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68 changed files with 365 additions and 2871 deletions

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@ -29,7 +29,7 @@
"growthModel": {
"growthRate" : 0.001
},
"modelPath" : "Models/grass2.fbx"
"modelPath" : "Models/grass1.fbx"
},
{
"name" : "oak",

Binary file not shown.

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@ -64,22 +64,6 @@
},
"meshes" : [
]
},
{
"path" : "Models/grass2.fbx",
"globalTransform": {
"rotation" : [0.0, 0.0, 0.0, 1.0],
"offset" : [0.0, 0.0, 0.0],
"scale" : [1.0, 1.0, 1.0]
},
"meshes" : [
{
"meshName" : "Plane",
"rotation" : [-0.7071068, 0.0, 0.0, 0.7071068],
"offset" : [0.0, 0.0, 0.0],
"scale" : [1.0, 1.0, 1.0]
}
]
}
]
}

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@ -1,208 +0,0 @@
#version 330 core
#define NR_POINT_LIGHTS 10
out vec4 FragColor;
layout (std140) uniform Lights {
// this is how many because we have to align
// bytes it SHOULD in multiples of 16, this
// take it where it ACTUALLY is
//
//refer: https://learnopengl.com/Advanced-OpenGL/Advanced-GLSL
//
// base alignment aligned offset
//direct light
vec3 dLDirection; // 16 0
vec3 dLAmbient; // 16 16
vec3 dLDiffuse; // 16 32
vec3 dLSpecular; // 16 48
//point light
vec3 pLposition[NR_POINT_LIGHTS]; // 16*10 64
float pLconstant[NR_POINT_LIGHTS]; // 16*10 224
float pLlinear[NR_POINT_LIGHTS]; // 16*10 384
float pLquadratic[NR_POINT_LIGHTS]; // 16*10 544
vec3 pLambient[NR_POINT_LIGHTS]; // 16*10 704
vec3 pLdiffuse[NR_POINT_LIGHTS]; // 16*10 864
vec3 pLspecular[NR_POINT_LIGHTS]; // 16*10 1024
//for a total size of 1184
};
struct Material {
sampler2D diffuse;
sampler2D specular;
float shininess;
};
in vec3 FragPos;
in vec3 Normal;
in vec2 texPlane1;
in vec2 texPlane2;
in vec2 texPlane3;
in vec4 FragPosLightSpace;
uniform vec3 viewPos;
// uniform DirLight dirLight;
// uniform PointLight pointLights[NR_POINT_LIGHTS];
// uniform SpotLight spotLight;
uniform Material material;
//texture stuff
// uniform sampler2D ourTexture;
uniform int hasTransparency;
// uniform sampler2D specularTexture;
//light depth map
uniform sampler2D shadowMap;
// function prototypes
// vec3 CalcDirLight(vec3 normal, vec3 viewDir);
// vec3 CalcPointLight(int i, vec3 normal, vec3 fragPos, vec3 viewDir);
// vec3 CalcSpotLight(vec3 normal, vec3 fragPos, vec3 viewDir);
float calcLightIntensityTotal(vec3 normal);
float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal);
vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, Material material);
void main(){
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
//grab light intensity
float lightIntensity = calcLightIntensityTotal(norm);
//get color of base texture
vec3 textureColor = getColor(texPlane1, texPlane2, texPlane3, norm, material);
//shadow
float shadow = ShadowCalculation(FragPosLightSpace, normalize(-dLDirection), norm);
//calculate final color
vec3 finalColor = textureColor * lightIntensity * max(shadow,0.4);
// vec3 lightAmount = CalcDirLight(norm, viewDir);
// for(int i = 0; i < NR_POINT_LIGHTS; i++){
// lightAmount += CalcPointLight(i, norm, FragPos, viewDir);
// }
//this final calculation is for transparency
FragColor = vec4(finalColor, 1);
}
vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, Material material){
vec3 weights = abs(normal);
vec3 albedoX = texture(material.diffuse, texPlane1).rgb;
vec3 albedoY = texture(material.diffuse, texPlane2).rgb;
vec3 albedoZ = texture(material.diffuse, texPlane3).rgb;
return (albedoX * weights.x + albedoY * weights.y + albedoZ * weights.z);
}
//
float calcLightIntensityAmbient(){
//calculate average of ambient light
float avg = (dLAmbient.x + dLAmbient.y + dLAmbient.z)/3.0;
return avg;
}
//
float calcLightIntensityDir(vec3 normal){
vec3 lightDir = normalize(-dLDirection);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
return diff;
}
//
float calcLightIntensityTotal(vec3 normal){
//ambient intensity
float ambientLightIntensity = calcLightIntensityAmbient();
//get direct intensity
float directLightIntensity = calcLightIntensityDir(normal);
//sum
float total = ambientLightIntensity + directLightIntensity;
return total;
}
//
vec3 getTotalLightColor(vec3 normal){
//get the direct light color adjusted for intensity
vec3 diffuseLightColor = dLDiffuse * calcLightIntensityDir(normal);
//sum light colors
vec3 totalLightColor = diffuseLightColor;
return totalLightColor;
}
vec3 CalcPointLight(int i, vec3 normal, vec3 fragPos, vec3 viewDir){
vec3 lightDir = normalize(pLposition[i] - fragPos);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
// vec3 reflectDir = reflect(-lightDir, normal);
// float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
// attenuation
float distance = length(pLposition[i] - fragPos);
float attenuation = 1.0 / (pLconstant[i] + pLlinear[i] * distance + pLquadratic[i] * (distance * distance));
// combine results
vec3 ambient = pLambient[i];
vec3 diffuse = pLdiffuse[i] * diff;
ambient *= attenuation;
diffuse *= attenuation;
// specular *= attenuation;
vec3 specular = vec3(0,0,0);
vec3 finalValue = (ambient + diffuse + specular);
finalValue = vec3(max(finalValue.x,0),max(finalValue.y,0),max(finalValue.z,0));
return finalValue;
}
float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal){
// perform perspective divide
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
//transform to NDC
projCoords = projCoords * 0.5 + 0.5;
//get closest depth from light's POV
float closestDepth = texture(shadowMap, projCoords.xy).r;
//get depth of current fragment
float currentDepth = projCoords.z;
//calculate bias
float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
//calculate shadow value
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
if(projCoords.z > 1.0){
shadow = 0.0;
}
//calculate dot product, if it is >0 we know they're parallel-ish therefore should disregard the shadow mapping
//ie the fragment is already facing away from the light source
float dotprod = dot(normalize(lightDir),normalize(normal));
if(dotprod > 0.0){
shadow = 0.0;
}
// shadow = currentDepth;
return shadow;
}

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@ -1,62 +0,0 @@
//Vertex Shader
#version 330 core
//defines
#define TEXTURE_MAP_SCALE 3.0
//input buffers
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 4) in vec2 aTex;
//coordinate space transformation matrices
uniform mat4 transform;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 lightSpaceMatrix;
//output buffers
out vec3 Normal;
out vec3 FragPos;
out vec2 texPlane1;
out vec2 texPlane2;
out vec2 texPlane3;
out vec4 FragPosLightSpace;
void main() {
//normalize posiiton and normal
vec4 FinalVertex = vec4(aPos, 1.0);
vec4 FinalNormal = vec4(aNormal, 1.0);
//push frag, normal, and texture positions to fragment shader
FragPos = vec3(model * FinalVertex);
Normal = mat3(transpose(inverse(model))) * aNormal;
//reference https://catlikecoding.com/unity/tutorials/advanced-rendering/triplanar-mapping/
texPlane1 = aPos.zy * TEXTURE_MAP_SCALE;
texPlane2 = aPos.xz * TEXTURE_MAP_SCALE;
texPlane3 = aPos.xy * TEXTURE_MAP_SCALE;
//flip first coordinate if the normal is negative
//this minimizes texture flipping
texPlane1.x = texPlane1.x * sign(Normal.x);
texPlane2.x = texPlane2.x * sign(Normal.y);
texPlane3.x = texPlane3.x * sign(Normal.z);
//shadow map stuff
FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0);
//set final position with opengl space
gl_Position = projection * view * model * FinalVertex;
}

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@ -42,8 +42,6 @@ in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
in vec4 FragPosLightSpace;
in vec3 normalRot1;
in vec3 normalRot2;
uniform vec3 viewPos;
@ -67,46 +65,29 @@ uniform sampler2D shadowMap;
// vec3 CalcSpotLight(vec3 normal, vec3 fragPos, vec3 viewDir);
float calcLightIntensityTotal(vec3 normal);
float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal);
float easeIn(float interpolator);
float easeOut(float interpolator);
void main(){
//basic vars
float heightPercent = TexCoord.y;
//calculate color
vec3 baseColor = vec3(0.05,0.2,0.01);
vec3 tipColor = vec3(0.25,0.45,0);
vec3 textureColor = mix(baseColor,tipColor,easeIn(heightPercent));
//mix normals
float normalMix = TexCoord.x;
float normalMultiplier = -(1.0 + -2.0 * int(gl_FrontFacing));
vec3 norm = normalize(mix(normalRot1,normalRot2,normalMix) * normalMultiplier);
// vec3 norm = normalize(Normal * normalMultiplier);
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
//grab light intensity
float lightIntensity = calcLightIntensityTotal(norm);
//get color of base texture
// vec3 textureColor = vec3((norm.x + 1) / 2.0, norm.y, 1.0 - (norm.x + 1) / 2.0);
// vec3 textureColor = vec3(TexCoord,1.0);
// vec3 textureColor = vec3(0.17647,0.4,0.09411);//texture(material.diffuse, TexCoord).rgb;
vec3 textureColor = vec3(0.17647,0.4,0.09411);//texture(material.diffuse, TexCoord).rgb;
//shadow
float shadow = ShadowCalculation(FragPosLightSpace, normalize(-dLDirection), norm);
//calculate final color
vec3 finalColor = textureColor * lightIntensity;// * max(shadow,0.4);
vec3 finalColor = textureColor * lightIntensity * max(shadow,0.4);
// vec3 lightAmount = CalcDirLight(norm, viewDir);
// for(int i = 0; i < NR_POINT_LIGHTS; i++){
// lightAmount += CalcPointLight(i, norm, FragPos, viewDir);
// }
//this final calculation is for transparency
FragColor = vec4(finalColor, 1.0);//texture(ourTexture, TexCoord);//vec4(result, 1.0);
FragColor = vec4(finalColor, texture(material.diffuse, TexCoord).a);//texture(ourTexture, TexCoord);//vec4(result, 1.0);
}
// calculates the color when using a directional light.
@ -254,13 +235,4 @@ float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal){
// shadow = currentDepth;
return shadow;
}
float easeIn(float interpolator){
return interpolator * interpolator;
}
float easeOut(float interpolator){
return 1 - easeIn(1 - interpolator);
}

