3D Chunks rendering
This commit is contained in:
parent
ffd2d8220d
commit
29e2d9db80
10 changed files with 982 additions and 15 deletions
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@ -2,6 +2,12 @@
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namespace xe {
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static Engine* _instance;
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Engine* Engine::getInstance() {
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return _instance;
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}
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Engine::Engine(int width, int height, std::string name) : xeWindow{width, height, name},
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xeDevice{xeWindow},
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xeRenderer{xeWindow, xeDevice},
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@ -9,8 +15,8 @@ Engine::Engine(int width, int height, std::string name) : xeWindow{width, height
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xeInput{xeWindow} {
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loadDescriptorPool();
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alutInit(0, NULL);
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std::cout << "Audio device: " << alcGetString(NULL, ALC_DEFAULT_DEVICE_SPECIFIER) << "\n";
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_instance = this;
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};
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Engine::~Engine() {
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@ -29,6 +29,7 @@ class Engine {
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Input& getInput() {return xeInput;}
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Camera& getCamera() {return xeCamera;}
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Device& getDevice() {return xeDevice;}
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std::shared_ptr<Model> loadModelFromFile(const std::string &filename);
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std::shared_ptr<Model> loadModelFromData(std::vector<float> vertexData, uint32_t vertexSize, std::vector<uint32_t> indices);
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@ -41,6 +42,8 @@ class Engine {
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bool poll();
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float getFrameTime() { return frameTime; }
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static Engine* getInstance();
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private:
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void loadDescriptorPool();
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@ -38,7 +38,7 @@ class GameObject {
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id_t getId() { return id; }
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std::shared_ptr<Model> model{};
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glm::vec3 color{};
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// glm::vec3 color{};
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TransformComponent transform;
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private:
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659
src/PerlinNoise.hpp
Normal file
659
src/PerlinNoise.hpp
Normal file
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@ -0,0 +1,659 @@
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//----------------------------------------------------------------------------------------
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//
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// siv::PerlinNoise
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// Perlin noise library for modern C++
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//
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// Copyright (C) 2013-2021 Ryo Suzuki <reputeless@gmail.com>
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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//----------------------------------------------------------------------------------------
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# pragma once
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# include <cstdint>
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# include <algorithm>
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# include <array>
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# include <iterator>
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# include <numeric>
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# include <random>
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# include <type_traits>
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# if __has_include(<concepts>) && defined(__cpp_concepts)
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# include <concepts>
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# endif
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// Library major version
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# define SIVPERLIN_VERSION_MAJOR 3
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// Library minor version
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# define SIVPERLIN_VERSION_MINOR 0
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// Library revision version
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# define SIVPERLIN_VERSION_REVISION 0
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// Library version
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# define SIVPERLIN_VERSION ((SIVPERLIN_VERSION_MAJOR * 100 * 100) + (SIVPERLIN_VERSION_MINOR * 100) + (SIVPERLIN_VERSION_REVISION))
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// [[nodiscard]] for constructors
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# if (201907L <= __has_cpp_attribute(nodiscard))
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# define SIVPERLIN_NODISCARD_CXX20 [[nodiscard]]
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# else
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# define SIVPERLIN_NODISCARD_CXX20
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# endif
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// std::uniform_random_bit_generator concept
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# if __cpp_lib_concepts
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# define SIVPERLIN_CONCEPT_URBG template <std::uniform_random_bit_generator URBG>
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# define SIVPERLIN_CONCEPT_URBG_ template <std::uniform_random_bit_generator URBG>
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# else
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# define SIVPERLIN_CONCEPT_URBG template <class URBG, std::enable_if_t<std::conjunction_v<std::is_invocable<URBG&>, std::is_unsigned<std::invoke_result_t<URBG&>>>>* = nullptr>
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# define SIVPERLIN_CONCEPT_URBG_ template <class URBG, std::enable_if_t<std::conjunction_v<std::is_invocable<URBG&>, std::is_unsigned<std::invoke_result_t<URBG&>>>>*>
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# endif
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// arbitrary value for increasing entropy
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# ifndef SIVPERLIN_DEFAULT_Y
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# define SIVPERLIN_DEFAULT_Y (0.12345)
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# endif
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// arbitrary value for increasing entropy
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# ifndef SIVPERLIN_DEFAULT_Z
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# define SIVPERLIN_DEFAULT_Z (0.34567)
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# endif
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namespace app
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{
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template <class Float>
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class BasicPerlinNoise
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{
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public:
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static_assert(std::is_floating_point_v<Float>);
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///////////////////////////////////////
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//
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// Typedefs
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//
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using state_type = std::array<std::uint8_t, 256>;
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using value_type = Float;
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using default_random_engine = std::mt19937;
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using seed_type = typename default_random_engine::result_type;
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///////////////////////////////////////
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//
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// Constructors
