int hit_test( Chunk *chunks, int chunk_count, int previous, float x, float y, float z, float rx, float ry, int *bx, int *by, int *bz) { int result = 0; float best = 0; int p = chunked(x); int q = chunked(z); float vx, vy, vz; get_sight_vector(rx, ry, &vx, &vy, &vz); for (int i = 0; i < chunk_count; i++) { Chunk *chunk = chunks + i; if (chunk_distance(chunk, p, q) > 1) { continue; } int hx, hy, hz; int hw = _hit_test(&chunk->map, 8, previous, x, y, z, vx, vy, vz, &hx, &hy, &hz); if (hw > 0) { float d = sqrtf( powf(hx - x, 2) + powf(hy - y, 2) + powf(hz - z, 2)); if (best == 0 || d < best) { best = d; *bx = hx; *by = hy; *bz = hz; result = hw; } } } return result; }
int get_block( Chunk *chunks, int chunk_count, int x, int y, int z) { int p = chunked(x); int q = chunked(z); Chunk *chunk = find_chunk(chunks, chunk_count, p, q); if (chunk) { Map *map = &chunk->map; return map_get(map, x, y, z); } return 0; }
void ensure_chunks( Chunk *chunks, int *chunk_count, float x, float y, float z, int force) { int p = chunked(x); int q = chunked(z); int count = *chunk_count; for (int i = 0; i < count; i++) { Chunk *chunk = chunks + i; if (chunk_distance(chunk, p, q) >= DELETE_CHUNK_RADIUS) { map_free(&chunk->map); glDeleteBuffers(1, &chunk->position_buffer); glDeleteBuffers(1, &chunk->normal_buffer); glDeleteBuffers(1, &chunk->uv_buffer); Chunk *other = chunks + (--count); memcpy(chunk, other, sizeof(Chunk)); } } int rings = force ? 1 : CREATE_CHUNK_RADIUS; int generated = 0; for (int ring = 0; ring <= rings; ring++) { for (int dp = -ring; dp <= ring; dp++) { for (int dq = -ring; dq <= ring; dq++) { if (ring != MAX(ABS(dp), ABS(dq))) { continue; } if (!force && generated && ring > 1) { continue; } int a = p + dp; int b = q + dq; Chunk *chunk = find_chunk(chunks, count, a, b); if (chunk) { if (chunk->dirty) { gen_chunk_buffers(chunk); generated++; } } else { if (count < MAX_CHUNKS) { create_chunk(chunks + count, a, b); generated++; count++; } } } } } *chunk_count = count; }
void i2c_2_byte_master_read_request_handler(volatile uint16_t * data_to_send_to_master) { if (SSP1IF == 1) { SSP1IF = 0; if (is_i2c_read_operation_and_last_bit_was_an_address_byte()) { // Read address from buffer, clearing BF unsigned char tmp = SSP1BUF; i2c_buffer_index = 0; i2c_write(chunked(*data_to_send_to_master)); } else if (is_i2c_read_operation_and_last_byte_was_a_data_byte()) { i2c_write(chunked(*data_to_send_to_master)); } } }
int highest_block(Chunk *chunks, int chunk_count, float x, float z) { int result = -1; int nx = roundf(x); int nz = roundf(z); int p = chunked(x); int q = chunked(z); Chunk *chunk = find_chunk(chunks, chunk_count, p, q); if (chunk) { Map *map = &chunk->map; MAP_FOR_EACH(map, e) { if (is_obstacle(e->w) && e->x == nx && e->z == nz) { result = MAX(result, e->y); } } END_MAP_FOR_EACH; } return result; }
int collide( Chunk *chunks, int chunk_count, int height, float *x, float *y, float *z) { int result = 0; int p = chunked(*x); int q = chunked(*z); Chunk *chunk = find_chunk(chunks, chunk_count, p, q); if (!chunk) { return result; } Map *map = &chunk->map; int nx = roundf(*x); int ny = roundf(*y); int nz = roundf(*z); float px = *x - nx; float py = *y - ny; float pz = *z - nz; float pad = 0.25; for (int dy = 0; dy < height; dy++) { if (px < -pad && is_obstacle(map_get(map, nx - 1, ny - dy, nz))) { *x = nx - pad; } if (px > pad && is_obstacle(map_get(map, nx + 1, ny - dy, nz))) { *x = nx + pad; } if (py < -pad && is_obstacle(map_get(map, nx, ny - dy - 1, nz))) { *y = ny - pad; result = 1; } if (py > pad && is_obstacle(map_get(map, nx, ny - dy + 1, nz))) { *y = ny + pad; result = 1; } if (pz < -pad && is_obstacle(map_get(map, nx, ny - dy, nz - 1))) { *z = nz - pad; } if (pz > pad && is_obstacle(map_get(map, nx, ny - dy, nz + 1))) { *z = nz + pad; } } return result; }
