Improved light direction and added WorldIO

This commit is contained in:
Andrew Lalis 2022-07-07 21:28:37 +02:00
parent f3c9a4ad92
commit aed69f6dfb
5 changed files with 91 additions and 43 deletions

View File

@ -7,7 +7,7 @@ in vec3 vertexNormal;
out vec4 fragmentColor; out vec4 fragmentColor;
void main() { void main() {
vec3 lightDirection = normalize(vec3(0.1, -1.0, -0.5));// TODO: Add this via a uniform. vec3 lightDirection = normalize(vec3(0.5, -1.0, -0.5));// TODO: Add this via a uniform.
vec3 lightColor = vec3(1.0, 1.0, 0.9); // TODO: Add this via a uniform. vec3 lightColor = vec3(1.0, 1.0, 0.9); // TODO: Add this via a uniform.
vec3 ambientComponent = vec3(0.1, 0.1, 0.1); vec3 ambientComponent = vec3(0.1, 0.1, 0.1);

View File

@ -8,6 +8,10 @@ import org.joml.Vector3ic;
import java.util.HashMap; import java.util.HashMap;
import java.util.Map; import java.util.Map;
/**
* A world is just a collection of chunks that together form the environment
* that players can interact in.
*/
public class World { public class World {
private final Map<Vector3ic, Chunk> chunkMap = new HashMap<>(); private final Map<Vector3ic, Chunk> chunkMap = new HashMap<>();

View File

@ -0,0 +1,44 @@
package nl.andrewl.aos_core.model;
import java.io.DataInputStream;
import java.io.DataOutputStream;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Path;
/**
* Utility class for reading and writing worlds to files.
*/
public final class WorldIO {
public static void write(World world, Path path) throws IOException {
var chunks = world.getChunkMap().values();
try (var os = Files.newOutputStream(path)) {
var out = new DataOutputStream(os);
out.writeInt(chunks.size());
for (var chunk : chunks) {
out.writeInt(chunk.getPosition().x);
out.writeInt(chunk.getPosition().y);
out.writeInt(chunk.getPosition().z);
out.write(chunk.getBlocks());
}
}
}
public static World read(Path path) throws IOException {
World world = new World();
try (var is = Files.newInputStream(path)) {
var in = new DataInputStream(is);
int chunkCount = in.readInt();
for (int i = 0; i < chunkCount; i++) {
Chunk chunk = new Chunk(
in.readInt(),
in.readInt(),
in.readInt(),
in.readNBytes(Chunk.TOTAL_SIZE)
);
world.addChunk(chunk);
}
}
return world;
}
}

View File

@ -1,20 +1,19 @@
package nl.andrewl.aos2_server; package nl.andrewl.aos2_server;
import nl.andrewl.aos_core.model.Chunk;
import nl.andrewl.aos_core.model.World; import nl.andrewl.aos_core.model.World;
import nl.andrewl.aos_core.model.WorldIO;
import nl.andrewl.aos_core.net.UdpReceiver; import nl.andrewl.aos_core.net.UdpReceiver;
import nl.andrewl.aos_core.net.udp.ClientInputState; import nl.andrewl.aos_core.net.udp.ClientInputState;
import nl.andrewl.aos_core.net.udp.ClientOrientationState; import nl.andrewl.aos_core.net.udp.ClientOrientationState;
import nl.andrewl.aos_core.net.udp.DatagramInit; import nl.andrewl.aos_core.net.udp.DatagramInit;
import nl.andrewl.aos_core.net.udp.PlayerUpdateMessage; import nl.andrewl.aos_core.net.udp.PlayerUpdateMessage;
import nl.andrewl.record_net.Message; import nl.andrewl.record_net.Message;
import org.joml.Vector3f;
import org.slf4j.Logger; import org.slf4j.Logger;
import org.slf4j.LoggerFactory; import org.slf4j.LoggerFactory;
import java.io.IOException; import java.io.IOException;
import java.net.*; import java.net.*;
import java.util.Random; import java.nio.file.Path;
import java.util.concurrent.ForkJoinPool; import java.util.concurrent.ForkJoinPool;
public class Server implements Runnable { public class Server implements Runnable {
@ -37,24 +36,26 @@ public class Server implements Runnable {
this.worldUpdater = new WorldUpdater(this, 20); this.worldUpdater = new WorldUpdater(this, 20);
// Generate world. TODO: do this elsewhere. // Generate world. TODO: do this elsewhere.
Random rand = new Random(1); // Random rand = new Random(1);
this.world = new World(); // this.world = new World();
for (int x = -5; x <= 5; x++) { // for (int x = -5; x <= 5; x++) {
for (int y = 0; y <= 5; y++) { // for (int y = 0; y <= 5; y++) {
for (int z = -3; z <= 3; z++) { // for (int z = -3; z <= 3; z++) {
Chunk chunk = new Chunk(x, y, z); // Chunk chunk = new Chunk(x, y, z);
if (y <= 3) { // if (y <= 3) {
for (int i = 0; i < Chunk.TOTAL_SIZE; i++) { // for (int i = 0; i < Chunk.TOTAL_SIZE; i++) {
chunk.getBlocks()[i] = (byte) rand.nextInt(20, 40); // chunk.getBlocks()[i] = (byte) rand.nextInt(20, 40);
} // }
} // }
world.addChunk(chunk); // world.addChunk(chunk);
} // }
} // }
} // }
world.setBlockAt(new Vector3f(5, 64, 5), (byte) 50); // world.setBlockAt(new Vector3f(5, 64, 5), (byte) 50);
world.setBlockAt(new Vector3f(5, 65, 6), (byte) 50); // world.setBlockAt(new Vector3f(5, 65, 6), (byte) 50);
world.setBlockAt(new Vector3f(5, 66, 7), (byte) 50); // world.setBlockAt(new Vector3f(5, 66, 7), (byte) 50);
// WorldIO.write(world, Path.of("testworld"));
this.world = WorldIO.read(Path.of("testworld"));
} }
@Override @Override

View File

@ -89,7 +89,7 @@ public class WorldUpdater implements Runnable {
} }
// Apply horizontal deceleration to the player before computing any input-derived acceleration. // Apply horizontal deceleration to the player before computing any input-derived acceleration.
if (hv.length() > 0) { if (grounded && hv.length() > 0) {
Vector3f deceleration = new Vector3f(hv).negate().normalize().mul(0.1f); Vector3f deceleration = new Vector3f(hv).negate().normalize().mul(0.1f);
hv.add(deceleration); hv.add(deceleration);
if (hv.length() < 0.1f) { if (hv.length() < 0.1f) {
@ -107,6 +107,7 @@ public class WorldUpdater implements Runnable {
} }
// Compute horizontal motion separately. // Compute horizontal motion separately.
if (grounded) {
if (inputState.forward()) a.z -= 1; if (inputState.forward()) a.z -= 1;
if (inputState.backward()) a.z += 1; if (inputState.backward()) a.z += 1;
if (inputState.left()) a.x -= 1; if (inputState.left()) a.x -= 1;
@ -127,9 +128,7 @@ public class WorldUpdater implements Runnable {
v.z = hv.z; v.z = hv.z;
updated = true; updated = true;
} }
}
// Check if the player is colliding with the world.
// Apply velocity to the player's position. // Apply velocity to the player's position.
if (v.lengthSquared() > 0) { if (v.lengthSquared() > 0) {