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//
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SIVPERLIN_NODISCARD_CXX20
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constexpr BasicPerlinNoise() noexcept;
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SIVPERLIN_NODISCARD_CXX20
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explicit BasicPerlinNoise(seed_type seed);
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SIVPERLIN_CONCEPT_URBG
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SIVPERLIN_NODISCARD_CXX20
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explicit BasicPerlinNoise(URBG&& urbg);
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///////////////////////////////////////
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//
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// Reseed
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//
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void reseed(seed_type seed);
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SIVPERLIN_CONCEPT_URBG
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void reseed(URBG&& urbg);
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///////////////////////////////////////
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//
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// Serialization
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//
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[[nodiscard]]
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constexpr const state_type& serialize() const noexcept;
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constexpr void deserialize(const state_type& state) noexcept;
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///////////////////////////////////////
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//
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// Noise (The result is in the range [-1, 1])
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//
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[[nodiscard]]
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value_type noise1D(value_type x) const noexcept;
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[[nodiscard]]
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value_type noise2D(value_type x, value_type y) const noexcept;
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[[nodiscard]]
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value_type noise3D(value_type x, value_type y, value_type z) const noexcept;
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///////////////////////////////////////
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//
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// Noise (The result is remapped to the range [0, 1])
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//
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[[nodiscard]]
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value_type noise1D_01(value_type x) const noexcept;
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[[nodiscard]]
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value_type noise2D_01(value_type x, value_type y) const noexcept;
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[[nodiscard]]
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value_type noise3D_01(value_type x, value_type y, value_type z) const noexcept;
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///////////////////////////////////////
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//
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// Octave noise (The result can be out of the range [-1, 1])
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//
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[[nodiscard]]
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value_type octave1D(value_type x, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
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[[nodiscard]]
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value_type octave2D(value_type x, value_type y, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
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[[nodiscard]]
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value_type octave3D(value_type x, value_type y, value_type z, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
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///////////////////////////////////////
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//
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// Octave noise (The result is clamped to the range [-1, 1])
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//
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[[nodiscard]]
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value_type octave1D_11(value_type x, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
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[[nodiscard]]
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value_type octave2D_11(value_type x, value_type y, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
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[[nodiscard]]
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value_type octave3D_11(value_type x, value_type y, value_type z, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
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///////////////////////////////////////
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//
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// Octave noise (The result is clamped and remapped to the range [0, 1])
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//
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[[nodiscard]]
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value_type octave1D_01(value_type x, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
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[[nodiscard]]
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value_type octave2D_01(value_type x, value_type y, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
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[[nodiscard]]
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value_type octave3D_01(value_type x, value_type y, value_type z, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
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///////////////////////////////////////
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//
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// Octave noise (The result is normalized to the range [-1, 1])
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//
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[[nodiscard]]
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value_type normalizedOctave1D(value_type x, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
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[[nodiscard]]
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value_type normalizedOctave2D(value_type x, value_type y, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
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[[nodiscard]]
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value_type normalizedOctave3D(value_type x, value_type y, value_type z, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
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///////////////////////////////////////
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//
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// Octave noise (The result is normalized and remapped to the range [0, 1])
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//
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[[nodiscard]]
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value_type normalizedOctave1D_01(value_type x, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
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[[nodiscard]]
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value_type normalizedOctave2D_01(value_type x, value_type y, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
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[[nodiscard]]
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value_type normalizedOctave3D_01(value_type x, value_type y, value_type z, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
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private:
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state_type m_permutation;
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};
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using PerlinNoise = BasicPerlinNoise<double>;
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namespace perlin_detail
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{
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////////////////////////////////////////////////
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//
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// These functions are provided for consistency.
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// You may get different results from std::shuffle() with different standard library implementations.