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@ -1,38 +1,23 @@
//Vertex Shader
#version 430 core
#version 330 core
//defines
#define PI 3.1415
#define grassWidth 0.01 //TODO: convert to uniform
//input buffers
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 4) in vec2 aTex;
layout (location = 5) in vec4 modelA;
layout (location = 6) in vec4 modelB;
layout (location = 7) in vec4 modelC;
layout (location = 8) in vec4 modelD;
struct Material {
sampler2D diffuse;
sampler2D specular;
float shininess;
};
uniform Material material;
uniform sampler2D dataMap;
//coordinate space transformation matrices
uniform mat4 transform;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 lightSpaceMatrix;
uniform vec3 viewPos;
uniform float time;
@ -41,101 +26,21 @@ out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoord;
out vec4 FragPosLightSpace;
out vec3 normalRot1;
out vec3 normalRot2;
//defines
mat4 rotation3dX(float angle);
mat4 rotation3dY(float angle);
mat4 rotation3dZ(float angle);
vec3 rotateY(vec3 vector, float angle);
float easeIn(float interpolator);
float easeOut(float interpolator);
float easeInOut(float interpolator);
float map(float value, float min1, float max1, float min2, float max2);
mat4 rotationMatrix(vec3 axis, float angle);
//lib defines
vec4 openSimplex2_Conventional(vec3 X);
vec4 openSimplex2_ImproveXY(vec3 X);
void main() {
//0 = left, 1 = right
float xDirection = mod(float(gl_VertexID), 2.0);
ivec2 texSize = textureSize(material.diffuse,0);
//grab data out of texture
float xOffset = texelFetch(material.diffuse,ivec2(0,gl_InstanceID),0).r;
float yOffset = texelFetch(material.diffuse,ivec2(1,gl_InstanceID),0).r;
float zOffset = texelFetch(material.diffuse,ivec2(2,gl_InstanceID),0).r;
float rotVar = texelFetch(material.diffuse,ivec2(3,gl_InstanceID),0).r;
float rotVar2 = texelFetch(material.diffuse,ivec2(4,gl_InstanceID),0).r;
//
//curve float noise
vec4 worldPos = model * vec4(aPos.x + xOffset,aPos.y + yOffset,aPos.z + zOffset,1.0);
float curveFloatNoiseSample = clamp(map(openSimplex2_ImproveXY(vec3(worldPos.x,worldPos.z,time)).x,-1.0,1.0,0,1),0,1);
//
//calculate rotations
float curveAmount = rotVar2 * aPos.y * 5 + curveFloatNoiseSample.x * 0.01;
mat4 localRot = rotation3dY(rotVar);
mat4 localRot2 = rotation3dZ(curveAmount);
//
//rotate with wind
float windDir = clamp(map(openSimplex2_ImproveXY(vec3(worldPos.x,worldPos.z,0) * 0.05 + 0.05 * time * vec3(1,1,0)).x,-1.0,1.0,0,1),0,1);
windDir = map(windDir,0.0,1.0,0.0,PI * 2.0);
//strength
float windStrength = clamp(map(openSimplex2_ImproveXY(vec3(worldPos.x,worldPos.z,0) * 0.25 + 0.2 * time * vec3(1,1,0)).x,-3.0,3.0,0,1),0,1);
//try to shape with easeIn
float windLeanAngle = map(windStrength, 0.0, 1.0, 0.1, 0.9);
windLeanAngle = easeIn(windLeanAngle) * 1.25;
mat4 windRot = rotationMatrix(vec3(cos(windDir),0,sin(windDir)),windLeanAngle);
//
//position transform
mat4 localTransform = mat4(
1.0, 0.0, 0.0, 0.0, //column 1
0.0, 1.0, 0.0, 0.0, //column 2
0.0, 0.0, 1.0, 0.0, //column 3
xOffset, yOffset, zOffset, 1.0 //column 4
);
//normalize posiiton and normal
vec4 FinalVertex = model * localTransform * windRot * localRot * localRot2 * vec4(aPos, 1.0);
vec4 FinalNormal = windRot * localRot * localRot2 * vec4(aNormal, 1.0);
// vec4 FinalNormal = transpose(inverse(localRot2 * localRot * model * localTransform)) * vec4(aNormal, 1.0);
vec4 FinalVertex = vec4(aPos, 1.0);
vec4 FinalNormal = vec4(aNormal, 1.0);
//normal offset
normalRot1 = rotateY(FinalNormal.rgb,PI * 0.3);
normalRot2 = rotateY(FinalNormal.rgb,PI * -0.3);
mat4 model = mat4(modelA,modelB,modelC,modelD);
//
//shift in viewspace to make it feel slightly fuller
//
//dot view and normal
vec3 viewDir = normalize(viewPos - FinalVertex.xyz);
float viewDotNormal = clamp(dot(FinalNormal.xz,viewDir.xz),0,1);
//calculate thinkening factor to shift verts slightly based on view angle
float viewSpaceThickenFactor = easeOut(1.0 - viewDotNormal);
//as blade starts to become parallel with camera, want to allow it to shrink into nothing
viewSpaceThickenFactor *= smoothstep(0.0, 0.2, viewDotNormal);
//finally, apply adjustment to actual vert output
FinalVertex.x += viewSpaceThickenFactor * (xDirection - 0.5) * grassWidth;
//
//push frag, normal, and texture positions to fragment shader
//
FragPos = vec3(FinalVertex);
Normal = vec3(FinalNormal);
FragPos = vec3(model * FinalVertex);
Normal = mat3(transpose(inverse(model))) * aNormal;
TexCoord = aTex;
@ -144,184 +49,5 @@ void main() {
//set final position with opengl space
gl_Position = projection * view * FinalVertex;
gl_Position = projection * view * model * FinalVertex;
}
mat4 rotation3dX(float angle) {
float s = sin(angle);
float c = cos(angle);
mat4 rVal = mat4(
1.0, 0.0, 0.0, 0.0,
0.0, c, s, 0.0,
0.0, -s, c, 0.0,
0.0, 0.0, 0.0, 1.0
);
return rVal;
}
vec3 rotateY(vec3 vector, float angle){
mat4 mat = rotation3dY(angle);
return (mat * vec4(vector,1.0)).xyz;
}
mat4 rotation3dY(float angle) {
float s = sin(angle);
float c = cos(angle);
mat4 rVal = mat4(
c, 0.0, -s, 0.0,
0.0, 1.0, 0.0, 0.0,
s, 0.0, c, 0.0,
0.0, 0.0, 0.0, 1.0
);
return rVal;
}
mat4 rotation3dZ(float angle) {
float s = sin(angle);
float c = cos(angle);
mat4 rVal = mat4(
c, s, 0.0, 0.0,
-s, c, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
return rVal;
}
float easeIn(float interpolator){
return interpolator * interpolator;
}
float easeOut(float interpolator){
return 1 - easeIn(1 - interpolator);
}
float easeInOut(float interpolator){
float easeInValue = easeIn(interpolator);
float easeOutValue = easeOut(interpolator);
return mix(easeInValue, easeOutValue, interpolator);
}
float map(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
mat4 rotationMatrix(vec3 axis, float angle){
axis = normalize(axis);
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
0.0, 0.0, 0.0, 1.0);
}
//////////////// K.jpg's Re-oriented 4-Point BCC Noise (OpenSimplex2) ////////////////
////////////////////// Output: vec4(dF/dx, dF/dy, dF/dz, value) //////////////////////
// Inspired by Stefan Gustavson's noise
vec4 permute(vec4 t) {
return t * (t * 34.0 + 133.0);
}
// Gradient set is a normalized expanded rhombic dodecahedron
vec3 grad(float hash) {
// Random vertex of a cube, +/- 1 each
vec3 cube = mod(floor(hash / vec3(1.0, 2.0, 4.0)), 2.0) * 2.0 - 1.0;
// Random edge of the three edges connected to that vertex
// Also a cuboctahedral vertex
// And corresponds to the face of its dual, the rhombic dodecahedron
vec3 cuboct = cube;
cuboct[int(hash / 16.0)] = 0.0;
// In a funky way, pick one of the four points on the rhombic face
float type = mod(floor(hash / 8.0), 2.0);
vec3 rhomb = (1.0 - type) * cube + type * (cuboct + cross(cube, cuboct));
// Expand it so that the new edges are the same length
// as the existing ones
vec3 grad = cuboct * 1.22474487139 + rhomb;
// To make all gradients the same length, we only need to shorten the
// second type of vector. We also put in the whole noise scale constant.
// The compiler should reduce it into the existing floats. I think.
grad *= (1.0 - 0.042942436724648037 * type) * 32.80201376986577;
return grad;
}
// BCC lattice split up into 2 cube lattices
vec4 openSimplex2Base(vec3 X) {
// First half-lattice, closest edge
vec3 v1 = round(X);
vec3 d1 = X - v1;
vec3 score1 = abs(d1);
vec3 dir1 = step(max(score1.yzx, score1.zxy), score1);
vec3 v2 = v1 + dir1 * sign(d1);
vec3 d2 = X - v2;
// Second half-lattice, closest edge
vec3 X2 = X + 144.5;
vec3 v3 = round(X2);
vec3 d3 = X2 - v3;
vec3 score2 = abs(d3);
vec3 dir2 = step(max(score2.yzx, score2.zxy), score2);
vec3 v4 = v3 + dir2 * sign(d3);
vec3 d4 = X2 - v4;
// Gradient hashes for the four points, two from each half-lattice
vec4 hashes = permute(mod(vec4(v1.x, v2.x, v3.x, v4.x), 289.0));
hashes = permute(mod(hashes + vec4(v1.y, v2.y, v3.y, v4.y), 289.0));
hashes = mod(permute(mod(hashes + vec4(v1.z, v2.z, v3.z, v4.z), 289.0)), 48.0);
// Gradient extrapolations & kernel function
vec4 a = max(0.5 - vec4(dot(d1, d1), dot(d2, d2), dot(d3, d3), dot(d4, d4)), 0.0);
vec4 aa = a * a; vec4 aaaa = aa * aa;
vec3 g1 = grad(hashes.x); vec3 g2 = grad(hashes.y);
vec3 g3 = grad(hashes.z); vec3 g4 = grad(hashes.w);
vec4 extrapolations = vec4(dot(d1, g1), dot(d2, g2), dot(d3, g3), dot(d4, g4));
// Derivatives of the noise
vec3 derivative = -8.0 * mat4x3(d1, d2, d3, d4) * (aa * a * extrapolations)
+ mat4x3(g1, g2, g3, g4) * aaaa;
// Return it all as a vec4
return vec4(derivative, dot(aaaa, extrapolations));
}
// Use this if you don't want Z to look different from X and Y
vec4 openSimplex2_Conventional(vec3 X) {
// Rotate around the main diagonal. Not a skew transform.
vec4 result = openSimplex2Base(dot(X, vec3(2.0/3.0)) - X);
return vec4(dot(result.xyz, vec3(2.0/3.0)) - result.xyz, result.w);
}
// Use this if you want to show X and Y in a plane, then use Z for time, vertical, etc.
vec4 openSimplex2_ImproveXY(vec3 X) {
// Rotate so Z points down the main diagonal. Not a skew transform.
mat3 orthonormalMap = mat3(
0.788675134594813, -0.211324865405187, -0.577350269189626,
-0.211324865405187, 0.788675134594813, -0.577350269189626,
0.577350269189626, 0.577350269189626, 0.577350269189626);
vec4 result = openSimplex2Base(orthonormalMap * X);
return vec4(result.xyz * orthonormalMap, result.w);
}
//////////////////////////////// End noise code ////////////////////////////////

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@ -1,3 +1,3 @@
#maven.buildNumber.plugin properties file
#Sun Mar 17 09:54:23 EDT 2024
buildNumber=75
#Tue Mar 12 22:56:01 EDT 2024
buildNumber=47

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@ -1,7 +0,0 @@
@page archimprovementtargets Architecture Improvement Targets
Parts of the engine that can be better organized:
#### Collision Body description in data
Creatures, plants, objects, etc can define collision bodies and we should unify that code so it can be reused between all of them.

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@ -7,7 +7,6 @@
- @subpage uiarch
- @subpage audioengine
- @subpage timekeeper
- @subpage archimprovementtargets
# What is this section

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@ -1,6 +1,5 @@
@page creaturemechanicsideas Mechanics Ideas
If/when fluidsim is a part of the engine, have a creature that constantly keeps a bubble of water around itself (drawing from nearby sources as it approaches them). When it runs up to regular creatures to try to attack them, it will force them into swimming state or outright kill them.
Ocean-faring monsters that create voids that push away liquid (thus making them challenging to fight on a boat)
Scary creatures that, when entering a chunk, gradually reduce environment volume to zero (ie crickets stop chirping because it's so scary) Like a demon scarecrow or devil

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@ -1,25 +0,0 @@
@page fluidbifrication Fluid Bifrication
Goals is to have at least two systems that perform fluid dynamics. System 1 is a full CFD. System 2 is a simpler cellular automata.
# System 1 (Computational Fluid Dynamics (CFD))
As this is visually and gameplay wise the most interesting, all chunks closest to players will have this calculation running.
# System 2 (Cellular Automata)
@subpage fluidcellularautomata
For chunks that are just chunkloaded or otherwise not close to the player, rely on a cellular automata approach.
This can also dynamically be used to salvage fps. If the player has a low end machine and is hosting a multiplayer world,
the engine can try to remedy that by swapping active chunks into cellular automata lane. It should end up being substantially
faster to simulate given its nature.

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@ -1,11 +0,0 @@
@page fluidcellularautomata Fluid Cellular Automata
Rules of the system:
Advect the velocity
Calculate where the velocity was last frame
Move density from where it was last frame to current frame (advect density)
Diffuse density

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@ -1,17 +0,0 @@
@page fluidchunk Fluid Chunk
# What data it has
Density - The amount of density at each point in the chunk
Vector <u,v,w> - The velocity in each dimension
Density Addition - The amount of density to add/remove next frame
Vector Addition - The amount of velocity to add/remove next frame
# Rendering

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@ -1,6 +0,0 @@
@page fluidindex Fluid Simulation
[TOC]
- @subpage fluidbifrication
- @subpage fluidchunk
- @subpage fluidcellularautomata

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@ -12,6 +12,4 @@ Discussion of, at a high game-design level, how everything should work and conne
- @subpage macrosimtimeline
- @subpage narrativemanager
- @subpage itemsindex
- @subpage puzzleindex
- @subpage fluidindex
- @subpage locomotion
- @subpage puzzleindex

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@ -3,5 +3,4 @@
### Natural Colosseum
### "Black Hole" Zone
Zone with a big magical fire in the center or something like that. IE it's a huge pit and the zone you play in is around this pit.
###

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@ -1,22 +0,0 @@
@page locomotion Locomotion (Or how will the player get around)
Minimum to ship open world:
Horses
Gliders
Boats
Airships
Alternate forms:
Flying mounts
Cannons? lol
Portals

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@ -1,11 +1,5 @@
@page narrativemanager Narrative Manager
[TOC]
- @subpage whatmakesaquestgood
TODO: describe
basic idea is have a system that watches over each player and tries to shape the world around them to create interesting stories.

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@ -1,33 +0,0 @@
@page whatmakesaquestgood What makes a quest good
Collection of random throughs on the subject above
Potentially what makes a quest good:
- character moments?
- sense of scale?
- puzzle solving?
- choice?
- the complication of the quest or the story of the quest is what makes it good
- a character has a goal and you help them achieve it
- plot twist
- a story arc
Good quests:
tarrey town
Axioms to strive for:
- has to be well contextualized in world
- decisions have to have impact on the world
- maybe helps to have different gameplay**
Approaches for aligning with those axioms:
- have game probe for character positions on issues, then set antagonist goals in opposition to them
examples:
- necromancer ethnostate - liam

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@ -4,5 +4,4 @@ Everything puzzles
[TOC]
- @subpage puzzlehighlevelflow
- @subpage puzzleideas
- @subpage puzzlespells
- @subpage puzzleideas

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@ -3,7 +3,7 @@
```
generate 200 x 200
interpolate x 20 in each direction
this map will be 0.25 km resolution and ~62mb in size
this map will be 0.25 km resolution
Useful for macro sim
```

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@ -1,19 +0,0 @@
@page bigthings Big Things I want to build
# and may or may not have the sanity to build
- CFD
- Internal Boundaries
- Multigrid optimization
- Network optimization
- Transvoxel Algorithm
- Deferred Shading Pipeline
- Audio Ray Tracing
- Hair/Cloth Simulation
- Massive scale creature groups
(ie 10k armies)