void set_block( Chunk *chunks, int chunk_count, int x, int y, int z, int w, int post) { int p = chunked(x); int q = chunked(z); _set_block(chunks, chunk_count, p, q, x, y, z, w, post); w = w ? -1 : 0; int p0 = x == p * CHUNK_SIZE; int q0 = z == q * CHUNK_SIZE; int p1 = x == p * CHUNK_SIZE + CHUNK_SIZE - 1; int q1 = z == q * CHUNK_SIZE + CHUNK_SIZE - 1; for (int dp = -1; dp <= 1; dp++) { for (int dq = -1; dq <= 1; dq++) { if (dp == 0 && dq == 0) continue; if (dp < 0 && !p0) continue; if (dp > 0 && !p1) continue; if (dq < 0 && !q0) continue; if (dq > 0 && !q1) continue; _set_block(chunks, chunk_count, p + dp, q + dq, x, y, z, w, post); } } }
void set_block( Chunk *chunks, int chunk_count, int x, int y, int z, int w) { int p = chunked(x); int q = chunked(z); _set_block(chunks, chunk_count, p, q, x, y, z, w); if (chunked(x - 1) != p) { _set_block(chunks, chunk_count, p - 1, q, x, y, z, -w); } if (chunked(x + 1) != p) { _set_block(chunks, chunk_count, p + 1, q, x, y, z, -w); } if (chunked(z - 1) != q) { _set_block(chunks, chunk_count, p, q - 1, x, y, z, -w); } if (chunked(z + 1) != q) { _set_block(chunks, chunk_count, p, q + 1, x, y, z, -w); } client_block(x, y, z, w); }
int main(int argc, char **argv) { srand(time(NULL)); rand(); if (argc == 2 || argc == 3) { char *hostname = argv[1]; int port = DEFAULT_PORT; if (argc == 3) { port = atoi(argv[2]); } db_disable(); client_enable(); client_connect(hostname, port); client_start(); } if (!glfwInit()) { return -1; } create_window(); if (!window) { glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSwapInterval(VSYNC); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glfwSetKeyCallback(window, on_key); glfwSetMouseButtonCallback(window, on_mouse_button); glfwSetScrollCallback(window, on_scroll); #ifndef __APPLE__ if (glewInit() != GLEW_OK) { return -1; } #endif if (db_init()) { return -1; } glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glEnable(GL_LINE_SMOOTH); glLogicOp(GL_INVERT); glClearColor(0.53, 0.81, 0.92, 1.00); GLuint texture; glGenTextures(1, &texture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); load_png_texture("texture.png"); GLuint block_program = load_program( "shaders/block_vertex.glsl", "shaders/block_fragment.glsl"); GLuint matrix_loc = glGetUniformLocation(block_program, "matrix"); GLuint camera_loc = glGetUniformLocation(block_program, "camera"); GLuint sampler_loc = glGetUniformLocation(block_program, "sampler"); GLuint timer_loc = glGetUniformLocation(block_program, "timer"); GLuint position_loc = glGetAttribLocation(block_program, "position"); GLuint normal_loc = glGetAttribLocation(block_program, "normal"); GLuint uv_loc = glGetAttribLocation(block_program, "uv"); GLuint line_program = load_program( "shaders/line_vertex.glsl", "shaders/line_fragment.glsl"); GLuint line_matrix_loc = glGetUniformLocation(line_program, "matrix"); GLuint line_position_loc = glGetAttribLocation(line_program, "position"); GLuint item_position_buffer = 0; GLuint item_normal_buffer = 0; GLuint item_uv_buffer = 0; int previous_block_type = 0; Chunk chunks[MAX_CHUNKS]; int chunk_count = 0; Player players[MAX_PLAYERS]; int player_count = 0; FPS fps = {0, 0}; float matrix[16]; float x = (rand_double() - 0.5) * 10000; float z = (rand_double() - 0.5) * 10000; float y = 0; float dy = 0; float rx = 0; float ry = 0; double px = 0; double py = 0; int loaded = db_load_state(&x, &y, &z, &rx, &ry); ensure_chunks(chunks, &chunk_count, x, y, z, 1); if (!loaded) { y = highest_block(chunks, chunk_count, x, z) + 2; } glfwGetCursorPos(window, &px, &py); double previous = glfwGetTime(); while (!glfwWindowShouldClose(window)) { int width, height; glfwGetFramebufferSize(window, &width, &height); glViewport(0, 0, width, height); update_fps(&fps, SHOW_FPS); double now = glfwGetTime(); double dt = MIN(now - previous, 0.2); previous = now; if (exclusive && (px || py)) { double mx, my; glfwGetCursorPos(window, &mx, &my); float m = 0.0025; rx += (mx - px) * m; ry -= (my - py) * m; if (rx < 0) { rx += RADIANS(360); } if (rx >= RADIANS(360)){ rx -= RADIANS(360); } ry = MAX(ry, -RADIANS(90)); ry = MIN(ry, RADIANS(90)); px = mx; py = my; } else { glfwGetCursorPos(window, &px, &py); } int szlast = sz; int sxlast = sx; sz = 0; sx = 0; ortho = glfwGetKey(window, 'F'); fov = glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) ? 15.0 : 65.0; if (glfwGetKey(window, 'Q')) break; if (glfwGetKey(window, 'W')) sz--; if (glfwGetKey(window, 'S')) sz++; if (glfwGetKey(window, 'A')) sx--; if (glfwGetKey(window, 'D')) sx++; if (sx != 0 || sz !=0 && flying == 0){ acc = walking_speed > acc && acc > 0 ? acc + (acc - (acc / 3)) : walking_speed; } else{ if(sx == 0 && sz == 0 && flying == 0){ if(acc > 1 && acc > 0){ acc = acc - (acc / 1.45); if(szlast != 0){sz = szlast; }; if(sxlast != 0){sx = sxlast; };} else{ acc = .8; } } } float m = dt * 1.0; if (glfwGetKey(window, GLFW_KEY_LEFT)) rx -= m; if (glfwGetKey(window, GLFW_KEY_RIGHT)) rx += m; if (glfwGetKey(window, GLFW_KEY_UP)) ry += m; if (glfwGetKey(window, GLFW_KEY_DOWN)) ry -= m; float vx, vy, vz; get_motion_vector(flying, sz, sx, rx, ry, &vx, &vy, &vz); if (glfwGetKey(window, GLFW_KEY_SPACE)) { if (flying) { vy = 1; } else if (dy == 0) { dy = 8; } } if (glfwGetKey(window, 'Z')) { vx = -1; vy = 0; vz = 0; } if (glfwGetKey(window, 'X')) { vx = 1; vy = 0; vz = 0; } if (glfwGetKey(window, 'C')) { vx = 0; vy = -1; vz = 0; } if (glfwGetKey(window, 'V')) { vx = 0; vy = 1; vz = 0; } if (glfwGetKey(window, 'B')) { vx = 0; vy = 0; vz = -1; } if (glfwGetKey(window, 'N')) { vx = 0; vy = 0; vz = 1; } float speed = flying ? 20 : acc; int step = 8; float ut = dt / step; vx = vx * ut * speed; vy = vy * ut * speed; vz = vz * ut * speed; for (int i = 0; i < step; i++) { if (flying) { dy = 0; } else { dy -= ut * 25; dy = MAX(dy, -250); } x += vx; y += vy + dy * ut; z += vz; if (collide(chunks, chunk_count, 2, &x, &y, &z)) { dy = 0; } } if (y < 0) { y = highest_block(chunks, chunk_count, x, z) + 2; } if (left_click) { left_click = 0; int hx, hy, hz; int hw = hit_test(chunks, chunk_count, 0, x, y, z, rx, ry, &hx, &hy, &hz); if (hy > 0 && is_destructable(hw)) { set_block(chunks, chunk_count, hx, hy, hz, 0, 1); int above = get_block(chunks, chunk_count, hx, hy + 1, hz); if (is_plant(above)) { set_block(chunks, chunk_count, hx, hy + 1, hz, 0, 1); } } } if (right_click) { right_click = 0; int hx, hy, hz; int hw = hit_test(chunks, chunk_count, 1, x, y, z, rx, ry, &hx, &hy, &hz); if (is_obstacle(hw)) { if (!player_intersects_block(2, x, y, z, hx, hy, hz)) { set_block(chunks, chunk_count, hx, hy, hz, block_type, 1); } } } if (middle_click) { middle_click = 0; int hx, hy, hz; int hw = hit_test(chunks, chunk_count, 0, x, y, z, rx, ry, &hx, &hy, &hz); if (is_selectable(hw)) { block_type = hw; } } if (teleport) { teleport = 0; if (player_count) { int index = rand_int(player_count); Player *player = players + index; x = player->x; y = player->y; z = player->z; rx = player->rx; ry = player->ry; ensure_chunks(chunks, &chunk_count, x, y, z, 