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//
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SIVPERLIN_CONCEPT_URBG
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[[nodiscard]]
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inline std::uint64_t Random(const std::uint64_t max, URBG&& urbg)
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{
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return (urbg() % (max + 1));
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}
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template <class RandomIt, class URBG>
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inline void Shuffle(RandomIt first, RandomIt last, URBG&& urbg)
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{
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if (first == last)
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{
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return;
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}
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using difference_type = typename std::iterator_traits<RandomIt>::difference_type;
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for (RandomIt it = first + 1; it < last; ++it)
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{
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const std::uint64_t n = static_cast<std::uint64_t>(it - first);
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std::iter_swap(it, first + static_cast<difference_type>(Random(n, std::forward<URBG>(urbg))));
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}
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}
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//
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////////////////////////////////////////////////
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template <class Float>
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[[nodiscard]]
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inline constexpr Float Fade(const Float t) noexcept
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{
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
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template <class Float>
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[[nodiscard]]
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inline constexpr Float Lerp(const Float a, const Float b, const Float t) noexcept
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{
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return (a + (b - a) * t);
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}
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template <class Float>
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[[nodiscard]]
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inline constexpr Float Grad(const std::uint8_t hash, const Float x, const Float y, const Float z) noexcept
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{
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const std::uint8_t h = hash & 15;
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const Float u = h < 8 ? x : y;
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const Float v = h < 4 ? y : h == 12 || h == 14 ? x : z;
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return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
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}
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template <class Float>
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[[nodiscard]]
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inline constexpr Float Remap_01(const Float x) noexcept
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{
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return (x * Float(0.5) + Float(0.5));
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}
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template <class Float>
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[[nodiscard]]
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inline constexpr Float Clamp_11(const Float x) noexcept
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{
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return std::clamp(x, Float(-1.0), Float(1.0));
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}
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template <class Float>
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[[nodiscard]]
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inline constexpr Float RemapClamp_01(const Float x) noexcept
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{
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if (x <= Float(-1.0))
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{
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return Float(0.0);
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}
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else if (Float(1.0) <= x)
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{
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return Float(1.0);
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}
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return (x * Float(0.5) + Float(0.5));
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}
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template <class Noise, class Float>