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@ -1,6 +1,6 @@
@page renderertodo TODO
@subpage bigthings Big Things To Build
@ -153,26 +153,20 @@ Foliage Manager upgrades
Fix arena mode (terrain be crazy)
(03/17/2024)
Optimize instance logic (currently sorting the list of objects to push to buffer each frame nukes the cpu)
sort nukes cpu because capacity logic is after sort, so it tries to sort ~600k items every frame before caping
The way to optimize this is to completely gut existing code. One draw call per tile. Draw call calles drawInstanced for all blades within that cell.
Provide a texture that contains data per blade of grass to the cell on draw. Store positions in that once at creation.
For dynamic wind later will need to use UBOs or something like that.
Fix grass flickering (it's frustum culling being inconsistent, try commenting it out in InstancedActor and see what happens :| ) (well we won't have that problem anymore lol)
# TODO
Cellular Automata Fluid Dynamics System
- Advect force
- Advect density
- Diffuse density
Optimize instance logic (currently sorting the list of objects to push to buffer each frame nukes the cpu)
sort nukes cpu because capacity logic is after sort, so it tries to sort ~600k items every frame before caping
The way to optimize this is to completely gut existing code. One draw call per tile. Draw call calles drawInstanced for all blades within that cell.
Provide a texture that contains data per blade of grass to the cell on draw. Store positions in that once at creation.
For dynamic wind later will need to use UBOs or something like that.
Fix grass flickering (it's frustum culling being inconsistent, try commenting it out in InstancedActor and see what happens :| )
Fix character movement
- Walking left or right while turning camera is very jittery
Fix Frustum Culling for skybox
@ -181,6 +175,15 @@ Fix Character creation preview not working
Clean up main method/class
Fluid Dynamics System
- Basic transparent voxels for fluid
- Fluid simulation algorithm
- Vectorize/JNI fluid simulation
- Separate fluid chunks
- Networked fluid chunk transportation (including force vectors for generating particles on client)
- Save fluid chunks
Transvoxel Algorithm
Client Terrain Entity Management (specifically creation/teardown for client)
- Also queries for far out chunks to load far away terrain
@ -196,22 +199,10 @@ Transvoxel Algorithm
- Prebake all textures into atlas
- Rewrite marching cubes shader to leverage this atlas
Another pass at grass
- Fix shader being camera position independent (if you move the wind moves with you lol)
- Multiple foliage models in same cell
Build a lod system
- Could potentially be held at actor level
- Link different models based on LOD level
- LOD trees aggressively
- LOD foliage cells aggressively
Light Manager
- Creates and manages light entities
- Uses priority queue mechanism like foliage manager to only draw the most important lights
- Support "flickering" somehow
- Eventually support spot lights?
- Point shadows ???
skybox work
@ -286,6 +277,12 @@ Automatic Scene unloading
- Entity decomposition
- Server handling
- Client handling when scene should be unloaded
Light Manager
- Creates and manages light entities
- Uses priority queue mechanism like foliage manager to only draw the most important lights
- Support "flickering" somehow
- Eventually support spot lights?
- Point shadows ???
Generic collision engine to support different instances of engine (eg hitboxes vs terrain vs liquids, etc)
- Major refactoring to happen here
Procedural Cliff Texture
@ -299,13 +296,6 @@ Loot Generator
- System that can generate items that would be appropriate reward given some variables
- ie you tell it 'this is this character's stats, this is the relative level of loot I want to provide'
- it then searches through the lore to generate appropriate weapons, armor, materials, consumables, etc
Computational Fluid Dynamics System
- Basic transparent voxels for fluid
- Fluid simulation algorithm
- Vectorize/JNI fluid simulation
- Separate fluid chunks
- Networked fluid chunk transportation (including force vectors for generating particles on client)
- Save fluid chunks

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@ -2,8 +2,6 @@
[TOC]
- @subpage actorsindex
- @subpage DrawCell
- @subpage Fonts
- @subpage modelLoading
- @subpage instanceindex
- @subpage modelLoading

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@ -2,7 +2,6 @@
Idea is to have two parallel approaches to buffers that are pushed into gpu
One is traditional actor architecture where you call draw on an actor and it puts just its info into InstanceData object (think close trees, rocks, etc)
Other approach is to have an object that represents a bucket of data. You call draw on the bucket and it pushes an array of info a texture (think grass)
- This texture is then iterated over by vertex shader
Other approach is to have an object that represents a bucket of data. You call draw on the bucket and it pushes an array of info into the InstanceData (think grass)
Both push data into InstanceData, which is then iterated over in draw calls by instanceManager

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@ -184,23 +184,6 @@
"worldZ",
"chunkData"
]
},
{
"messageName" : "RequestFluidData",
"data" : [
"worldX",
"worldY",
"worldZ"
]
},
{
"messageName" : "sendFluidData",
"data" : [
"worldX",
"worldY",
"worldZ",
"chunkData"
]
}
]
}

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@ -11,7 +11,6 @@ import electrosphere.entity.EntityUtils;
import electrosphere.entity.Scene;
import electrosphere.entity.types.attach.AttachUtils;
@Deprecated
public class ClientEntityCullingManager {
Scene scene;
@ -41,4 +40,38 @@ public class ClientEntityCullingManager {
target.putData(EntityDataStrings.DATA_STRING_DRAW, true);
}
public void clearOutOfBoundsEntities(){
if(Globals.commonWorldData != null && Globals.playerEntity != null && Globals.clientPlayerData != null){
Vector3d playerCharacterPos = EntityUtils.getPosition(Globals.playerEntity);
int playerCharacterWorldX = Globals.clientWorldData.convertRealToWorld(playerCharacterPos.x);
int playerCharacterWorldY = Globals.clientWorldData.convertRealToWorld(playerCharacterPos.y);
int playerCharacterWorldZ = Globals.clientWorldData.convertRealToWorld(playerCharacterPos.z);
if(
playerCharacterWorldX != Globals.clientPlayerData.getWorldPos().x||
playerCharacterWorldY != Globals.clientPlayerData.getWorldPos().y ||
playerCharacterWorldZ != Globals.clientPlayerData.getWorldPos().z
){
for(Entity entity : scene.getEntityList()){
if(entity.containsKey(EntityDataStrings.TERRAIN_IS_TERRAIN) || entity.containsKey(EntityDataStrings.ATTACH_PARENT) || entity.containsKey(EntityDataStrings.COLLISION_ENTITY_PARENT)){
} else {
Vector3d position = EntityUtils.getPosition(entity);
//common world data is initialized with the collision data
//if this is null then the engine hasn't fully started up yet
if(position != null){
int worldX = Globals.clientWorldData.convertRealToWorld(position.x);
int worldZ = Globals.clientWorldData.convertRealToWorld(position.z);
if(!Globals.drawCellManager.coordsInPhysicsSpace(worldX, worldZ)){
//we need to just hide the entity
recursiveHide(entity);
} else {
//if the entity is within range and it's not set to visible, make it visible
recursiveShow(entity);
}
}
}
}
}
}
}
}

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@ -17,19 +17,48 @@ public class FluidChunkData {
//The size of the data passed into marching cubes/transvoxel algorithm to get a fully connected and seamless chunk
public static final int CHUNK_DATA_GENERATOR_SIZE = ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE;
//What type of fluid is in this voxel, eg stone vs dirt vs grass, etc
int[][][] voxelType;
//How much of that fluid type is in this voxel
float[][][] voxelWeight;
//The velocities
float[][][] velocityX;
float[][][] velocityY;
float[][][] velocityZ;
//the list of positions modified since the last call to resetModifiedPositions
//Used in DrawCell to keep track of which positions to invalidate
Set<String> modifiedSinceLastGeneration = new HashSet<String>();
/**
* Gets the voxel type array in this container
* @return The voxel type array
*/
public int[][][] getVoxelType(){
return voxelType;
}
/**
* Sets the voxel type array in this container
* @param voxelType The voxel type array
*/
public void setVoxelType(int[][][] voxelType){
//mark changed cells
if(this.voxelType != null){
for(int x = 0; x < CHUNK_SIZE; x++){
for(int y = 0; y < CHUNK_SIZE; y++){
for(int z = 0; z < CHUNK_SIZE; z++){
if(voxelType[x][y][z] != this.voxelType[x][y][z]){
String key = getVoxelPositionKey(new Vector3i(x,y,z));
if(!modifiedSinceLastGeneration.contains(key)){
modifiedSinceLastGeneration.add(key);
}
}
}
}
}
}
//update data
this.voxelType = voxelType;
}
/**
* Gets the voxel weight array in this container
* @return The voxel weight array
@ -62,23 +91,23 @@ public class FluidChunkData {
this.voxelWeight = voxelWeight;
}
// /**
// * Updates the value of a single voxel in the chunk
// * @param localX The local position X
// * @param localY The local position Y
// * @param localZ The local position Z
// * @param weight The weight to set it to
// * @param type The type to set the voxel to
// */
// public void updatePosition(int localX, int localY, int localZ, float weight, int type){
// voxelWeight[localX][localY][localZ] = weight;
// voxelType[localX][localY][localZ] = type;
// //store as modified in cache
// String key = getVoxelPositionKey(new Vector3i(localX,localY,localZ));
// if(!modifiedSinceLastGeneration.contains(key)){
// modifiedSinceLastGeneration.add(key);
// }
// }
/**
* Updates the value of a single voxel in the chunk
* @param localX The local position X
* @param localY The local position Y
* @param localZ The local position Z
* @param weight The weight to set it to
* @param type The type to set the voxel to
*/
public void updatePosition(int localX, int localY, int localZ, float weight, int type){
voxelWeight[localX][localY][localZ] = weight;
voxelType[localX][localY][localZ] = type;
//store as modified in cache
String key = getVoxelPositionKey(new Vector3i(localX,localY,localZ));
if(!modifiedSinceLastGeneration.contains(key)){
modifiedSinceLastGeneration.add(key);
}
}
/**
* Gets the weight of a voxel at a poisiton
@ -90,11 +119,12 @@ public class FluidChunkData {
}
/**
* Gets the weight of a voxel at a poisiton
* @return The weight of the specified voxel
* Gets the type of a voxel at a position
* @param localPosition The local position
* @return The type of the specified voxel
*/
public float getWeight(int x, int y, int z){
return voxelWeight[z][y][z];
public int getType(Vector3i localPosition){
return voxelType[localPosition.x][localPosition.y][localPosition.z];
}
/**

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@ -1,240 +0,0 @@
package electrosphere.client.fluid.cells;
import org.joml.Vector3d;
import org.joml.Vector3i;
import org.ode4j.ode.DBody;
import electrosphere.client.fluid.cache.FluidChunkData;
import electrosphere.collision.CollisionEngine;
import electrosphere.engine.Globals;
import electrosphere.entity.ClientEntityUtils;
import electrosphere.entity.Entity;
import electrosphere.entity.EntityUtils;
import electrosphere.entity.types.fluid.FluidChunk;
import electrosphere.renderer.shader.ShaderProgram;
import electrosphere.renderer.texture.Texture;
import electrosphere.server.terrain.manager.ServerTerrainChunk;
/**
*
* @author satellite
*/
public class FluidCell {
//the position of the draw cell in world coordinates
Vector3i worldPos;
FluidChunkData data;
Entity modelEntity;
ShaderProgram program;
DBody physicsObject;
float[][][] weights = new float[ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE][ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE][ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE];
static Texture groundTextureOne = new Texture("/Textures/Ground/Dirt1.png");
static Texture groundTextureTwo = new Texture("/Textures/Ground/Dirt1.png");
static Texture groundTextureThree = new Texture("/Textures/Ground/Dirt1.png");
static Texture groundTextureFour = new Texture("/Textures/Ground/Dirt1.png");
static {
// groundTextureOne = new Texture("/Textures/Ground/GrassTileable.png");
// groundTextureTwo = new Texture("/Textures/Ground/Dirt1.png");
// groundTextureThree = new Texture("/Textures/Ground/Dirt1.png");
// groundTextureFour = new Texture("/Textures/Ground/Dirt1.png");
}
FluidCell(){
}
/**
* Constructs a drawcell object
*/
public static FluidCell generateFluidCell(
Vector3i worldPos,
FluidChunkData data,
ShaderProgram program
){
FluidCell rVal = new FluidCell();
rVal.worldPos = worldPos;
rVal.program = program;
rVal.data = data;
return rVal;
}
/**
* Generates a drawable entity based on this chunk
*/
public void generateDrawableEntity(){
if(modelEntity != null){
Globals.clientScene.deregisterEntity(modelEntity);
}
fillInData();
modelEntity = FluidChunk.clientCreateFluidChunkEntity(data.getVoxelWeight());
ClientEntityUtils.initiallyPositionEntity(modelEntity, getRealPos());
}
protected Vector3d getRealPos(){
return new Vector3d(
worldPos.x * FluidChunkData.CHUNK_SIZE,
worldPos.y * FluidChunkData.CHUNK_SIZE,
worldPos.z * FluidChunkData.CHUNK_SIZE
);
}
/**
* Destroys a drawcell including its physics
*/
public void destroy(){
CollisionEngine collisionEngine = Globals.clientSceneWrapper.getCollisionEngine();
collisionEngine.destroyEntityThatHasPhysics(modelEntity);
EntityUtils.cleanUpEntity(modelEntity);
}
/**
* Gets the current chunk data for this draw cell
* @return The chunk data
*/
public FluidChunkData getData(){
return data;
}
/**
* Fills in the internal arrays of data for generate terrain models
*/
private void fillInData(){
//
//fill in data
//
//main chunk
FluidChunkData currentChunk = Globals.clientFluidManager.getChunkDataAtWorldPoint(worldPos);
for(int x = 0; x < ServerTerrainChunk.CHUNK_DIMENSION; x++){
for(int y = 0; y < ServerTerrainChunk.CHUNK_DIMENSION; y++){
for(int z = 0; z < ServerTerrainChunk.CHUNK_DIMENSION; z++){
weights[x][y][z] = currentChunk.getWeight(x,y,z);
}
}
}
//face X
if(worldPos.x + 1 < Globals.clientWorldData.getWorldDiscreteSize()){
currentChunk = Globals.clientFluidManager.getChunkDataAtWorldPoint(worldPos.x + 1, worldPos.y, worldPos.z);
if(currentChunk != null){
for(int i = 0; i < ServerTerrainChunk.CHUNK_DIMENSION; i++){
for(int j = 0; j < ServerTerrainChunk.CHUNK_DIMENSION; j++){
weights[ServerTerrainChunk.CHUNK_DIMENSION][i][j] = currentChunk.getWeight(0, i, j);
}
}
}
} else {
for(int i = 0; i < ServerTerrainChunk.CHUNK_DIMENSION; i++){
for(int j = 0; j < ServerTerrainChunk.CHUNK_DIMENSION; j++){
weights[ServerTerrainChunk.CHUNK_DIMENSION][i][j] = -1;
}
}
}
//face Y
if(worldPos.y + 1 < Globals.clientWorldData.getWorldDiscreteSize()){
currentChunk = Globals.clientFluidManager.getChunkDataAtWorldPoint(worldPos.x, worldPos.y + 1, worldPos.z);
if(currentChunk != null){
for(int i = 0; i < ServerTerrainChunk.CHUNK_DIMENSION; i++){
for(int j = 0; j < ServerTerrainChunk.CHUNK_DIMENSION; j++){
weights[i][ServerTerrainChunk.CHUNK_DIMENSION][j] = currentChunk.getWeight(i, 0, j);
}
}
}
} else {
for(int i = 0; i < ServerTerrainChunk.CHUNK_DIMENSION; i++){
for(int j = 0; j < ServerTerrainChunk.CHUNK_DIMENSION; j++){
weights[i][ServerTerrainChunk.CHUNK_DIMENSION][j] = -1;
}
}
}
//face Z
if(worldPos.z + 1 < Globals.clientWorldData.getWorldDiscreteSize()){
currentChunk = Globals.clientFluidManager.getChunkDataAtWorldPoint(worldPos.x, worldPos.y, worldPos.z + 1);
if(currentChunk != null){
for(int i = 0; i < ServerTerrainChunk.CHUNK_DIMENSION; i++){
for(int j = 0; j < ServerTerrainChunk.CHUNK_DIMENSION; j++){
weights[i][j][ServerTerrainChunk.CHUNK_DIMENSION] = currentChunk.getWeight(i, j, 0);
}
}
}
} else {
for(int i = 0; i < ServerTerrainChunk.CHUNK_DIMENSION; i++){
for(int j = 0; j < ServerTerrainChunk.CHUNK_DIMENSION; j++){
weights[i][j][ServerTerrainChunk.CHUNK_DIMENSION] = -1;
}
}
}
//edge X-Y
if(
worldPos.x + 1 < Globals.clientWorldData.getWorldDiscreteSize() &&
worldPos.y + 1 < Globals.clientWorldData.getWorldDiscreteSize()
){
currentChunk = Globals.clientFluidManager.getChunkDataAtWorldPoint(worldPos.x + 1, worldPos.y + 1, worldPos.z);
if(currentChunk != null){
for(int i = 0; i < ServerTerrainChunk.CHUNK_DIMENSION; i++){
weights[ServerTerrainChunk.CHUNK_DIMENSION][ServerTerrainChunk.CHUNK_DIMENSION][i] = currentChunk.getWeight(0, 0, i);
}
}
} else {
for(int i = 0; i < ServerTerrainChunk.CHUNK_DIMENSION; i++){
weights[ServerTerrainChunk.CHUNK_DIMENSION][ServerTerrainChunk.CHUNK_DIMENSION][i] = -1;
}
}
//edge X-Z
if(
worldPos.x + 1 < Globals.clientWorldData.getWorldDiscreteSize() &&
worldPos.z + 1 < Globals.clientWorldData.getWorldDiscreteSize()
){
currentChunk = Globals.clientFluidManager.getChunkDataAtWorldPoint(worldPos.x + 1, worldPos.y, worldPos.z + 1);
if(currentChunk != null){
for(int i = 0; i < ServerTerrainChunk.CHUNK_DIMENSION; i++){
weights[ServerTerrainChunk.CHUNK_DIMENSION][i][ServerTerrainChunk.CHUNK_DIMENSION] = currentChunk.getWeight(0, i, 0);
}
}
} else {
for(int i = 0; i < ServerTerrainChunk.CHUNK_DIMENSION; i++){
weights[ServerTerrainChunk.CHUNK_DIMENSION][i][ServerTerrainChunk.CHUNK_DIMENSION] = -1;
}
}
//edge Y-Z
if(
worldPos.y + 1 < Globals.clientWorldData.getWorldDiscreteSize() &&
worldPos.z + 1 < Globals.clientWorldData.getWorldDiscreteSize()
){
currentChunk = Globals.clientFluidManager.getChunkDataAtWorldPoint(worldPos.x, worldPos.y + 1, worldPos.z + 1);
if(currentChunk != null){
for(int i = 0; i < ServerTerrainChunk.CHUNK_DIMENSION; i++){
weights[i][ServerTerrainChunk.CHUNK_DIMENSION][ServerTerrainChunk.CHUNK_DIMENSION] = currentChunk.getWeight(i, 0, 0);
}
}
} else {
for(int i = 0; i < ServerTerrainChunk.CHUNK_DIMENSION; i++){
weights[i][ServerTerrainChunk.CHUNK_DIMENSION][ServerTerrainChunk.CHUNK_DIMENSION] = -1;
}
}
if(
worldPos.z + 1 < Globals.clientWorldData.getWorldDiscreteSize() &&
worldPos.y + 1 < Globals.clientWorldData.getWorldDiscreteSize() &&
worldPos.z + 1 < Globals.clientWorldData.getWorldDiscreteSize()
){
currentChunk = Globals.clientFluidManager.getChunkDataAtWorldPoint(worldPos.x + 1, worldPos.y + 1, worldPos.z + 1);
if(currentChunk != null){
if(currentChunk != null){
weights[ServerTerrainChunk.CHUNK_DIMENSION][ServerTerrainChunk.CHUNK_DIMENSION][ServerTerrainChunk.CHUNK_DIMENSION] = currentChunk.getWeight(0, 0, 0);
}
}
} else {
weights[ServerTerrainChunk.CHUNK_DIMENSION][ServerTerrainChunk.CHUNK_DIMENSION][ServerTerrainChunk.CHUNK_DIMENSION] = -1;
}
}
}