1); } } client_position(x, y, z, rx, ry); char buffer[RECV_BUFFER_SIZE]; while (client_recv(buffer, RECV_BUFFER_SIZE)) { float ux, uy, uz, urx, ury; if (sscanf(buffer, "U,%*d,%f,%f,%f,%f,%f", &ux, &uy, &uz, &urx, &ury) == 5) { x = ux; y = uy; z = uz; rx = urx; ry = ury; ensure_chunks(chunks, &chunk_count, x, y, z, 1); y = highest_block(chunks, chunk_count, x, z) + 2; } int bx, by, bz, bw; if (sscanf(buffer, "B,%*d,%*d,%d,%d,%d,%d", &bx, &by, &bz, &bw) == 4) { set_block(chunks, chunk_count, bx, by, bz, bw, 0); if (player_intersects_block(2, x, y, z, bx, by, bz)) { y = highest_block(chunks, chunk_count, x, z) + 2; } } int pid; float px, py, pz, prx, pry; if (sscanf(buffer, "P,%d,%f,%f,%f,%f,%f", &pid, &px, &py, &pz, &prx, &pry) == 6) { Player *player = find_player(players, player_count, pid); if (!player && player_count < MAX_PLAYERS) { player = players + player_count; player_count++; player->id = pid; player->position_buffer = 0; player->normal_buffer = 0; player->uv_buffer = 0; printf("%d other players are online\n", player_count); } if (player) { update_player(player, px, py, pz, prx, pry); } } if (sscanf(buffer, "D,%d", &pid) == 1) { delete_player(players, &player_count, pid); printf("%d other players are online\n", player_count); } } int p = chunked(x); int q = chunked(z); ensure_chunks(chunks, &chunk_count, x, y, z, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); set_matrix_3d(matrix, width, height, x, y, z, rx, ry, fov, ortho); // render chunks glUseProgram(block_program); glUniformMatrix4fv(matrix_loc, 1, GL_FALSE, matrix); glUniform3f(camera_loc, x, y, z); glUniform1i(sampler_loc, 0); glUniform1f(timer_loc, glfwGetTime()); for (int i = 0; i < chunk_count; i++) { Chunk *chunk = chunks + i; if (chunk_distance(chunk, p, q) > RENDER_CHUNK_RADIUS) { continue; } if (y < 100 && !chunk_visible(chunk, matrix)) { continue; } draw_chunk(chunk, position_loc, normal_loc, uv_loc); } // render players for (int i = 0; i < player_count; i++) { Player *player = players + i; draw_player(player, position_loc, normal_loc, uv_loc); } // render focused block wireframe int hx, hy, hz; int hw = hit_test( chunks, chunk_count, 0, x, y, z, rx, ry, &hx, &hy, &hz); if (is_obstacle(hw)) { glUseProgram(line_program); glLineWidth(1); glEnable(GL_COLOR_LOGIC_OP); glUniformMatrix4fv(line_matrix_loc, 1, GL_FALSE, matrix); GLuint wireframe_buffer = gen_wireframe_buffer(hx, hy, hz, 0.51); draw_lines(wireframe_buffer, line_position_loc, 3, 48); glDeleteBuffers(1, &wireframe_buffer); glDisable(GL_COLOR_LOGIC_OP); } set_matrix_2d(matrix, width, height); // render crosshairs glUseProgram(line_program); glLineWidth(4); glEnable(GL_COLOR_LOGIC_OP); glUniformMatrix4fv(line_matrix_loc, 1, GL_FALSE, matrix); GLuint crosshair_buffer = gen_crosshair_buffer(width, height); draw_lines(crosshair_buffer, line_position_loc, 2, 4); glDeleteBuffers(1, &crosshair_buffer); glDisable(GL_COLOR_LOGIC_OP); // render selected item set_matrix_item(matrix, width, height); if (block_type != previous_block_type) { previous_block_type = block_type; gen_item_buffers( &item_position_buffer, &item_normal_buffer, &item_uv_buffer, block_type); } glUseProgram(block_program); glUniformMatrix4fv(matrix_loc, 1, GL_FALSE, matrix); glUniform3f(camera_loc, 0, 0, 5); glUniform1i(sampler_loc, 0); glUniform1f(timer_loc, glfwGetTime()); glDisable(GL_DEPTH_TEST); draw_cube( item_position_buffer, item_normal_buffer, item_uv_buffer, position_loc, normal_loc, uv_loc); glEnable(GL_DEPTH_TEST); glfwSwapBuffers(window); glfwPollEvents(); } client_stop(); db_save_state(x, y, z, rx, ry); db_close(); glfwTerminate(); return 0; }