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[[nodiscard]]
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inline auto Octave1D(const Noise& noise, Float x, const std::int32_t octaves, const Float persistence) noexcept
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{
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using value_type = Float;
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value_type result = 0;
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value_type amplitude = 1;
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for (std::int32_t i = 0; i < octaves; ++i)
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{
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result += (noise.noise1D(x) * amplitude);
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x *= 2;
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amplitude *= persistence;
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}
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return result;
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}
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template <class Noise, class Float>
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[[nodiscard]]
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inline auto Octave2D(const Noise& noise, Float x, Float y, const std::int32_t octaves, const Float persistence) noexcept
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{
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using value_type = Float;
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value_type result = 0;
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value_type amplitude = 1;
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for (std::int32_t i = 0; i < octaves; ++i)
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{
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result += (noise.noise2D(x, y) * amplitude);
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x *= 2;
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y *= 2;
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amplitude *= persistence;
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}
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return result;
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}
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template <class Noise, class Float>
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[[nodiscard]]
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inline auto Octave3D(const Noise& noise, Float x, Float y, Float z, const std::int32_t octaves, const Float persistence) noexcept
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{
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using value_type = Float;
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value_type result = 0;
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value_type amplitude = 1;
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for (std::int32_t i = 0; i < octaves; ++i)
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{
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result += (noise.noise3D(x, y, z) * amplitude);
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x *= 2;
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y *= 2;
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z *= 2;
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amplitude *= persistence;
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}
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return result;
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}
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template <class Float>
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[[nodiscard]]
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inline constexpr Float MaxAmplitude(const std::int32_t octaves, const Float persistence) noexcept
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{
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using value_type = Float;
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value_type result = 0;
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value_type amplitude = 1;
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for (std::int32_t i = 0; i < octaves; ++i)
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{
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result += amplitude;
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amplitude *= persistence;
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}
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return result;
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}
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}
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///////////////////////////////////////
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template <class Float>
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inline constexpr BasicPerlinNoise<Float>::BasicPerlinNoise() noexcept
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: m_permutation{ 151,160,137,91,90,15,
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131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
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190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
