
glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &data);
glBindBuffer(GL_ARRAY_BUFFER, currentBoundArray);
return data;
}
}

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VBO.hpp Normal file
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#ifndef VBO_HPP
#define VBO_HPP
#include <vector>
#include <GL/glew.h>
#include <typeinfo>
#include "Platform.hpp"
#include <cstring>
namespace Diggler {
class VBO {
private:
int *m_refcount;
public:
GLuint id;
// Ctor / dtor
VBO();
~VBO();
// Copy
VBO(const VBO&);
VBO& operator=(const VBO&);
// Move
VBO(VBO&&);
VBO& operator=(VBO&&);
operator GLuint() const { return id; }
template <typename T> void setData(const std::vector<T>& data, GLenum usage = GL_STATIC_DRAW) {
GLint currentBoundArray; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &currentBoundArray);
glBindBuffer(GL_ARRAY_BUFFER, id);
glBufferData(GL_ARRAY_BUFFER, data.size()*sizeof(T), data.data(), usage);
glBindBuffer(GL_ARRAY_BUFFER, currentBoundArray);
//getDebugStream() << "Set buffer " << typeid(T).name() << ' ' << data.size() << std::endl;
}
template <typename T> void setData(const std::initializer_list<T>& data, GLenum usage = GL_STATIC_DRAW) {
// TODO: Fix this, it's not working: data seems to always be empty
GLint currentBoundArray; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &currentBoundArray);
glBindBuffer(GL_ARRAY_BUFFER, id);
glBufferData(GL_ARRAY_BUFFER, data.size()*sizeof(T), data.begin(), usage);
glBindBuffer(GL_ARRAY_BUFFER, currentBoundArray);
//getDebugStream() << "Set buffer " << typeid(T).name() << ' ' << data.size() << std::endl;
}
template <typename T> void setData(const T *data, uint count, GLenum usage = GL_STATIC_DRAW) {
GLint currentBoundArray; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &currentBoundArray);
glBindBuffer(GL_ARRAY_BUFFER, id);
glBufferData(GL_ARRAY_BUFFER, count*sizeof(*data), data, usage);
glBindBuffer(GL_ARRAY_BUFFER, currentBoundArray);
}
void bind() const;
int getSize() const;
};
}
#endif

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VersionInfo.hpp Normal file
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#ifndef VERSION_INFO_HPP
#define VERSION_INFO_HPP
namespace Diggler {
const char* VersionString = "0.1.0";
int VersionMajor = 0;
int VersionMinor = 1;
int VersionRevision = 0;
}
#endif

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_.hpp Normal file
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#ifndef UNDERSCORE_HPP
#define UNDERSCORE_HPP
#include <utility>
template<class T> struct _ {
T *ptr;
// Construct
_() : ptr(nullptr) {}
_(decltype(nullptr)) : ptr(nullptr) {}
_(T *t) : ptr(t) {}
template<typename... Args> _(Args&&... args) {
ptr = new T(std::forward<Args>(args)...);
}
// No copy
_(const _&) = delete;
_& operator=(const _&) = delete;
// Move
_(_ &&o) {
delete ptr;
ptr = o.ptr;
o.ptr = nullptr;
}
_& operator=(_ &&o) {
delete ptr;
ptr = o.ptr;
o.ptr = nullptr;
return *this;
}
// Assign
_& operator=(T *t) {
delete ptr;
ptr = t;
return *this;
}
// Comparison
bool operator==(T *t) const {
return t == ptr;
}
bool operator!=(T *t) const {
return t != ptr;
}
// Get
T* get() const {
return ptr;
}
T& operator[](int i) const {
return ptr[i];
}
T& operator*() const {
return *ptr;
}
T* operator->() const {
return ptr;
}
// Addressof
T** operator&() const {
return &ptr;
}
// Cast
operator T*() const {
return ptr;
}
operator const T*() const {
return ptr;
}
template<typename R> operator R*() const {
return (R*)ptr;
}
operator bool() const {
return ptr;
}
// Destruct
~_() {
delete ptr;
}
};
#endif

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7
assets/2dColored.f.glsl Normal file
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#version 120
varying vec4 v_color;
void main(void) {
gl_FragColor = v_color;
}

11
assets/2dColored.v.glsl Normal file
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#version 120
attribute vec2 coord;
uniform mat4 mvp;
attribute vec4 color;
varying vec4 v_color;
void main(void) {
gl_Position = mvp * vec4(coord, 0.0, 1.0);
v_color = color;
}