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@ -0,0 +1,103 @@
package electrosphere.client.fluid.cells;
import org.joml.Vector3d;
import org.joml.Vector3i;
import org.ode4j.ode.DBody;
import electrosphere.client.fluid.cache.FluidChunkData;
import electrosphere.collision.CollisionEngine;
import electrosphere.engine.Globals;
import electrosphere.entity.ClientEntityUtils;
import electrosphere.entity.Entity;
import electrosphere.entity.EntityUtils;
import electrosphere.entity.types.fluid.FluidChunk;
import electrosphere.renderer.shader.ShaderProgram;
import electrosphere.renderer.texture.Texture;
/**
*
* @author satellite
*/
public class FluidDrawCell {
//the position of the draw cell in world coordinates
Vector3i worldPos;
FluidChunkData data;
Entity modelEntity;
ShaderProgram program;
DBody physicsObject;
static Texture groundTextureOne = new Texture("/Textures/Ground/Dirt1.png");
static Texture groundTextureTwo = new Texture("/Textures/Ground/Dirt1.png");
static Texture groundTextureThree = new Texture("/Textures/Ground/Dirt1.png");
static Texture groundTextureFour = new Texture("/Textures/Ground/Dirt1.png");
static {
// groundTextureOne = new Texture("/Textures/Ground/GrassTileable.png");
// groundTextureTwo = new Texture("/Textures/Ground/Dirt1.png");
// groundTextureThree = new Texture("/Textures/Ground/Dirt1.png");
// groundTextureFour = new Texture("/Textures/Ground/Dirt1.png");
}
FluidDrawCell(){
}
/**
* Constructs a drawcell object
*/
public static FluidDrawCell generateFluidCell(
Vector3i worldPos,
FluidChunkData data,
ShaderProgram program
){
FluidDrawCell rVal = new FluidDrawCell();
rVal.worldPos = worldPos;
rVal.program = program;
rVal.data = data;
return rVal;
}
/**
* Generates a drawable entity based on this chunk
*/
public void generateDrawableEntity(){
if(modelEntity != null){
Globals.clientScene.deregisterEntity(modelEntity);
}
modelEntity = FluidChunk.clientCreateFluidChunkEntity(data.getVoxelWeight(), data.getVoxelType());
ClientEntityUtils.initiallyPositionEntity(modelEntity, getRealPos());
}
protected Vector3d getRealPos(){
return new Vector3d(
worldPos.x * FluidChunkData.CHUNK_SIZE,
worldPos.y * FluidChunkData.CHUNK_SIZE,
worldPos.z * FluidChunkData.CHUNK_SIZE
);
}
/**
* Destroys a drawcell including its physics
*/
public void destroy(){
CollisionEngine collisionEngine = Globals.clientSceneWrapper.getCollisionEngine();
collisionEngine.destroyEntityThatHasPhysics(modelEntity);
EntityUtils.cleanUpEntity(modelEntity);
}
/**
* Gets the current chunk data for this draw cell
* @return The chunk data
*/
public FluidChunkData getData(){
return data;
}
}

View File

@ -19,7 +19,7 @@ import electrosphere.renderer.shader.ShaderProgram;
*
* @author satellite
*/
public class FluidCellManager {
public class FluidDrawCellManager {
//the center of this cell manager's array in cell space
@ -35,8 +35,8 @@ public class FluidCellManager {
int miniCellWidth;
//all currently displaying mini cells
Set<FluidCell> cells;
Map<String,FluidCell> keyCellMap = new HashMap<String,FluidCell>();
Set<FluidDrawCell> cells;
Map<String,FluidDrawCell> keyCellMap = new HashMap<String,FluidDrawCell>();
Set<String> hasNotRequested;
Set<String> hasRequested;
Set<String> drawable;
@ -59,6 +59,8 @@ public class FluidCellManager {
int worldBoundDiscreteMin = 0;
int worldBoundDiscreteMax = 0;
//client terrain manager
// ClientTerrainManager clientTerrainManager;
//ready to start updating?
@ -76,9 +78,9 @@ public class FluidCellManager {
* @param discreteX The initial discrete position X coordinate
* @param discreteY The initial discrete position Y coordinate
*/
public FluidCellManager(ClientTerrainManager clientTerrainManager, int discreteX, int discreteY, int discreteZ){
public FluidDrawCellManager(ClientTerrainManager clientTerrainManager, int discreteX, int discreteY, int discreteZ){
worldBoundDiscreteMax = (int)(Globals.clientWorldData.getWorldBoundMin().x / Globals.clientWorldData.getDynamicInterpolationRatio() * 1.0f);
cells = new HashSet<FluidCell>();
cells = new HashSet<FluidDrawCell>();
hasNotRequested = new HashSet<String>();
drawable = new HashSet<String>();
undrawable = new HashSet<String>();
@ -100,7 +102,7 @@ public class FluidCellManager {
update = true;
}
FluidCellManager(){
FluidDrawCellManager(){
}
@ -130,7 +132,7 @@ public class FluidCellManager {
){
// if(!hasRequested.contains(targetKey)){
//client should request chunk data from server
Globals.clientConnection.queueOutgoingMessage(TerrainMessage.constructRequestFluidDataMessage(
Globals.clientConnection.queueOutgoingMessage(TerrainMessage.constructRequestChunkDataMessage(
worldPos.x,
worldPos.y,
worldPos.z
@ -159,7 +161,7 @@ public class FluidCellManager {
worldPos.z < Globals.clientWorldData.getWorldDiscreteSize()
){
if(containsChunkDataAtWorldPoint(worldPos.x, worldPos.y, worldPos.z)){
FluidCell cell = FluidCell.generateFluidCell(
FluidDrawCell cell = FluidDrawCell.generateFluidCell(
worldPos,
Globals.clientFluidManager.getChunkDataAtWorldPoint(worldPos.x, worldPos.y, worldPos.z),
program
@ -254,14 +256,14 @@ public class FluidCellManager {
* Clears all cells outside of draw radius
*/
private void clearOutOfBoundsCells(){
Set<FluidCell> cellsToRemove = new HashSet<FluidCell>();
for(FluidCell cell : cells){
Set<FluidDrawCell> cellsToRemove = new HashSet<FluidDrawCell>();
for(FluidDrawCell cell : cells){
Vector3d realPos = cell.getRealPos();
if(Globals.playerEntity != null && EntityUtils.getPosition(Globals.playerEntity).distance(realPos) > drawRadius){
cellsToRemove.add(cell);
}
}
for(FluidCell cell : cellsToRemove){
for(FluidDrawCell cell : cellsToRemove){
cells.remove(cell);
String key = getCellKey(cell.worldPos.x, cell.worldPos.y, cell.worldPos.z);
hasNotRequested.remove(key);
@ -356,8 +358,8 @@ public class FluidCellManager {
}
boolean containsChunkDataAtWorldPoint(int worldX, int worldY, int worldZ){
if(Globals.clientFluidManager != null){
return Globals.clientFluidManager.containsChunkDataAtWorldPoint(worldX,worldY,worldZ);
if(Globals.clientTerrainManager != null){
return Globals.clientTerrainManager.containsChunkDataAtWorldPoint(worldX,worldY,worldZ);
}
return true;
}

View File

@ -57,42 +57,29 @@ public class ClientFluidManager {
for(TerrainMessage message : messageQueue){
messageQueue.remove(message);
switch(message.getMessageSubtype()){
case SENDFLUIDDATA: {
float[][][] weights = new float[FluidChunkData.CHUNK_SIZE][FluidChunkData.CHUNK_SIZE][FluidChunkData.CHUNK_SIZE];
float[][][] velocityX = new float[FluidChunkData.CHUNK_SIZE][FluidChunkData.CHUNK_SIZE][FluidChunkData.CHUNK_SIZE];
float[][][] velocityY = new float[FluidChunkData.CHUNK_SIZE][FluidChunkData.CHUNK_SIZE][FluidChunkData.CHUNK_SIZE];
float[][][] velocityZ = new float[FluidChunkData.CHUNK_SIZE][FluidChunkData.CHUNK_SIZE][FluidChunkData.CHUNK_SIZE];
case SENDCHUNKDATA: {
int[][][] values = new int[FluidChunkData.CHUNK_DATA_GENERATOR_SIZE][FluidChunkData.CHUNK_DATA_GENERATOR_SIZE][FluidChunkData.CHUNK_DATA_GENERATOR_SIZE];
float[][][] weights = new float[FluidChunkData.CHUNK_DATA_GENERATOR_SIZE][FluidChunkData.CHUNK_DATA_GENERATOR_SIZE][FluidChunkData.CHUNK_DATA_GENERATOR_SIZE];
ByteBuffer buffer = ByteBuffer.wrap(message.getchunkData());
FloatBuffer floatBuffer = buffer.asFloatBuffer();
for(int x = 0; x < FluidChunkData.CHUNK_SIZE; x++){
for(int y = 0; y < FluidChunkData.CHUNK_SIZE; y++){
for(int z = 0; z < FluidChunkData.CHUNK_SIZE; z++){
for(int x = 0; x < FluidChunkData.CHUNK_DATA_GENERATOR_SIZE; x++){
for(int y = 0; y < FluidChunkData.CHUNK_DATA_GENERATOR_SIZE; y++){
for(int z = 0; z < FluidChunkData.CHUNK_DATA_GENERATOR_SIZE; z++){
weights[x][y][z] = floatBuffer.get();
}
}
}
for(int x = 0; x < FluidChunkData.CHUNK_SIZE; x++){
for(int y = 0; y < FluidChunkData.CHUNK_SIZE; y++){
for(int z = 0; z < FluidChunkData.CHUNK_SIZE; z++){
velocityX[x][y][z] = floatBuffer.get();
}
}
}
for(int x = 0; x < FluidChunkData.CHUNK_SIZE; x++){
for(int y = 0; y < FluidChunkData.CHUNK_SIZE; y++){
for(int z = 0; z < FluidChunkData.CHUNK_SIZE; z++){
velocityY[x][y][z] = floatBuffer.get();
}
}
}
for(int x = 0; x < FluidChunkData.CHUNK_SIZE; x++){
for(int y = 0; y < FluidChunkData.CHUNK_SIZE; y++){
for(int z = 0; z < FluidChunkData.CHUNK_SIZE; z++){
velocityZ[x][y][z] = floatBuffer.get();
IntBuffer intView = buffer.asIntBuffer();
intView.position(floatBuffer.position());
for(int x = 0; x < FluidChunkData.CHUNK_DATA_GENERATOR_SIZE; x++){
for(int y = 0; y < FluidChunkData.CHUNK_DATA_GENERATOR_SIZE; y++){
for(int z = 0; z < FluidChunkData.CHUNK_DATA_GENERATOR_SIZE; z++){
values[x][y][z] = intView.get();
}
}
}
FluidChunkData data = new FluidChunkData();
data.setVoxelType(values);
data.setVoxelWeight(weights);
fluidCache.addChunkDataToCache(
message.getworldX(), message.getworldY(), message.getworldZ(),
@ -109,7 +96,7 @@ public class ClientFluidManager {
}
}
public void attachFluidMessage(TerrainMessage message){
public void attachTerrainMessage(TerrainMessage message){
messageQueue.add(message);
}