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88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
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77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
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102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
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135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
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5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
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223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
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129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
|
||||
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
|
||||
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
|
||||
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 } {}
|
||||
|
||||
template <class Float>
|
||||
inline BasicPerlinNoise<Float>::BasicPerlinNoise(const seed_type seed)
|
||||
{
|
||||
reseed(seed);
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
SIVPERLIN_CONCEPT_URBG_
|
||||
inline BasicPerlinNoise<Float>::BasicPerlinNoise(URBG&& urbg)
|
||||
{
|
||||
reseed(std::forward<URBG>(urbg));
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline void BasicPerlinNoise<Float>::reseed(const seed_type seed)
|
||||
{
|
||||
reseed(default_random_engine{ seed });
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
SIVPERLIN_CONCEPT_URBG_
|
||||
inline void BasicPerlinNoise<Float>::reseed(URBG&& urbg)
|
||||
{
|
||||
std::iota(m_permutation.begin(), m_permutation.end(), uint8_t{ 0 });
|
||||
|
||||
perlin_detail::Shuffle(m_permutation.begin(), m_permutation.end(), std::forward<URBG>(urbg));
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline constexpr const typename BasicPerlinNoise<Float>::state_type& BasicPerlinNoise<Float>::serialize() const noexcept
|
||||
{
|
||||
return m_permutation;
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline constexpr void BasicPerlinNoise<Float>::deserialize(const state_type& state) noexcept
|
||||
{
|
||||
m_permutation = state;
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::noise1D(const value_type x) const noexcept
|
||||
{
|
||||
return noise3D(x,
|
||||
static_cast<value_type>(SIVPERLIN_DEFAULT_Y),
|
||||
static_cast<value_type>(SIVPERLIN_DEFAULT_Z));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::noise2D(const value_type x, const value_type y) const noexcept
|
||||
{
|
||||
return noise3D(x,
|
||||
y,
|
||||
static_cast<value_type>(SIVPERLIN_DEFAULT_Z));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::noise3D(const value_type x, const value_type y, const value_type z) const noexcept
|
||||
{
|
||||
const value_type _x = std::floor(x);
|
||||
const value_type _y = std::floor(y);
|
||||
const value_type _z = std::floor(z);
|
||||
|
||||
const std::int32_t ix = static_cast<std::int32_t>(_x) & 255;
|
||||
const std::int32_t iy = static_cast<std::int32_t>(_y) & 255;
|
||||
const std::int32_t iz = static_cast<std::int32_t>(_z) & 255;
|
||||
|
||||
const value_type fx = (x - _x);
|
||||
const value_type fy = (y - _y);
|
||||
const value_type fz = (z - _z);
|
||||
|
||||
const value_type u = perlin_detail::Fade(fx);
|
||||
const value_type v = perlin_detail::Fade(fy);
|
||||
const value_type w = perlin_detail::Fade(fz);
|
||||
|
||||
const std::uint8_t A = (m_permutation[ix & 255] + iy) & 255;
|
||||
const std::uint8_t B = (m_permutation[(ix + 1) & 255] + iy) & 255;
|
||||
|
||||
const std::uint8_t AA = (m_permutation[A] + iz) & 255;
|
||||
const std::uint8_t AB = (m_permutation[(A + 1) & 255] + iz) & 255;
|
||||
|
||||
const std::uint8_t BA = (m_permutation[B] + iz) & 255;
|
||||
const std::uint8_t BB = (m_permutation[(B + 1) & 255] + iz) & 255;
|
||||
|
||||
const value_type p0 = perlin_detail::Grad(m_permutation[AA], fx, fy, fz);
|
||||
const value_type p1 = perlin_detail::Grad(m_permutation[BA], fx - 1, fy, fz);
|
||||
const value_type p2 = perlin_detail::Grad(m_permutation[AB], fx, fy - 1, fz);
|
||||
const value_type p3 = perlin_detail::Grad(m_permutation[BB], fx - 1, fy - 1, fz);
|
||||
const value_type p4 = perlin_detail::Grad(m_permutation[(AA + 1) & 255], fx, fy, fz - 1);
|
||||
const value_type p5 = perlin_detail::Grad(m_permutation[(BA + 1) & 255], fx - 1, fy, fz - 1);
|
||||
const value_type p6 = perlin_detail::Grad(m_permutation[(AB + 1) & 255], fx, fy - 1, fz - 1);
|
||||
const value_type p7 = perlin_detail::Grad(m_permutation[(BB + 1) & 255], fx - 1, fy - 1, fz - 1);
|
||||
|
||||
const value_type q0 = perlin_detail::Lerp(p0, p1, u);
|
||||
const value_type q1 = perlin_detail::Lerp(p2, p3, u);
|
||||
const value_type q2 = perlin_detail::Lerp(p4, p5, u);
|
||||
const value_type q3 = perlin_detail::Lerp(p6, p7, u);
|
||||
|
||||
const value_type r0 = perlin_detail::Lerp(q0, q1, v);
|
||||
const value_type r1 = perlin_detail::Lerp(q2, q3, v);
|
||||
|
||||
return perlin_detail::Lerp(r0, r1, w);
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::noise1D_01(const value_type x) const noexcept
|
||||
{
|
||||
return perlin_detail::Remap_01(noise1D(x));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::noise2D_01(const value_type x, const value_type y) const noexcept
|
||||
{
|
||||