7
assets/2dTextured.f.glsl Normal file
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#version 120
varying vec2 v_texcoord;
uniform sampler2D mytexture;
void main(void) {
gl_FragColor = texture2D(mytexture, v_texcoord);
}

11
assets/2dTextured.v.glsl Normal file
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#version 120
attribute vec2 coord;
uniform mat4 mvp;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main(void) {
gl_Position = mvp * vec4(coord, 0.0, 1.0);
v_texcoord = texcoord;
}

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#version 120
varying vec2 v_texcoord;
varying vec4 v_color;
uniform sampler2D mytexture;
void main(void) {
gl_FragColor = texture2D(mytexture, v_texcoord) * v_color;
}

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#version 120
attribute vec2 coord;
uniform mat4 mvp;
attribute vec2 texcoord;
attribute vec4 color;
varying vec4 v_color;
varying vec2 v_texcoord;
void main(void) {
gl_Position = mvp * vec4(coord, 0.0, 1.0);
v_texcoord = texcoord;
v_color = color;
}

7
assets/3dColored.f.glsl Executable file
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#version 120
varying vec4 v_color;
void main(void) {
gl_FragColor = v_color;
}

11
assets/3dColored.v.glsl Normal file
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#version 120
uniform mat4 mvp;
attribute vec4 coord;
attribute vec4 color;
varying vec4 v_color;
void main(void) {
v_color = color;
gl_Position = mvp * vec4(coord.xyz, 1);
}

8
assets/3dTextured.f.glsl Executable file
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#version 120
varying vec2 v_texcoord;
uniform sampler2D texture;
void main(void) {
gl_FragColor = texture2D(texture, v_texcoord);
}

11
assets/3dTextured.v.glsl Normal file
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#version 120
uniform mat4 mvp;
attribute vec4 coord;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main(void) {
v_texcoord = texcoord;
gl_Position = mvp * vec4(coord.xyz, 1);
}

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#version 120
varying vec2 v_texcoord;
varying vec4 v_color;
uniform sampler2D texture;
void main(void) {
gl_FragColor = texture2D(texture, v_texcoord) * v_color;
}

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#version 120
uniform mat4 mvp;
attribute vec4 coord;
attribute vec4 color;
attribute vec2 texcoord;
varying vec2 v_texcoord;
varying vec4 v_color;
void main(void) {
v_texcoord = texcoord;
v_color = color;
gl_Position = mvp * vec4(coord.xyz, 1);
}

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#version 120
varying vec2 v_texcoord;
varying vec4 v_color;
varying vec4 v_coord;
uniform sampler2D texture;
uniform float fogEnd = 32.0;
uniform float fogStart = 16.0;
void main(void) {
float fogCoord = (gl_FragCoord.z/gl_FragCoord.w);
gl_FragColor = mix(texture2D(texture, v_texcoord) * v_color, vec4(0.0, 0.0, 0.0, 1.0), 1.0-clamp((fogEnd-fogCoord)/(fogEnd-fogStart), 0.0, 1.0));
}

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#version 120
uniform mat4 mvp;
attribute vec4 coord;
attribute vec2 texcoord;
attribute vec4 color;
varying vec2 v_texcoord;
varying vec4 v_color;
void main(void) {
v_texcoord = texcoord;
v_color = color;
gl_Position = mvp * vec4(coord.xyz, 1);
}

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assets/3dTexturedFog.f.glsl Executable file
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#version 120
varying vec4 v_coord;
varying vec2 v_texcoord;
uniform sampler2D texture;
uniform float fogEnd = 32.0;
uniform float fogStart = 16.0;
void main(void) {
float fogCoord = (gl_FragCoord.z/gl_FragCoord.w);
gl_FragColor = mix(texture2D(texture, v_texcoord), vec4(0.0, 0.0, 0.0, 1.0), 1.0-clamp((fogEnd-fogCoord)/(fogEnd-fogStart), 0.0, 1.0));
}

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#version 120
uniform mat4 mvp;
attribute vec4 coord;
attribute vec2 texcoord;
varying vec4 v_coord;
varying vec2 v_texcoord;
void main(void) {
v_coord = coord;
v_texcoord = texcoord;
gl_Position = mvp * vec4(coord.xyz, 1);
}

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