View File

@ -1,8 +1,5 @@
package electrosphere.client.foliagemanager;
import java.nio.ByteBuffer;
import java.nio.DoubleBuffer;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.HashSet;
@ -16,8 +13,6 @@ import org.joml.Quaterniond;
import org.joml.Vector3d;
import org.joml.Vector3f;
import org.joml.Vector3i;
import org.lwjgl.BufferUtils;
import org.lwjgl.system.MemoryUtil;
import electrosphere.client.terrain.cache.ChunkData;
import electrosphere.engine.Globals;
@ -28,16 +23,20 @@ import electrosphere.entity.EntityTags;
import electrosphere.entity.EntityUtils;
import electrosphere.entity.state.foliage.AmbientFoliage;
import electrosphere.game.data.foliage.type.FoliageType;
import electrosphere.renderer.actor.instance.TextureInstancedActor;
import electrosphere.renderer.buffer.ShaderAttribute;
import electrosphere.renderer.buffer.HomogenousUniformBuffer.HomogenousBufferTypes;
import electrosphere.renderer.texture.Texture;
/**
* Manages ambient foliage (grass, small plants, etc) that should be shown, typically instanced
*/
public class ClientFoliageManager {
//threshold for a grass blade to relocate to a new position
static final float GRASS_RELOCATION_THRESHOLD = 5f;
//amount of grass entities to manage
static final int grassCapacity = 10000;
//Random for finding new positions for foliage
Random placementRandomizer = new Random();
@ -52,28 +51,11 @@ public class ClientFoliageManager {
//map of position-based key to foliage cell at the position
Map<String,FoliageCell> locationCellMap = new HashMap<String,FoliageCell>();
//The maximum distance a cell can be away from the player before being destroyed
static final float CELL_DISTANCE_MAX = 5f;
//The maximum number of foliage cells
static final int CELL_COUNT_MAX = 1000;
//the interval to space along
static final int TARGET_FOLIAGE_SPACING = 50;
static final float CELL_DISTANCE_MAX = 25f;
//The maximum number of foliage cells
static final int CELL_COUNT_MAX = 25;
//The target number of foliage to place per cell
static final int TARGET_FOLIAGE_PER_CELL = TARGET_FOLIAGE_SPACING * TARGET_FOLIAGE_SPACING;
//size of a single item of foliage in the texture buffer
/*
* A lot of these are x 4 to account for size of float
* 3 x 4 for position
* 2 x 4 for euler rotation
*
*
* eventually:
* grass type
* color
* wind characteristics?
*/
static final int SINGLE_FOLIAGE_DATA_SIZE_BYTES = 3 * 4 + 2 * 4;
static final int TARGET_FOLIAGE_PER_CELL = 10;
//Stores a list of all locations that are currently invalid which map to
//the amount of frames that must pass before they are considered valid to evaluate
Map<String,Integer> locationEvaluationCooldownMap = new ConcurrentHashMap<String,Integer>();
@ -102,8 +84,8 @@ public class ClientFoliageManager {
}
//shader paths
static final String vertexPath = "Shaders/foliage/foliage.vs";
static final String fragmentPath = "Shaders/foliage/foliage.fs";
static final String vertexPath = "shaders/foliage/foliage.vs";
static final String fragmentPath = "shaders/foliage/foliage.fs";
@ -124,7 +106,6 @@ public class ClientFoliageManager {
for(FoliageType foliageType : Globals.gameConfigCurrent.getFoliageMap().getFoliageList()){
if(foliageType.getTokens().contains(FoliageType.TOKEN_AMBIENT)){
Globals.assetManager.addModelPathToQueue(foliageType.getModelPath());
Globals.assetManager.addShaderToQueue(vertexPath, fragmentPath);
}
}
ready = true;
@ -135,6 +116,19 @@ public class ClientFoliageManager {
*/
public void update(){
if(ready){
//TODO: frustum cull at cell level before individual model level
//to be clear, these blades are frustum culled 1-by-1 currently at the InstancedActor level
//if we frustum cull at cell level with priority updates around then, we can pack foliage into buffer in chunks
//and maintain the size of chunks and location on cpu
//then use opengl calls to buffer only occasionally
//if we're doing that we can also increase the amount and type of data (would be really nice to include position-in-chunk of foliage
//for instance for fancy shaders based on local position (think rainbow grass constantly pulsing))
//this will inherit all the difficulty of defragmenting the buffer, turning individual chunks on and off on gpu side, etc
//a way to save on sending position buffer to gpu would be to pack voxel pos into a smaller size ie use bitwise operators to store
//local coord in 1 * 4 bytes instead of 3 * 4 for a full vector
for(FoliageCell cell : activeCells){
cell.draw(modelMatrixAttribute);
}
//for each invalid cell, see if can be revalidated
for(String key : locationEvaluationCooldownMap.keySet()){
int cooldownTime = locationEvaluationCooldownMap.get(key);
@ -170,7 +164,7 @@ public class ClientFoliageManager {
*/
protected Vector3d getNewPosition(Vector3d centerPosition){
double angle = placementRandomizer.nextDouble() * Math.PI * 2;
double radius = placementRandomizer.nextDouble();
double radius = placementRandomizer.nextDouble() * GRASS_RELOCATION_THRESHOLD;
return new Vector3d(
centerPosition.x + Math.cos(angle) * radius,
centerPosition.y,
@ -183,7 +177,7 @@ public class ClientFoliageManager {
* @return The rotation
*/
protected Quaterniond getNewRotation(){
return new Quaterniond().rotationX(-Math.PI / 2.0f).rotateLocalY(Math.PI * placementRandomizer.nextFloat()).normalize();
return new Quaterniond().rotationX(-Math.PI / 2.0f).rotateLocalY(Math.PI * placementRandomizer.nextFloat());
}
/**
@ -203,7 +197,7 @@ public class ClientFoliageManager {
* @param modelPath The model path for the model to back the instanced actor
* @param capacity The capacity of the instanced actor to draw
*/
public static void makeEntityTextureInstancedFoliage(Entity entity, String modelPath, int capacity){
public static void makeEntityInstancedFoliage(Entity entity, String modelPath, int capacity){
entity.putData(EntityDataStrings.INSTANCED_ACTOR, Globals.clientInstanceManager.createInstancedActor(modelPath, vertexPath, fragmentPath, attributes, capacity));
entity.putData(EntityDataStrings.DATA_STRING_POSITION, new Vector3d(0,0,0));
entity.putData(EntityDataStrings.DATA_STRING_ROTATION, new Quaterniond().identity());
@ -248,8 +242,7 @@ public class ClientFoliageManager {
!locationEvaluationCooldownMap.containsKey(key) &&
data.getWeight(currentPos) > 0 &&
data.getWeight(new Vector3i(x,y + 1,z)) < 0 &&
typeSupportsFoliage(data.getType(currentPos)) &&
activeCells.size() < CELL_COUNT_MAX
typeSupportsFoliage(data.getType(currentPos))
){
//create foliage cell
createFoliageCell(worldPos,currentPos,1);
@ -287,8 +280,7 @@ public class ClientFoliageManager {
if(
data.getWeight(currentPos) > 0 &&
aboveData.getWeight(new Vector3i(x,0,z)) < 0 &&
typeSupportsFoliage(data.getType(currentPos)) &&
activeCells.size() < CELL_COUNT_MAX
typeSupportsFoliage(data.getType(currentPos))
){
//create foliage cell
createFoliageCell(worldPos,currentPos,1);
@ -299,12 +291,6 @@ public class ClientFoliageManager {
}
}
//the length of the ray to ground test with
static final float RAY_LENGTH = 2.0f;
//the height above the chunk to start from when sampling downwards
static final float SAMPLE_START_HEIGHT = 1.0f;
/**
* Creates a foliage cell at a given position
* @param worldPos The world position
@ -320,143 +306,37 @@ public class ClientFoliageManager {
worldPos.y * ChunkData.CHUNK_SIZE + voxelPos.y,
worldPos.z * ChunkData.CHUNK_SIZE + voxelPos.z
);
//get type
String foliageTypeName = foliageTypesSupported.get(placementRandomizer.nextInt() % foliageTypesSupported.size());
FoliageType foliageType = Globals.gameConfigCurrent.getFoliageMap().getFoliage(foliageTypeName);
//create cell and buffer
FoliageCell cell = new FoliageCell(worldPos, voxelPos, realPos);
ByteBuffer buffer = BufferUtils.createByteBuffer(TARGET_FOLIAGE_SPACING * TARGET_FOLIAGE_SPACING * SINGLE_FOLIAGE_DATA_SIZE_BYTES);
FloatBuffer floatBufferView = buffer.asFloatBuffer();
//construct simple grid to place foliage on
Vector3d sample_00 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add(-0.5,SAMPLE_START_HEIGHT,-0.5), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_01 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add(-0.5,SAMPLE_START_HEIGHT, 0), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_02 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add(-0.5,SAMPLE_START_HEIGHT, 0.5), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_10 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add( 0,SAMPLE_START_HEIGHT,-0.5), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_11 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add( 0,SAMPLE_START_HEIGHT, 0), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_12 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add( 0,SAMPLE_START_HEIGHT, 0.5), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_20 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add( 0.5,SAMPLE_START_HEIGHT,-0.5), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_21 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add( 0.5,SAMPLE_START_HEIGHT, 0), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_22 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add( 0.5,SAMPLE_START_HEIGHT, 0.5), new Vector3d(0,-1,0), RAY_LENGTH);
//get the heights of each sample
float height_11 = (float)(sample_11 != null ? sample_11.y : 0);
float height_00 = (float)(sample_00 != null ? sample_00.y : height_11);
float height_01 = (float)(sample_01 != null ? sample_01.y : height_11);
float height_02 = (float)(sample_02 != null ? sample_02.y : height_11);
float height_10 = (float)(sample_10 != null ? sample_10.y : height_11);
float height_12 = (float)(sample_12 != null ? sample_12.y : height_11);
float height_20 = (float)(sample_20 != null ? sample_20.y : height_11);
float height_21 = (float)(sample_21 != null ? sample_21.y : height_11);
float height_22 = (float)(sample_22 != null ? sample_22.y : height_11);
//each height is in real world coordinates that are absolute
//when rendering, there's already a y offset for the center of the field of grass (based on the model matrix)
//so when offseting the position of the blade of grass RELATIVE to the overall instance being drawn, need to subtract the real world coordinates of the overall instance
//in other words realPos SPECIFICALLY for the y dimension, for x and z you don't need to worry about it
//if we don't find data for the center sample, can't place grass so don't create entity
if(sample_11 != null){
//generate positions to place
int drawCount = 0;
for(int x = 0; x < TARGET_FOLIAGE_SPACING; x++){
for(int z = 0; z < TARGET_FOLIAGE_SPACING; z++){
//get position to place
double rand1 = placementRandomizer.nextDouble();
double rand2 = placementRandomizer.nextDouble();
double relativePositionOnGridX = x / (1.0 * TARGET_FOLIAGE_SPACING) - 0.5 + rand1 / TARGET_FOLIAGE_SPACING;
double relativePositionOnGridZ = z / (1.0 * TARGET_FOLIAGE_SPACING) - 0.5 + rand2 / TARGET_FOLIAGE_SPACING;
double offsetX = relativePositionOnGridX;
double offsetZ = relativePositionOnGridZ;
//determine quadrant we're placing in
double offsetY = 0;
boolean addBlade = false;
if(relativePositionOnGridX >=0){
if(relativePositionOnGridZ >= 0){
relativePositionOnGridX += 0.5;
relativePositionOnGridZ += 0.5;
//if we have heights for all four surrounding spots, interpolate for y value
if(sample_11 != null && sample_12 != null && sample_21 != null && sample_22 != null){
offsetY =
height_11 * (1-relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_12 * (1-relativePositionOnGridX) * ( relativePositionOnGridZ) +
height_21 * ( relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_22 * ( relativePositionOnGridX) * ( relativePositionOnGridZ);
addBlade = true;
}
} else {
relativePositionOnGridX += 0.5;
relativePositionOnGridZ += 0.5;
//if we have heights for all four surrounding spots, interpolate for y value
if(sample_10 != null && sample_11 != null && sample_20 != null && sample_21 != null){
offsetY =
height_10 * (1-relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_11 * (1-relativePositionOnGridX) * ( relativePositionOnGridZ) +
height_20 * ( relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_21 * ( relativePositionOnGridX) * ( relativePositionOnGridZ);
addBlade = true;
}
}
} else {
if(relativePositionOnGridZ >= 0){
relativePositionOnGridX += 0.5;
relativePositionOnGridZ += 0.5;
//if we have heights for all four surrounding spots, interpolate for y value
if(sample_01 != null && sample_02 != null && sample_11 != null && sample_12 != null){
offsetY =
height_01 * (1-relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_02 * (1-relativePositionOnGridX) * ( relativePositionOnGridZ) +
height_11 * ( relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_12 * ( relativePositionOnGridX) * ( relativePositionOnGridZ);
addBlade = true;
}
} else {
relativePositionOnGridX += 0.5;
relativePositionOnGridZ += 0.5;
//if we have heights for all four surrounding spots, interpolate for y value
if(sample_00 != null && sample_01 != null && sample_10 != null && sample_11 != null){
offsetY =
height_00 * (1-relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_01 * (1-relativePositionOnGridX) * ( relativePositionOnGridZ) +
height_10 * ( relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_11 * ( relativePositionOnGridX) * ( relativePositionOnGridZ);
addBlade = true;
}
}
}
if(addBlade){
//convert y to relative to chunk
offsetY = offsetY - realPos.y;
double rotVar = placementRandomizer.nextDouble() * Math.PI * 2;
double rotVar2 = placementRandomizer.nextDouble();
floatBufferView.put((float)offsetX);
floatBufferView.put((float)offsetY);
floatBufferView.put((float)offsetZ);
floatBufferView.put((float)rotVar);
floatBufferView.put((float)rotVar2);
drawCount++;
}
}
//create center foliage
for(int i = 0; i < TARGET_FOLIAGE_PER_CELL; i++){
//get type
String foliageTypeName = foliageTypesSupported.get(placementRandomizer.nextInt() % foliageTypesSupported.size());
FoliageType foliageType = Globals.gameConfigCurrent.getFoliageMap().getFoliage(foliageTypeName);
//get position to place
double offsetX = placementRandomizer.nextDouble() - 0.5;
double offsetY = 0;
double offsetZ = placementRandomizer.nextDouble() - 0.5;
// double offsetY = placeFoliage(dataToConsider, offsetX, offsetZ, 0.2, 0.5, 0.15, 0.2+0.6);
Vector3d testPosition = new Vector3d(
worldPos.x * ChunkData.CHUNK_SIZE + voxelPos.x + offsetX,
worldPos.y * ChunkData.CHUNK_SIZE + voxelPos.y + offsetY,
worldPos.z * ChunkData.CHUNK_SIZE + voxelPos.z + offsetZ
);
// Vector3d placementPos = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(testPosition, new Vector3d(0,-1,0), 2.5);
if(testPosition != null){
//create entity
Entity grassEntity = EntityCreationUtils.createClientSpatialEntity();
makeEntityInstancedFoliage(grassEntity, foliageType.getModelPath(), grassCapacity);
EntityUtils.getPosition(grassEntity).set(testPosition);
EntityUtils.getRotation(grassEntity).set(getNewRotation());
EntityUtils.getScale(grassEntity).set(new Vector3d(2.0, 2.0, 2.0));
//add ambient foliage behavior tree
AmbientFoliage.attachAmbientFoliageTree(grassEntity, initialGrowthLevel, foliageType.getGrowthModel().getGrowthRate());
cell.addEntity(grassEntity);
}
buffer.position(0);
buffer.limit(TARGET_FOLIAGE_SPACING * TARGET_FOLIAGE_SPACING * SINGLE_FOLIAGE_DATA_SIZE_BYTES);
//construct data texture
Texture dataTexture = new Texture(buffer,SINGLE_FOLIAGE_DATA_SIZE_BYTES / 4,TARGET_FOLIAGE_SPACING * TARGET_FOLIAGE_SPACING);
//create entity
Entity grassEntity = EntityCreationUtils.createClientSpatialEntity();
TextureInstancedActor.attachTextureInstancedActor(grassEntity, foliageType.getModelPath(), vertexPath, fragmentPath, dataTexture, drawCount);
EntityUtils.getPosition(grassEntity).set(realPos);
EntityUtils.getRotation(grassEntity).set(0,0,0,1);
EntityUtils.getScale(grassEntity).set(new Vector3d(4.0, 4.0, 4.0));
//add ambient foliage behavior tree
AmbientFoliage.attachAmbientFoliageTree(grassEntity, initialGrowthLevel, foliageType.getGrowthModel().getGrowthRate());
cell.addEntity(grassEntity);
activeCells.add(cell);
locationCellMap.put(getFoliageCellKey(worldPos, voxelPos),cell);
}
activeCells.add(cell);
locationCellMap.put(getFoliageCellKey(worldPos, voxelPos),cell);
}
}
@ -507,15 +387,6 @@ public class ClientFoliageManager {
}
}
/**
* Draws all foliage in the foliage manager
*/
public void draw(){
for(FoliageCell cell : activeCells){
cell.draw(modelMatrixAttribute);
}
}
}