return perlin_detail::Remap_01(noise2D(x, y));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::noise3D_01(const value_type x, const value_type y, const value_type z) const noexcept
|
||||
{
|
||||
return perlin_detail::Remap_01(noise3D(x, y, z));
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave1D(const value_type x, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::Octave1D(*this, x, octaves, persistence);
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave2D(const value_type x, const value_type y, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::Octave2D(*this, x, y, octaves, persistence);
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave3D(const value_type x, const value_type y, const value_type z, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::Octave3D(*this, x, y, z, octaves, persistence);
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave1D_11(const value_type x, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::Clamp_11(octave1D(x, octaves, persistence));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave2D_11(const value_type x, const value_type y, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::Clamp_11(octave2D(x, y, octaves, persistence));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave3D_11(const value_type x, const value_type y, const value_type z, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::Clamp_11(octave3D(x, y, z, octaves, persistence));
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave1D_01(const value_type x, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::RemapClamp_01(octave1D(x, octaves, persistence));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave2D_01(const value_type x, const value_type y, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::RemapClamp_01(octave2D(x, y, octaves, persistence));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave3D_01(const value_type x, const value_type y, const value_type z, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::RemapClamp_01(octave3D(x, y, z, octaves, persistence));
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::normalizedOctave1D(const value_type x, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return (octave1D(x, octaves, persistence) / perlin_detail::MaxAmplitude(octaves, persistence));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::normalizedOctave2D(const value_type x, const value_type y, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return (octave2D(x, y, octaves, persistence) / perlin_detail::MaxAmplitude(octaves, persistence));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::normalizedOctave3D(const value_type x, const value_type y, const value_type z, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return (octave3D(x, y, z, octaves, persistence) / perlin_detail::MaxAmplitude(octaves, persistence));
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::normalizedOctave1D_01(const value_type x, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::Remap_01(normalizedOctave1D(x, octaves, persistence));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::normalizedOctave2D_01(const value_type x, const value_type y, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::Remap_01(normalizedOctave2D(x, y, octaves, persistence));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::normalizedOctave3D_01(const value_type x, const value_type y, const value_type z, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::Remap_01(normalizedOctave3D(x, y, z, octaves, persistence));
|
||||
}
|
||||
}
|
||||
|
||||
# undef SIVPERLIN_NODISCARD_CXX20
|
||||
# undef SIVPERLIN_CONCEPT_URBG
|
||||
# undef SIVPERLIN_CONCEPT_URBG_
|
155
src/chunk.cpp
Normal file
155
src/chunk.cpp
Normal file
|
@ -0,0 +1,155 @@
|
|||
#include "chunk.hpp"
|
||||
#include "xe_engine.hpp"
|
||||
|
||||
namespace app {
|
||||
|
||||
static std::map<std::string, std::unique_ptr<Chunk>> chunks{};
|
||||
|
||||
Chunk::Chunk(uint32_t gridX, uint32_t gridZ, uint32_t world_seed)
|
||||
: world_seed{world_seed},
|
||||
chunk_seed{(world_seed * gridX) + (world_seed * gridZ) / 2},
|
||||
gridX{gridX},
|
||||
gridZ{gridZ} {
|
||||
generate();
|
||||
}
|
||||
|
||||
Chunk* Chunk::newChunk(uint32_t gridX, uint32_t gridZ, uint32_t world_seed) {
|
||||
std::unique_ptr<Chunk> chunk = std::make_unique<Chunk>(gridX, gridZ, world_seed);
|
||||
std::string key = gridX + "." + gridZ;
|
||||
chunks[key] = std::move(chunk);
|
||||
return chunks[key].get();
|
||||
}
|
||||
|
||||
void Chunk::reset() {
|
||||
chunks.clear();
|
||||
}
|
||||
|
||||
std::shared_ptr<xe::Model> Chunk::getMesh() {
|
||||
if(reloadRequired) {
|
||||
delete chunkMesh.get();
|
||||
xe::Model::Builder builder{};
|
||||
builder.vertexData = vertexData;
|
||||
builder.vertexSize = 44;
|
||||
chunkMesh = std::make_shared<xe::Model>(xe::Engine::getInstance()->getDevice(), builder);
|
||||
}
|
||||
return chunkMesh;
|
||||
}
|
||||
|
||||
uint8_t Chunk::getBlock(uint32_t x, uint32_t y, uint32_t z) {
|
||||
if(y < 0 || y > 256) return AIR;
|
||||
int chunkX = gridX;
|
||||
int chunkZ = gridZ;
|
||||
if(x < 0) {
|
||||
chunkX--;
|
||||
x = 15;
|
||||
} else if(x > 16) {
|
||||
chunkX ++;
|
||||
x = 0;
|
||||
}
|
||||
if(z < 0) {
|
||||
chunkZ--;
|
||||
z = 15;
|
||||
} else if(z > 16) {
|
||||
chunkZ ++;
|
||||
z = 0;
|
||||
}
|
||||
if(chunkX == gridX && chunkZ == gridZ) {
|
||||
int index = (z * 16 * 256) + (y * 16) + x;
|
||||
return blocks[index];
|
||||
} else {
|
||||
