Improved light direction and added WorldIO
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f3c9a4ad92
commit
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@ -7,7 +7,7 @@ in vec3 vertexNormal;
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out vec4 fragmentColor;
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void main() {
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vec3 lightDirection = normalize(vec3(0.1, -1.0, -0.5));// TODO: Add this via a uniform.
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vec3 lightDirection = normalize(vec3(0.5, -1.0, -0.5));// TODO: Add this via a uniform.
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vec3 lightColor = vec3(1.0, 1.0, 0.9); // TODO: Add this via a uniform.
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vec3 ambientComponent = vec3(0.1, 0.1, 0.1);
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@ -8,6 +8,10 @@ import org.joml.Vector3ic;
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import java.util.HashMap;
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import java.util.Map;
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/**
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* A world is just a collection of chunks that together form the environment
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* that players can interact in.
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*/
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public class World {
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private final Map<Vector3ic, Chunk> chunkMap = new HashMap<>();
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@ -0,0 +1,44 @@
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package nl.andrewl.aos_core.model;
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import java.io.DataInputStream;
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import java.io.DataOutputStream;
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import java.io.IOException;
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import java.nio.file.Files;
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import java.nio.file.Path;
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/**
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* Utility class for reading and writing worlds to files.
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*/
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public final class WorldIO {
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public static void write(World world, Path path) throws IOException {
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var chunks = world.getChunkMap().values();
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try (var os = Files.newOutputStream(path)) {
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var out = new DataOutputStream(os);
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out.writeInt(chunks.size());
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for (var chunk : chunks) {
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out.writeInt(chunk.getPosition().x);
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out.writeInt(chunk.getPosition().y);
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out.writeInt(chunk.getPosition().z);
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out.write(chunk.getBlocks());
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}
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}
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}
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public static World read(Path path) throws IOException {
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World world = new World();
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try (var is = Files.newInputStream(path)) {
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var in = new DataInputStream(is);
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int chunkCount = in.readInt();
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for (int i = 0; i < chunkCount; i++) {
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Chunk chunk = new Chunk(
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in.readInt(),
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in.readInt(),
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in.readInt(),
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in.readNBytes(Chunk.TOTAL_SIZE)
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);
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world.addChunk(chunk);
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}
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}
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return world;
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}
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}
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@ -1,20 +1,19 @@
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package nl.andrewl.aos2_server;
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import nl.andrewl.aos_core.model.Chunk;
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import nl.andrewl.aos_core.model.World;
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import nl.andrewl.aos_core.model.WorldIO;
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import nl.andrewl.aos_core.net.UdpReceiver;
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import nl.andrewl.aos_core.net.udp.ClientInputState;
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import nl.andrewl.aos_core.net.udp.ClientOrientationState;
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import nl.andrewl.aos_core.net.udp.DatagramInit;
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import nl.andrewl.aos_core.net.udp.PlayerUpdateMessage;
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import nl.andrewl.record_net.Message;
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import org.joml.Vector3f;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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import java.io.IOException;
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import java.net.*;
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import java.util.Random;
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import java.nio.file.Path;
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import java.util.concurrent.ForkJoinPool;
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public class Server implements Runnable {
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@ -37,24 +36,26 @@ public class Server implements Runnable {
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this.worldUpdater = new WorldUpdater(this, 20);
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// Generate world. TODO: do this elsewhere.
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Random rand = new Random(1);
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this.world = new World();
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for (int x = -5; x <= 5; x++) {
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for (int y = 0; y <= 5; y++) {
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for (int z = -3; z <= 3; z++) {
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Chunk chunk = new Chunk(x, y, z);
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if (y <= 3) {
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for (int i = 0; i < Chunk.TOTAL_SIZE; i++) {
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chunk.getBlocks()[i] = (byte) rand.nextInt(20, 40);
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}
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}
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world.addChunk(chunk);
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}
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}
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}
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world.setBlockAt(new Vector3f(5, 64, 5), (byte) 50);
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world.setBlockAt(new Vector3f(5, 65, 6), (byte) 50);
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world.setBlockAt(new Vector3f(5, 66, 7), (byte) 50);
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// Random rand = new Random(1);
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// this.world = new World();
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// for (int x = -5; x <= 5; x++) {
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// for (int y = 0; y <= 5; y++) {
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// for (int z = -3; z <= 3; z++) {
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// Chunk chunk = new Chunk(x, y, z);
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// if (y <= 3) {
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// for (int i = 0; i < Chunk.TOTAL_SIZE; i++) {
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// chunk.getBlocks()[i] = (byte) rand.nextInt(20, 40);
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// }
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// }
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// world.addChunk(chunk);
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// }
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// }
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// }
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// world.setBlockAt(new Vector3f(5, 64, 5), (byte) 50);
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// world.setBlockAt(new Vector3f(5, 65, 6), (byte) 50);
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// world.setBlockAt(new Vector3f(5, 66, 7), (byte) 50);
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// WorldIO.write(world, Path.of("testworld"));
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this.world = WorldIO.read(Path.of("testworld"));
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}
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@Override
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@ -89,7 +89,7 @@ public class WorldUpdater implements Runnable {
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}
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// Apply horizontal deceleration to the player before computing any input-derived acceleration.
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if (hv.length() > 0) {
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if (grounded && hv.length() > 0) {
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Vector3f deceleration = new Vector3f(hv).negate().normalize().mul(0.1f);
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hv.add(deceleration);
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if (hv.length() < 0.1f) {
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@ -107,6 +107,7 @@ public class WorldUpdater implements Runnable {
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}
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// Compute horizontal motion separately.
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if (grounded) {
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if (inputState.forward()) a.z -= 1;
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if (inputState.backward()) a.z += 1;
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if (inputState.left()) a.x -= 1;
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@ -127,9 +128,7 @@ public class WorldUpdater implements Runnable {
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v.z = hv.z;
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updated = true;
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}
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// Check if the player is colliding with the world.
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}
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// Apply velocity to the player's position.
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if (v.lengthSquared() > 0) {
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