View File

@ -16,10 +16,8 @@ import electrosphere.entity.Entity;
import electrosphere.entity.EntityUtils;
import electrosphere.entity.state.foliage.AmbientFoliage;
import electrosphere.entity.types.camera.CameraEntityUtils;
import electrosphere.renderer.OpenGLState;
import electrosphere.renderer.RenderPipelineState;
import electrosphere.renderer.actor.instance.InstancedActor;
import electrosphere.renderer.actor.instance.TextureInstancedActor;
import electrosphere.renderer.buffer.ShaderAttribute;
/**
@ -82,13 +80,12 @@ public class FoliageCell {
protected void draw(ShaderAttribute modelMatrixAttribute){
Matrix4d modelMatrix = new Matrix4d();
Vector3f cameraCenter = CameraEntityUtils.getCameraCenter(Globals.playerCamera);
Vector3d playerPosition = EntityUtils.getPosition(Globals.playerEntity);
RenderPipelineState renderPipelineState = Globals.renderingEngine.getRenderPipelineState();
OpenGLState openGLState = Globals.renderingEngine.getOpenGLState();
Vector3f cameraModifiedPosition = new Vector3f((float)realPosition.x,(float)realPosition.y,(float)realPosition.z).sub(CameraEntityUtils.getCameraCenter(Globals.playerCamera));
//frustum check entire cell
boolean shouldRender = renderPipelineState.getFrustumIntersection().testSphere((float)(cameraModifiedPosition.x + boundingSphere.x), (float)(cameraModifiedPosition.y + boundingSphere.y), (float)(cameraModifiedPosition.z + boundingSphere.z), (float)(boundingSphere.r));
boolean shouldRender = renderPipelineState.getFrustumIntersection().testSphere((float)(realPosition.x + boundingSphere.x), (float)(realPosition.y + boundingSphere.y), (float)(realPosition.z + boundingSphere.z), (float)(boundingSphere.r));
if(shouldRender){
//disable frustum check and instead perform at cell level
boolean currentFrustumCheckState = renderPipelineState.shouldFrustumCheck();
@ -96,19 +93,21 @@ public class FoliageCell {
for(Entity entity : containedEntities){
Vector3d grassPosition = EntityUtils.getPosition(entity);
Quaterniond grassRotation = EntityUtils.getRotation(entity);
TextureInstancedActor actor = TextureInstancedActor.getTextureInstancedActor(entity);
InstancedActor instancedActor = InstancedActor.getInstancedActor(entity);
modelMatrix = modelMatrix.identity();
cameraModifiedPosition = new Vector3f((float)grassPosition.x,(float)grassPosition.y,(float)grassPosition.z).sub(cameraCenter);
Vector3f cameraModifiedPosition = new Vector3f((float)grassPosition.x,(float)grassPosition.y,(float)grassPosition.z).sub(cameraCenter);
modelMatrix.translate(cameraModifiedPosition);
modelMatrix.rotate(new Quaterniond(grassRotation));
modelMatrix.scale(new Vector3d(EntityUtils.getScale(entity)));
actor.applyModelMatrix(modelMatrix);
instancedActor.setAttribute(modelMatrixAttribute, new Matrix4f(modelMatrix));
//set priority equal to distance
instancedActor.setPriority((int)grassPosition.distance(playerPosition));
//draw
actor.draw(renderPipelineState, openGLState);
instancedActor.draw(renderPipelineState, new Vector3d(0,0,0));
}
renderPipelineState.setFrustumCheck(currentFrustumCheckState);
}

View File

@ -1,6 +1,5 @@
package electrosphere.client.sim;
import electrosphere.client.fluid.manager.ClientFluidManager;
import electrosphere.client.instancing.InstanceUpdater;
import electrosphere.client.terrain.manager.ClientTerrainManager;
import electrosphere.engine.Globals;
@ -28,7 +27,6 @@ public class ClientFunctions {
public static void runClientFunctions(){
ClientTerrainManager.generateTerrainChunkGeometry();
ClientFluidManager.generateFluidChunkGeometry();
updateSkyboxPos();
Globals.clientSceneWrapper.destroyEntitiesOutsideSimRange();
InstanceUpdater.updateInstancedActorPriority();
@ -50,15 +48,11 @@ public class ClientFunctions {
public static void loadTerrain(){
if(Globals.clientTerrainManager != null){
Globals.clientTerrainManager.handleMessages();
updateTerrainCellManager();
}
if(Globals.clientFluidManager != null){
Globals.clientFluidManager.handleMessages();
updateFluidCellManager();
updateCellManager();
}
}
static void updateTerrainCellManager(){
static void updateCellManager(){
///
/// C L I E N T C E L L M A N A G E R
///
@ -71,15 +65,4 @@ public class ClientFunctions {
Globals.drawCellManager.update();
}
}
static void updateFluidCellManager(){
//fluid work
if(Globals.fluidCellManager != null && Globals.clientWorldData != null){
if(Globals.playerEntity != null){
newPlayerCharacterPosition = EntityUtils.getPosition(Globals.playerEntity);
}
Globals.fluidCellManager.calculateDeltas(newPlayerCharacterPosition);
Globals.fluidCellManager.update();
}
}
}

View File

@ -12,7 +12,6 @@ import electrosphere.audio.AudioEngine;
import electrosphere.audio.VirtualAudioSourceManager;
import electrosphere.auth.AuthenticationManager;
import electrosphere.client.culling.ClientEntityCullingManager;
import electrosphere.client.fluid.cells.FluidCellManager;
import electrosphere.client.fluid.manager.ClientFluidManager;
import electrosphere.client.foliagemanager.ClientFoliageManager;
import electrosphere.client.player.ClientPlayerData;
@ -53,7 +52,6 @@ import electrosphere.renderer.actor.instance.InstanceManager;
import electrosphere.renderer.light.PointLight;
import electrosphere.renderer.light.SpotLight;
import electrosphere.renderer.loading.ModelPretransforms;
import electrosphere.renderer.meshgen.FluidChunkModelGeneration;
import electrosphere.renderer.meshgen.TerrainChunkModelGeneration;
import electrosphere.renderer.model.Material;
import electrosphere.renderer.shader.ShaderOptionMap;
@ -68,7 +66,6 @@ import electrosphere.server.content.ServerContentManager;
import electrosphere.server.datacell.EntityDataCellMapper;
import electrosphere.server.datacell.RealmManager;
import electrosphere.server.db.DatabaseController;
import electrosphere.server.fluid.manager.ServerFluidManager;
import electrosphere.server.pathfinding.NavMeshManager;
import electrosphere.server.simulation.MacroSimulation;
import electrosphere.server.simulation.MicroSimulation;
@ -257,12 +254,6 @@ public class Globals {
//terrain manager
// public static boolean LOAD_TERRAIN = true;
public static ServerTerrainManager serverTerrainManager;
//fluid manager
public static ServerFluidManager serverFluidManager;
//spawn point
public static Vector3d spawnPoint = new Vector3d(0,0,0);
//content manager
@ -313,11 +304,8 @@ public class Globals {
public static ClientPlayerData clientPlayerData = new ClientPlayerData();
//chunk stuff
//draw cell manager
//constant for how far in game units you have to move to load chunks
public static DrawCellManager drawCellManager;
//fluid cell manager
public static FluidCellManager fluidCellManager;
//navmesh manager
public static NavMeshManager navMeshManager;
@ -425,8 +413,6 @@ public class Globals {
navMeshManager = new NavMeshManager();
//terrain
Globals.clientTerrainManager = new ClientTerrainManager();
//fluid
Globals.clientFluidManager = new ClientFluidManager();
//game config
gameConfigDefault = electrosphere.game.data.Config.loadDefaultConfig();
gameConfigCurrent = gameConfigDefault;
@ -485,7 +471,8 @@ public class Globals {
terrainShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/terrain2/terrain2.vs", "/Shaders/terrain2/terrain2.fs");
TerrainChunkModelGeneration.terrainChunkShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/terrain2/terrain2.vs", "/Shaders/terrain2/terrain2.fs");
//init fluid shader program
FluidChunkModelGeneration.fluidChunkShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/fluid2/fluid2.vs", "/Shaders/fluid2/fluid2.fs");
terrainShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/fluid1/fluid1.vs", "/Shaders/fluid1/fluid1.fs");
TerrainChunkModelGeneration.terrainChunkShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/fluid1/fluid1.vs", "/Shaders/fluid1/fluid1.fs");
//init models
assetManager.addModelPathToQueue("Models/unitsphere.fbx");
assetManager.addModelPathToQueue("Models/unitsphere_1.fbx");

View File

@ -15,7 +15,6 @@ import electrosphere.entity.ServerEntityUtils;
import electrosphere.game.server.world.ServerWorldData;
import electrosphere.logger.LoggerInterface;
import electrosphere.server.content.ServerContentManager;
import electrosphere.server.fluid.manager.ServerFluidManager;
import electrosphere.server.saves.SaveUtils;
import electrosphere.server.terrain.manager.ServerTerrainManager;
import electrosphere.util.FileUtils;
@ -57,7 +56,6 @@ public class ArenaLoading {
private static void initServerArenaTerrainManager(){
Globals.serverTerrainManager = ServerTerrainManager.constructArenaTerrainManager();
Globals.serverFluidManager = ServerFluidManager.constructArenaFluidManager();
}
private static void initServerArenaWorldData(){