Chunk* chunk = getChunk(chunkX, chunkZ);
|
||||
if(chunk == nullptr) {
|
||||
return AIR;
|
||||
} else {
|
||||
int index = (z * 16 * 256) + (y * 16) + x;
|
||||
return chunk->blocks[index];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Chunk::setBlock(uint32_t x, uint32_t y, uint32_t z, uint8_t block) {
|
||||
int index = (z * 16 * 256) + (y * 16) + x;
|
||||
blocks[index] = block;
|
||||
}
|
||||
|
||||
Chunk* Chunk::getChunk(uint32_t x, uint32_t z) {
|
||||
std::string key = x + "." + z;
|
||||
if(chunks.count(key))
|
||||
return chunks[key].get();
|
||||
else
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void Chunk::createMeshAsync() {
|
||||
if(working) return;
|
||||
// worker = std::thread(createMesh);
|
||||
}
|
||||
|
||||
void Chunk::createMesh() {
|
||||
working = true;
|
||||
vertexData.clear();
|
||||
for(int x=0;x<16;x++) {
|
||||
for(int y=0; y<256; y++) {
|
||||
for(int z=0; z<16; z++) {
|
||||
uint8_t block = getBlock(x,y,z);
|
||||
if(block == AIR) continue;
|
||||
if(getBlock(x+1,y,z) == AIR) {
|
||||
addVerticies(0, x, y, z);
|
||||
}
|
||||
if(getBlock(x-1,y,z) == AIR) {
|
||||
addVerticies(1, x, y, z);
|
||||
}
|
||||
if(getBlock(x,y+1,z) == AIR) {
|
||||
addVerticies(2, x, y, z);
|
||||
}
|
||||
if(getBlock(x,y-1,z) == AIR) {
|
||||
addVerticies(3, x, y, z);
|
||||
}
|
||||
if(getBlock(x,y,z+1) == AIR) {
|
||||
addVerticies(4, x, y, z);
|
||||
}
|
||||
if(getBlock(x,y,z-1) == AIR) {
|
||||
addVerticies(5, x, y, z);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
working = false;
|
||||
reloadRequired = true;
|
||||
}
|
||||
|
||||
void Chunk::addVerticies(uint32_t side, uint32_t x, uint32_t y, uint32_t z) {
|
||||
for(int i = 0; i < 6; i ++) {
|
||||
vertexData.push_back(px[side * 6 + i][0] + x);
|
||||
vertexData.push_back(px[side * 6 + i][1] + y);
|
||||
vertexData.push_back(px[side * 6 + i][2] + z);
|
||||
vertexData.push_back(1.f);
|
||||
vertexData.push_back(1.f);
|
||||
vertexData.push_back(1.f);
|
||||
vertexData.push_back(nm[side][0]);
|
||||
vertexData.push_back(nm[side][1]);
|
||||
vertexData.push_back(nm[side][2]);
|
||||
vertexData.push_back(uv[i][0]);
|
||||
vertexData.push_back(uv[i][1]);
|
||||
}
|
||||
}
|
||||
|
||||
void Chunk::generate() {
|
||||
blocks.resize(16*16*256);
|
||||
|
||||
const PerlinNoise perlin{123};
|
||||
|
||||
for(int x = 0; x < 16; x++) {
|
||||
for(int z = 0; z < 16; z++) {
|
||||
int height = perlin.octave2D_01((x * 0.01), (z * 0.01), 4) * 5;
|
||||
for(int y = 0; y < 256; y++) {
|
||||
if(y <= height)
|
||||
setBlock(x, y, z, DIRT);
|
||||
else
|
||||
setBlock(x, y, z, AIR);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
119
src/chunk.hpp
Normal file
119
src/chunk.hpp
Normal file
|
@ -0,0 +1,119 @@
|
|||
#pragma once
|
||||
|
||||
#include "xe_model.hpp"
|
||||
#include "PerlinNoise.hpp"
|
||||
|
||||
#include <glm/common.hpp>
|
||||
#include <glm/fwd.hpp>
|
||||
#include <vector>
|
||||
#include <thread>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <map>
|
||||
|
||||
#define AIR 0
|
||||
#define DIRT 1
|
||||
|
||||
namespace app {
|
||||
|
||||
class Chunk {
|
||||
|
||||
public:
|
||||
|
||||
static Chunk* newChunk(uint32_t gridX, uint32_t gridZ, uint32_t world_seed);
|
||||
static void reset();
|
||||
|
||||
Chunk(uint32_t gridX, uint32_t gridZ, uint32_t world_seed);
|
||||
~Chunk() {};
|
||||
|
||||
const uint32_t gridX, gridZ, world_seed, chunk_seed;
|
||||
|
||||
void createMesh();
|
||||
void createMeshAsync();
|
||||
std::shared_ptr<xe::Model> getMesh();
|
||||
|
||||
uint8_t getBlock(uint32_t x, uint32_t y, uint32_t z);
|
||||
void setBlock(uint32_t x, uint32_t y, uint32_t z, uint8_t block);
|
||||
|
||||
static Chunk* getChunk(uint32_t x, uint32_t z);
|
||||
|
||||
private:
|
||||
|
||||
void generate();
|
||||
void addVerticies(uint32_t side, uint32_t x, uint32_t y, uint32_t z);
|
||||
|
||||
bool reloadRequired{false};
|
||||
bool working{false};
|
||||
|
||||
std::shared_ptr<xe::Model> chunkMesh;
|
||||
std::vector<float> vertexData;
|
||||
std::vector<uint8_t> blocks;
|
||||
std::thread worker;
|
||||
|
||||
};
|
||||
|
||||
const float px[36][3] = {
|
||||
// POS X
|
||||
{0.5f,0.5f,0.5f},
|
||||
{0.5f,-0.5f,0.5f},
|
||||
{0.5f,-0.5f,-0.5f},
|
||||
{0.5f,-0.5f,-0.5f},
|
||||
{0.5f,0.5f,-0.5f},
|
||||
{0.5f,0.5f,0.5f},
|
||||
// NEG X
|
||||
{-0.5f,0.5f,-0.5f},
|
||||
{-0.5f,-0.5f,-0.5f},
|
||||
{-0.5f,-0.5f,0.5f},
|
||||
{-0.5f,-0.5f,0.5f},
|
||||
{-0.5f,0.5f,0.5f},
|
||||
{-0.5f,0.5f,-0.5f},
|
||||
// POS Y
|
||||
{0.5f,0.5f,-0.5f},
|
||||
{-0.5f,0.5f,-0.5f},
|
||||
{-0.5f,0.5f,0.5f},
|
||||
{-0.5f,0.5f,0.5f},
|
||||
{0.5f,0.5f,0.5f},
|
||||
{0.5f,0.5f,-0.5f},
|
||||
// NEG Y
|
||||
{-0.5f,-0.5f,0.5f},
|
||||
{-0.5f,-0.5f,-0.5f},
|
||||
{0.5f,-0.5f,-0.5f},
|
||||
{0.5f,-0.5f,-0.5f},
|
||||
{0.5f,-0.5f,0.5f},
|
||||
{-0.5f,-0.5f,0.5f},
|
||||
// POS Z
|
||||
{-0.5f,0.5f,0.5f},
|
||||
{-0.5f,-0.5f,0.5f},
|
||||
{0.5f,-0.5f,0.5f},
|
||||
{0.5f,-0.5f,0.5f},
|
||||
{0.5f,0.5f,0.5f},
|
||||
{-0.5f,0.5f,0.5f},
|
||||
// NEG Z
|
||||
{0.5f,0.5f,-0.5f},
|
||||
{0.5f,-0.5f,-0.5f},
|
||||
{-0.5f,-0.5f,-0.5f},
|
||||
{-0.5f,-0.5f,-0.5f},
|
||||
{-0.5f,0.5f,-0.5f},
|
||||
{0.5f,0.5f,-0.5f}
|
||||
};
|
||||
|
||||
const float nm[6][3] = {
|
||||
{1.f,0.f,0.f},
|
||||
{-1.f,0.f,0.f},
|
||||
{0.f,1.f,0.f},
|
||||
{0.f,-1.f,0.f},
|
||||
{0.f,0.f,1.f},
|
||||
{0.f,0.f,-1.f}
|
||||
};
|
||||
|
||||
|
||||
const float uv[6][2] = {
|
||||
{0.f,0.f},
|
||||
{1.f,0.f},
|
||||
{0.f,1.f},
|
||||
{0.f,1.f},
|
||||
{1.f,0.f},
|
||||
{1.f,1.f}
|
||||
};
|
||||
|
||||
}
|
|
@ -1,4 +1,5 @@
|
|||
#include "first_app.hpp"
|
||||
#include "chunk.hpp"
|
||||
|
||||
namespace app {
|
||||
|
||||
|
@ -22,13 +23,13 @@ void FirstApp::run() {
|
|||
auto viewerObject = xe::GameObject::createGameObject();
|
||||
viewerObject.transform.translation = {-7.f, 3.f, -7.f};
|
||||
viewerObject.transform.rotation.y = glm::radians(45.f);
|
||||
KeyboardMovementController cameraController{};
|
||||
KeyboardMovementController cameraController{xeEngine.getInput(), viewerObject};
|
||||
|
||||
while (xeEngine.poll()) {
|
||||
|
||||
float frameTime = xeEngine.getFrameTime();
|
||||
|
||||
cameraController.update(xeEngine.getInput(), viewerObject, frameTime);
|
||||
cameraController.update(frameTime);
|
||||
xeEngine.getCamera().setViewYXZ(viewerObject.transform.translation, viewerObject.transform.rotation);
|
||||
|
||||
if(xeEngine.beginFrame()) {
|
||||
|
@ -38,6 +39,8 @@ void FirstApp::run() {
|
|||
|
||||
}
|
||||
|
||||
Chunk::reset();
|
||||
|
||||
xeEngine.close();
|
||||
|
||||
}
|
||||
|
@ -57,6 +60,15 @@ void FirstApp::loadGameObjects() {
|
|||
dragon2.transform.rotation.y = glm::radians(90.f);
|
||||
dragon2.transform.scale = {.35f, .35f, .35f};
|
||||
gameObjects.push_back(std::move(dragon2));
|
||||
|
||||
Chunk* chunk = Chunk::newChunk(0, 0, 123);
|
||||
chunk->createMesh();
|
||||
|
||||
auto chunkObject = xe::GameObject::createGameObject();
|
||||
chunkObject.model = chunk->getMesh();
|
||||
chunkObject.transform.translation = {5.f, 5.f, 5.f};
|
||||
gameObjects.push_back(std::move(chunkObject));
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -2,7 +2,12 @@
|
|||
|
||||
namespace app {
|
||||
|
||||
void KeyboardMovementController::update(xe::Input &input, xe::GameObject& gameObject, float dt) {
|
||||
KeyboardMovementController::KeyboardMovementController(xe::Input &input, xe::GameObject &viewerObject)
|
||||
: input{input}, viewerObject{viewerObject} {};
|
||||
|
||||
KeyboardMovementController::~KeyboardMovementController() {};
|
||||
|
||||
void KeyboardMovementController::update(float dt) {
|
||||
glm::vec3 rotate{0};
|
||||
if(input.isKeyPressed(keys.lookRight)) rotate.y += 1.f;
|
||||
if(input.isKeyPressed(keys.lookLeft)) rotate.y -= 1.f;
|
||||
|
@ -10,13 +15,13 @@ void KeyboardMovementController::update(xe::Input &input, xe::GameObject& gameOb
|
|||
if(input.isKeyPressed(keys.lookDown)) rotate.x += 1.f;
|
||||
|
||||
if (glm::dot(rotate, rotate) > std::numeric_limits<float>::epsilon()) {
|
||||
gameObject.transform.rotation += lookSpeed * dt * glm::normalize(rotate);
|
||||
viewerObject.transform.rotation += lookSpeed * dt * glm::normalize(rotate);
|
||||
}
|
||||
|
||||
gameObject.transform.rotation.x = glm::clamp(gameObject.transform.rotation.x, -1.5f, 1.5f);
|
||||
gameObject.transform.rotation.y = glm::mod(gameObject.transform.rotation.y, glm::two_pi<float>());
|
||||
viewerObject.transform.rotation.x = glm::clamp(viewerObject.transform.rotation.x, -1.5f, 1.5f);
|
||||
viewerObject.transform.rotation.y = glm::mod(viewerObject.transform.rotation.y, glm::two_pi<float>());
|
||||
|
||||
float yaw = gameObject.transform.rotation.y;
|
||||
float yaw = viewerObject.transform.rotation.y;
|
||||
const glm::vec3 forwardDir{sin(yaw), 0.f, cos(yaw)};
|
||||
const glm::vec3 rightDir{forwardDir.z, 0.f, -forwardDir.x};
|
||||
const glm::vec3 upDir{0.f, 01.f, 0.f};
|
||||
|
@ -30,7 +35,7 @@ void KeyboardMovementController::update(xe::Input &input, xe::GameObject& gameOb
|
|||
if(input.isKeyPressed(keys.moveDown)) moveDir -= upDir;
|
||||
|
||||
if (glm::dot(moveDir, moveDir) > std::numeric_limits<float>::epsilon()) {
|
||||
gameObject.transform.translation += moveSpeed * dt * glm::normalize(moveDir);
|
||||
viewerObject.transform.translation += moveSpeed * dt * glm::normalize(moveDir);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -9,9 +9,14 @@
|
|||
#include <limits>
|
||||
|
||||
namespace app {
|
||||
|
||||
class KeyboardMovementController {
|
||||
|
||||
public:
|
||||
|
||||
KeyboardMovementController(xe::Input &input, xe::GameObject &viewerObject);
|
||||
~KeyboardMovementController();
|
||||
|
||||
struct KeyMappings {
|
||||
int moveLeft = KEY_A;
|
||||
int moveRight = KEY_D;
|
||||
|
@ -25,7 +30,10 @@ namespace app {
|
|||
int lookDown = KEY_DOWN;
|
||||
};
|
||||
|
||||
void update(xe::Input &input, xe::GameObject& gameObject, float dt);
|
||||
void update(float dt);
|
||||
|
||||
xe::Input &input;
|
||||
xe::GameObject &viewerObject;
|
||||
|
||||
KeyMappings keys{};
|
||||
float moveSpeed{3.f};
|
||||
|
|
|
@ -4,10 +4,10 @@ namespace app {
|
|||
|
||||
SimpleRenderer::SimpleRenderer(xe::Engine &xeEngine, xe::Image *xeImage) {
|
||||
xeRenderSystem = xe::RenderSystem::Builder(xeEngine, "res/shaders/simple_shader.vert.spv", "res/shaders/simple_shader.frag.spv")
|
||||
.addVertexBinding(0, 3, 0)
|
||||
.addVertexBinding(1, 3, 12)
|
||||
.addVertexBinding(2, 3, 24)
|
||||
.addVertexBinding(3, 2, 36)
|
||||
.addVertexBinding(0, 3, 0) // position
|
||||
.addVertexBinding(1, 3, 12) // color
|
||||
.addVertexBinding(2, 3, 24) // normal
|
||||
.addVertexBinding(3, 2, 36) // uvs
|
||||
.setVertexSize(sizeof(Vertex))
|
||||
.addPushConstant(sizeof(PushConstant))
|
||||
.addUniformBinding(0, sizeof(UniformBuffer))
|
||||
|
|
Loading…
Reference in a new issue