View File

@ -11,7 +11,6 @@ import electrosphere.audio.AudioUtils;
import electrosphere.audio.VirtualAudioSource;
import electrosphere.audio.VirtualAudioSourceManager.VirtualAudioSourceType;
import electrosphere.client.culling.ClientEntityCullingManager;
import electrosphere.client.fluid.cells.FluidCellManager;
import electrosphere.client.foliagemanager.ClientFoliageManager;
import electrosphere.client.sim.ClientSimulation;
import electrosphere.client.targeting.crosshair.Crosshair;
@ -94,8 +93,6 @@ public class ClientLoading {
initFoliageManager();
//initialize the cell manager (client)
initDrawCellManager();
//init the fluid cell manager
initFluidCellManager();
//initialize the basic graphical entities of the world (skybox, camera)
initWorldBaseGraphicalEntities();
//init arena specific stuff (ie different skybox colors)
@ -293,41 +290,6 @@ public class ClientLoading {
// System.out.println("Draw Cell Manager ready");
}
static void initFluidCellManager(){
while(Globals.clientWorldData == null){
try {
TimeUnit.MILLISECONDS.sleep(10);
} catch (InterruptedException ex) {
}
}
//initialize draw cell manager
Globals.fluidCellManager = new FluidCellManager(Globals.clientTerrainManager, 0, 0, 0);
//set our draw cell manager to actually generate drawable chunks
Globals.fluidCellManager.setGenerateDrawables(true);
//Alerts the client simulation that it should start loading terrain
Globals.clientSimulation.setLoadingTerrain(true);
//wait for all the terrain data to arrive
while(Globals.fluidCellManager.containsUnrequestedCell()){
// Globals.drawCellManager.updateInvalidCell();
try {
TimeUnit.MILLISECONDS.sleep(10);
} catch (InterruptedException ex) {
ex.printStackTrace();
}
// System.out.println("invalid cell");
}
while(Globals.fluidCellManager.containsUndrawableCell()){
// Globals.drawCellManager.makeCellDrawable();
try {
TimeUnit.MILLISECONDS.sleep(10);
} catch (InterruptedException ex) {
ex.printStackTrace();
}
// System.out.println("undrawable");
}
}
/**
* Starts up the entity culling manager
*/

View File

@ -23,7 +23,6 @@ public class EntityDataStrings {
public static final String DRAW_OUTLINE = "drawOutline";
public static final String INSTANCED_ACTOR = "instancedActor";
public static final String DRAW_INSTANCED = "drawInstanced";
public static final String TEXTURE_INSTANCED_ACTOR = "textureInstancedActor";
/*

View File

@ -17,9 +17,9 @@ public class FluidChunk {
* @param values The values (block types)
* @return The fluid chunk entity
*/
public static Entity clientCreateFluidChunkEntity(float[][][] weights){
public static Entity clientCreateFluidChunkEntity(float[][][] weights, int[][][] values){
FluidChunkModelData data = FluidChunkModelGeneration.generateFluidChunkData(weights);
FluidChunkModelData data = FluidChunkModelGeneration.generateFluidChunkData(weights, values);
String modelPath = ClientFluidManager.queueFluidGridGeneration(data);
Entity rVal = EntityCreationUtils.createClientSpatialEntity();

View File

@ -22,7 +22,7 @@ public class LoggerInterface {
public static void initLoggers(){
loggerStartup = new Logger(LogLevel.WARNING);
loggerNetworking = new Logger(LogLevel.DEBUG);
loggerNetworking = new Logger(LogLevel.WARNING);
loggerFileIO = new Logger(LogLevel.WARNING);
loggerGameLogic = new Logger(LogLevel.WARNING);
loggerRenderer = new Logger(LogLevel.WARNING);

View File

@ -3,7 +3,6 @@ package electrosphere.net.client.protocol;
import org.joml.Vector3f;
import electrosphere.client.fluid.cache.FluidChunkData;
import electrosphere.client.scene.ClientWorldData;
import electrosphere.client.terrain.cache.ChunkData;
import electrosphere.collision.CollisionWorldData;
@ -50,9 +49,6 @@ public class TerrainProtocol {
}
}
} break;
case SENDFLUIDDATA: {
Globals.clientFluidManager.attachFluidMessage(message);
} break;
default:
LoggerInterface.loggerNetworking.WARNING("Client networking: Unhandled message of type: " + message.getMessageSubtype());
break;

View File

@ -236,16 +236,6 @@ SYNCHRONIZATION_MESSAGE,
rVal = TerrainMessage.parsesendChunkDataMessage(byteBuffer);
}
break;
case TypeBytes.TERRAIN_MESSAGE_TYPE_REQUESTFLUIDDATA:
if(TerrainMessage.canParseMessage(byteBuffer,secondByte)){
rVal = TerrainMessage.parseRequestFluidDataMessage(byteBuffer);
}
break;
case TypeBytes.TERRAIN_MESSAGE_TYPE_SENDFLUIDDATA:
if(TerrainMessage.canParseMessage(byteBuffer,secondByte)){
rVal = TerrainMessage.parsesendFluidDataMessage(byteBuffer);
}
break;
}
break;
case TypeBytes.MESSAGE_TYPE_SERVER:

View File

@ -17,8 +17,6 @@ public class TerrainMessage extends NetworkMessage {
SPAWNPOSITION,
REQUESTCHUNKDATA,
SENDCHUNKDATA,
REQUESTFLUIDDATA,
SENDFLUIDDATA,
}
TerrainMessageType messageType;
@ -268,14 +266,6 @@ public class TerrainMessage extends NetworkMessage {
}
case TypeBytes.TERRAIN_MESSAGE_TYPE_SENDCHUNKDATA:
return TerrainMessage.canParsesendChunkDataMessage(byteBuffer);
case TypeBytes.TERRAIN_MESSAGE_TYPE_REQUESTFLUIDDATA:
if(byteBuffer.getRemaining() >= TypeBytes.TERRAIN_MESSAGE_TYPE_REQUESTFLUIDDATA_SIZE){
return true;
} else {
return false;
}
case TypeBytes.TERRAIN_MESSAGE_TYPE_SENDFLUIDDATA:
return TerrainMessage.canParsesendFluidDataMessage(byteBuffer);
}
return false;
}
@ -498,72 +488,6 @@ public class TerrainMessage extends NetworkMessage {
return rVal;
}
public static TerrainMessage parseRequestFluidDataMessage(CircularByteBuffer byteBuffer){
TerrainMessage rVal = new TerrainMessage(TerrainMessageType.REQUESTFLUIDDATA);
stripPacketHeader(byteBuffer);
rVal.setworldX(ByteStreamUtils.popIntFromByteQueue(byteBuffer));
rVal.setworldY(ByteStreamUtils.popIntFromByteQueue(byteBuffer));
rVal.setworldZ(ByteStreamUtils.popIntFromByteQueue(byteBuffer));
return rVal;
}
public static TerrainMessage constructRequestFluidDataMessage(int worldX,int worldY,int worldZ){
TerrainMessage rVal = new TerrainMessage(TerrainMessageType.REQUESTFLUIDDATA);
rVal.setworldX(worldX);
rVal.setworldY(worldY);
rVal.setworldZ(worldZ);
rVal.serialize();
return rVal;
}
public static boolean canParsesendFluidDataMessage(CircularByteBuffer byteBuffer){
int currentStreamLength = byteBuffer.getRemaining();
List<Byte> temporaryByteQueue = new LinkedList();
if(currentStreamLength < 6){
return false;
}
if(currentStreamLength < 10){
return false;
}
if(currentStreamLength < 14){
return false;
}
int chunkDataSize = 0;
if(currentStreamLength < 18){
return false;
} else {
temporaryByteQueue.add(byteBuffer.peek(14 + 0));
temporaryByteQueue.add(byteBuffer.peek(14 + 1));
temporaryByteQueue.add(byteBuffer.peek(14 + 2));
temporaryByteQueue.add(byteBuffer.peek(14 + 3));
chunkDataSize = ByteStreamUtils.popIntFromByteQueue(temporaryByteQueue);
}
if(currentStreamLength < 18 + chunkDataSize){
return false;
}
return true;
}
public static TerrainMessage parsesendFluidDataMessage(CircularByteBuffer byteBuffer){
TerrainMessage rVal = new TerrainMessage(TerrainMessageType.SENDFLUIDDATA);
stripPacketHeader(byteBuffer);
rVal.setworldX(ByteStreamUtils.popIntFromByteQueue(byteBuffer));
rVal.setworldY(ByteStreamUtils.popIntFromByteQueue(byteBuffer));
rVal.setworldZ(ByteStreamUtils.popIntFromByteQueue(byteBuffer));
rVal.setchunkData(ByteStreamUtils.popByteArrayFromByteQueue(byteBuffer));
return rVal;
}
public static TerrainMessage constructsendFluidDataMessage(int worldX,int worldY,int worldZ,byte[] chunkData){
TerrainMessage rVal = new TerrainMessage(TerrainMessageType.SENDFLUIDDATA);
rVal.setworldX(worldX);
rVal.setworldY(worldY);
rVal.setworldZ(worldZ);
rVal.setchunkData(chunkData);
rVal.serialize();
return rVal;
}
@Override
void serialize(){
byte[] intValues = new byte[8];
@ -794,51 +718,6 @@ public class TerrainMessage extends NetworkMessage {
rawBytes[18+i] = chunkData[i];
}
break;
case REQUESTFLUIDDATA:
rawBytes = new byte[2+4+4+4];
//message header
rawBytes[0] = TypeBytes.MESSAGE_TYPE_TERRAIN;
//entity messaage header
rawBytes[1] = TypeBytes.TERRAIN_MESSAGE_TYPE_REQUESTFLUIDDATA;
intValues = ByteStreamUtils.serializeIntToBytes(worldX);
for(int i = 0; i < 4; i++){
rawBytes[2+i] = intValues[i];
}
intValues = ByteStreamUtils.serializeIntToBytes(worldY);
for(int i = 0; i < 4; i++){
rawBytes[6+i] = intValues[i];
}
intValues = ByteStreamUtils.serializeIntToBytes(worldZ);
for(int i = 0; i < 4; i++){
rawBytes[10+i] = intValues[i];
}
break;
case SENDFLUIDDATA:
rawBytes = new byte[2+4+4+4+4+chunkData.length];
//message header
rawBytes[0] = TypeBytes.MESSAGE_TYPE_TERRAIN;
//entity messaage header
rawBytes[1] = TypeBytes.TERRAIN_MESSAGE_TYPE_SENDFLUIDDATA;
intValues = ByteStreamUtils.serializeIntToBytes(worldX);
for(int i = 0; i < 4; i++){
rawBytes[2+i] = intValues[i];
}
intValues = ByteStreamUtils.serializeIntToBytes(worldY);
for(int i = 0; i < 4; i++){
rawBytes[6+i] = intValues[i];
}
intValues = ByteStreamUtils.serializeIntToBytes(worldZ);
for(int i = 0; i < 4; i++){
rawBytes[10+i] = intValues[i];
}
intValues = ByteStreamUtils.serializeIntToBytes(chunkData.length);
for(int i = 0; i < 4; i++){
rawBytes[14+i] = intValues[i];
}
for(int i = 0; i < chunkData.length; i++){
rawBytes[18+i] = chunkData[i];
}
break;
}
serialized = true;
}

View File

@ -88,8 +88,6 @@ Message categories
public static final byte TERRAIN_MESSAGE_TYPE_SPAWNPOSITION = 6;
public static final byte TERRAIN_MESSAGE_TYPE_REQUESTCHUNKDATA = 7;
public static final byte TERRAIN_MESSAGE_TYPE_SENDCHUNKDATA = 8;
public static final byte TERRAIN_MESSAGE_TYPE_REQUESTFLUIDDATA = 9;
public static final byte TERRAIN_MESSAGE_TYPE_SENDFLUIDDATA = 10;
/*
Terrain packet sizes
*/
@ -101,7 +99,6 @@ Message categories
public static final byte TERRAIN_MESSAGE_TYPE_REQUESTUSETERRAINPALETTE_SIZE = 38;
public static final byte TERRAIN_MESSAGE_TYPE_SPAWNPOSITION_SIZE = 26;
public static final byte TERRAIN_MESSAGE_TYPE_REQUESTCHUNKDATA_SIZE = 14;
public static final byte TERRAIN_MESSAGE_TYPE_REQUESTFLUIDDATA_SIZE = 14;
/*
Server subcategories
*/

View File

@ -1,6 +1,7 @@
package electrosphere.net.parser.net.raw;
import electrosphere.net.parser.net.message.NetworkMessage;
package electrosphere.net.parser.net.raw;
import electrosphere.logger.LoggerInterface;
import electrosphere.net.parser.net.message.NetworkMessage;
import java.io.IOException;
import java.io.InputStream;
import java.io.OutputStream;
@ -51,7 +52,7 @@ public class NetworkParser {
}
} catch (IOException ex) {
ex.printStackTrace();
System.exit(0);
LoggerInterface.loggerNetworking.ERROR("", ex);
}
}

View File

@ -13,7 +13,6 @@ import electrosphere.net.server.Server;
import electrosphere.net.server.ServerConnectionHandler;
import electrosphere.net.server.player.Player;
import electrosphere.server.datacell.Realm;
import electrosphere.server.fluid.manager.ServerFluidChunk;
import electrosphere.server.terrain.editing.TerrainEditing;
import electrosphere.server.terrain.manager.ServerTerrainChunk;
import electrosphere.server.terrain.models.TerrainModification;
@ -39,17 +38,11 @@ public class TerrainProtocol {
case REQUESTUSETERRAINPALETTE: {
attemptUseTerrainEditPalette(connectionHandler, message);
} break;
case REQUESTFLUIDDATA: {
sendWorldFluidSubChunk(connectionHandler,
message.getworldX(), message.getworldY(), message.getworldZ()
);
} break;
//all ignored message types
case RESPONSEMETADATA:
case SPAWNPOSITION:
case UPDATEVOXEL:
case SENDCHUNKDATA:
case SENDFLUIDDATA:
//silently ignore
break;
}
@ -201,64 +194,6 @@ public class TerrainProtocol {
// }
}
static void sendWorldFluidSubChunk(ServerConnectionHandler connectionHandler, int worldX, int worldY, int worldZ){
// System.out.println("Received request for chunk " + message.getworldX() + " " + message.getworldY());
ServerFluidChunk chunk = Globals.serverFluidManager.getChunk(worldX, worldY, worldZ);
// float[][] macroValues = chunk.getMacroValues();//Globals.serverTerrainManager.getRad5MacroValues(message.getworldX(), message.getworldY());
// long[][] randomizer = chunk.getRandomizer();//Globals.serverTerrainManager.getRandomizer(message.getworldX(), message.getworldY());
//The length along each access of the chunk data. Typically, should be at least 17.
//Because CHUNK_SIZE is 16, 17 adds the necessary extra value. Each chunk needs the value of the immediately following position to generate
//chunk data that connects seamlessly to the next chunk.
int xWidth = chunk.getWeights().length;
int yWidth = chunk.getWeights()[0].length;
int zWidth = chunk.getWeights()[0][0].length;
ByteBuffer buffer = ByteBuffer.allocate(xWidth*yWidth*zWidth*(4+4+4+4));
FloatBuffer floatView = buffer.asFloatBuffer();
for(int x = 0; x < xWidth; x++){
for(int y = 0; y < yWidth; y++){
for(int z = 0; z < zWidth; z++){
floatView.put(chunk.getWeights()[x][y][z]);
}
}
}
for(int x = 0; x < xWidth; x++){
for(int y = 0; y < yWidth; y++){
for(int z = 0; z < zWidth; z++){
floatView.put(chunk.getVelocityX()[x][y][z]);
}
}
}
for(int x = 0; x < xWidth; x++){
for(int y = 0; y < yWidth; y++){
for(int z = 0; z < zWidth; z++){
floatView.put(chunk.getVelocityY()[x][y][z]);
}
}
}
for(int x = 0; x < xWidth; x++){
for(int y = 0; y < yWidth; y++){
for(int z = 0; z < zWidth; z++){
floatView.put(chunk.getVelocityZ()[x][y][z]);
}
}
}
connectionHandler.addMessagetoOutgoingQueue(TerrainMessage.constructsendFluidDataMessage(worldX, worldY, worldZ, buffer.array()));
}
static void sendWorldMetadata(ServerConnectionHandler connectionHandler){
//world metadata
connectionHandler.addMessagetoOutgoingQueue(

View File

@ -53,9 +53,6 @@ public class RenderPipelineState {
boolean instanced = false;
//The instance data for rendering an instanced object
InstanceData instanceData;
//the number of instances to draw
int instanceCount = 0;
//The pointer to the current shader program bound
int currentShaderPointer;
@ -145,14 +142,6 @@ public class RenderPipelineState {
this.instanceData = instanceData;
}
public void setInstanceCount(int count){
this.instanceCount = count;
}
public int getInstanceCount(){
return this.instanceCount;
}
public int getCurrentShaderPointer(){
return currentShaderPointer;
}

View File

@ -17,10 +17,12 @@ import org.joml.AxisAngle4f;
import org.joml.Matrix4d;
import org.joml.Matrix4f;
import org.joml.Quaterniond;
import org.joml.Quaternionf;
import org.joml.Sphered;
import org.joml.Vector3d;
import org.joml.Vector3f;
import org.joml.Vector4d;
import org.joml.Vector4f;
/**
* An actor

View File

@ -1,121 +0,0 @@
package electrosphere.renderer.actor.instance;
import org.joml.Matrix4d;
import electrosphere.engine.Globals;
import electrosphere.entity.Entity;
import electrosphere.entity.EntityDataStrings;
import electrosphere.renderer.OpenGLState;
import electrosphere.renderer.RenderPipelineState;
import electrosphere.renderer.model.Material;
import electrosphere.renderer.model.Model;
import electrosphere.renderer.shader.ShaderProgram;
import electrosphere.renderer.texture.Texture;
/**
* An actor that will trigger an instance call when you draw the model; however it uses a texture to store data about its instances
*/
public class TextureInstancedActor {
//path of the model that this instanced actor uses
String modelPath;
//the material that will contain the data about the model
Material material;
//the draw count of the texture instanced actor
int drawCount;
//shader paths
String vertexShaderPath;
String fragmentShaderPath;
/**
* Creates an instanced actor
* @param modelPath The path of the model this actor uses
*/
protected TextureInstancedActor(String modelPath, String vertexShaderPath, String fragmentShaderPath, Texture dataTexture, int drawCount){
this.modelPath = modelPath;
this.material = new Material();
this.material.setTexturePointer(dataTexture.getTexturePointer());
this.drawCount = drawCount;
this.vertexShaderPath = vertexShaderPath;
this.fragmentShaderPath = fragmentShaderPath;
}
/**
* Attaches a TextureInstancedActor to an entity
* @param parent The entity
* @param modelPath The path to the model for this instanced actor
* @param dataTexture The data texture containing data for this actor
*/
public static void attachTextureInstancedActor(Entity parent, String modelPath, String vertexShaderPath, String fragmentShaderPath, Texture dataTexture, int drawCount){
TextureInstancedActor newActor = new TextureInstancedActor(modelPath, vertexShaderPath, fragmentShaderPath, dataTexture, drawCount);
parent.putData(EntityDataStrings.TEXTURE_INSTANCED_ACTOR, newActor);
}
/**
* Draws the instanced actor. Should be called normally in a loop as if this was a regular actor.
* @param renderPipelineState The pipeline state of the instanced actor
* @param position The position used for frustum checking
*/
public void draw(RenderPipelineState renderPipelineState, OpenGLState openGLState){
Model model = Globals.assetManager.fetchModel(modelPath);
ShaderProgram shader = Globals.assetManager.fetchShader(vertexShaderPath, null, fragmentShaderPath);
if(model != null && shader != null){
//setup render pipeline
boolean instancedState = renderPipelineState.getInstanced();
boolean materialState = renderPipelineState.getUseMaterial();
boolean useShader = renderPipelineState.getUseMeshShader();
boolean bufferStandardUniforms = renderPipelineState.getBufferStandardUniforms();
boolean useLight = renderPipelineState.getUseLight();
renderPipelineState.setInstanced(true);
renderPipelineState.setUseMaterial(false);
renderPipelineState.setUseMeshShader(false);
renderPipelineState.setInstanceCount(drawCount);
renderPipelineState.setBufferStandardUniforms(true);
renderPipelineState.setUseLight(true);
renderPipelineState.setInstanceData(null); //need to set the instance data to null otherwise it will overwrite what we currently have set (ie overwrite draw calls count, etc)
openGLState.setActiveShader(renderPipelineState, shader);
this.material.apply_material(openGLState);
model.draw(renderPipelineState, openGLState);
//reset render pipeline state
renderPipelineState.setInstanced(instancedState);
renderPipelineState.setUseMaterial(materialState);
renderPipelineState.setUseMeshShader(useShader);
renderPipelineState.setBufferStandardUniforms(bufferStandardUniforms);
renderPipelineState.setUseLight(useLight);
}
}
/**
* Gets the path of the model packing this instanced actore
* @return The path of the model
*/
protected String getModelPath(){
return this.modelPath;
}
/**
* Gets the texture instanced actor attached to this entity
* @param parent The parent entity
* @return The texture instanced actor if it exists
*/
public static TextureInstancedActor getTextureInstancedActor(Entity parent){
return (TextureInstancedActor)parent.getData(EntityDataStrings.TEXTURE_INSTANCED_ACTOR);
}
/**
* Applies the model matrix to the model underlying this textured instanced actor
* @param modelMatrix The model matrix
*/
public void applyModelMatrix(Matrix4d modelMatrix){
Model model = Globals.assetManager.fetchModel(modelPath);
if(model != null){
model.setModelMatrix(modelMatrix);
}
}
}

View File

@ -17,7 +17,6 @@ import electrosphere.renderer.model.Material;
import electrosphere.renderer.model.Mesh;
import electrosphere.renderer.model.Model;
import electrosphere.renderer.shader.ShaderProgram;
import electrosphere.server.terrain.manager.ServerTerrainChunk;
import static org.lwjgl.opengl.GL30.glBindVertexArray;
import static org.lwjgl.opengl.GL30.glGenVertexArrays;
@ -560,7 +559,7 @@ public class FluidChunkModelGeneration {
return new Vector3f(x,y,z);
}
public static FluidChunkModelData generateFluidChunkData(float[][][] weightGrid){
public static FluidChunkModelData generateFluidChunkData(float[][][] weightGrid, int[][][] typeGrid){
// 5 6
// +-------------+ +-----5-------+ ^ Y
@ -594,9 +593,6 @@ public class FluidChunkModelGeneration {
for(int x = 0; x < weightGrid.length - 1; x++){
for(int y = 0; y < weightGrid[0].length - 1; y++){
for(int z = 0; z < weightGrid[0][0].length - 1; z++){
if(x == 3 && y == 3 && z == 3){
System.out.println("erihjy at 3,3,3 " + weightGrid[x][y][z]);
}
//push the current cell's values into the gridcell
currentCell.setValues(
new Vector3f(x+0,y+0,z+0), new Vector3f(x+0,y+0,z+1), new Vector3f(x+1,y+0,z+1), new Vector3f(x+1,y+0,z+0),
@ -669,10 +665,6 @@ public class FluidChunkModelGeneration {
UVs.add(temp[1]);
}
System.out.println("weight at 3 3 3 " + weightGrid[3][3][3]);
System.out.println("Fluid verts: " + vertsFlat.size());
//List<Float> vertices, List<Float> normals, List<Integer> faceElements, List<Float> uvs
FluidChunkModelData rVal = new FluidChunkModelData(vertsFlat, normalsFlat, elementsFlat, UVs);
return rVal;
@ -776,13 +768,7 @@ public class FluidChunkModelGeneration {
ex.printStackTrace();
}
float halfChunk = ServerTerrainChunk.CHUNK_DIMENSION / 2.0f;
mesh.updateBoundingSphere(
halfChunk,
halfChunk,
halfChunk,
(float)Math.sqrt(halfChunk * halfChunk + halfChunk * halfChunk + halfChunk * halfChunk)
);
glBindVertexArray(0);
@ -810,7 +796,6 @@ public class FluidChunkModelGeneration {
m.setParent(rVal);
rVal.getMeshes().add(m);
rVal.setBoundingSphere(m.getBoundingSphere());
return rVal;
}

View File

@ -72,11 +72,9 @@ public class MeshLoader {
Matrix4d vertexPretransform = new Matrix4d().identity();
Matrix4d normalPretransform = new Matrix4d().identity();
if(metadata != null){
LoggerInterface.loggerRenderer.DEBUG("Pretransforming");
vertexPretransform.translationRotateScale(metadata.getOffset(), metadata.getRotation(), metadata.getScale());
normalPretransform.rotate(metadata.getRotation());
}
//
@ -141,10 +139,9 @@ public class MeshLoader {
float[] temp = new float[3];
for (int i = 0; i < normalCount; i++) {
AIVector3D normal = normals.get(i);
Vector4d transformedNormal = normalPretransform.transform(new Vector4d(normal.x(),normal.y(),normal.z(),1.0));
temp[0] = (float)transformedNormal.x();
temp[1] = (float)transformedNormal.y();
temp[2] = (float)transformedNormal.z();
temp[0] = normal.x();
temp[1] = normal.y();
temp[2] = normal.z();
NormalArrayBufferData.put(temp);
}
NormalArrayBufferData.flip();

View File

@ -599,9 +599,6 @@ public class TerrainChunkModelGeneration {
for(int x = 0; x < terrainGrid.length - 1; x++){
for(int y = 0; y < terrainGrid[0].length - 1; y++){
for(int z = 0; z < terrainGrid[0][0].length - 1; z++){
if(x == 0 && y == 0 && z == 0){
System.out.println("asdf");
}
//push the current cell's values into the gridcell
currentCell.setValues(
new Vector3f(x+0,y+0,z+0), new Vector3f(x+0,y+0,z+1), new Vector3f(x+1,y+0,z+1), new Vector3f(x+1,y+0,z+0),

View File

@ -447,18 +447,15 @@ public class Mesh {
}
if(renderPipelineState.getInstanced()){
if(renderPipelineState.getInstanceData()!=null){
InstanceData instanceData = renderPipelineState.getInstanceData();
Map<ShaderAttribute,Object> buffers = instanceData.getCpuBufferMap();
Map<ShaderAttribute,HomogenousInstancedArray> glBufferMap = instanceData.getGlBufferMap();
bufferInstanceData(renderPipelineState, buffers, glBufferMap);
renderPipelineState.setInstanceCount(instanceData.getDrawCount());
}
InstanceData instanceData = renderPipelineState.getInstanceData();
Map<ShaderAttribute,Object> buffers = instanceData.getCpuBufferMap();
Map<ShaderAttribute,HomogenousInstancedArray> glBufferMap = instanceData.getGlBufferMap();
bufferInstanceData(renderPipelineState, buffers, glBufferMap);
}
if(renderPipelineState.getInstanced()){
GL45.glDrawElementsInstanced(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, renderPipelineState.getInstanceCount());
GL45.glDrawElementsInstanced(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, renderPipelineState.getInstanceData().getDrawCount());
} else {
GL11.glDrawElements(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0);
}

View File

@ -87,7 +87,6 @@ public class MainContentPipeline implements RenderPipeline {
currentActor.draw(renderPipelineState,openGLState);
}
}
Globals.clientFoliageManager.draw();
for(Entity currentEntity : Globals.clientScene.getEntitiesWithTag(EntityTags.DRAW_INSTANCED)){
Vector3d position = EntityUtils.getPosition(currentEntity);
if(

View File

@ -75,7 +75,7 @@ public class ShadowMapPipeline implements RenderPipeline {
for(Entity currentEntity : Globals.clientScene.getEntitiesWithTag(EntityTags.DRAWABLE)){
Vector3d position = EntityUtils.getPosition(currentEntity);
if(
currentEntity.getData(EntityDataStrings.DATA_STRING_DRAW)!=null &&
(boolean)currentEntity.getData(EntityDataStrings.DATA_STRING_DRAW) &&
currentEntity.containsKey(EntityDataStrings.DRAW_CAST_SHADOW)
){
//fetch actor

View File

@ -74,7 +74,7 @@ public class VolumeBufferPipeline implements RenderPipeline {
for(Entity currentEntity : Globals.clientScene.getEntitiesWithTag(EntityTags.DRAWABLE)){
Vector3d position = EntityUtils.getPosition(currentEntity);
if(
currentEntity.getData(EntityDataStrings.DATA_STRING_DRAW)!=null &&
(boolean)currentEntity.getData(EntityDataStrings.DATA_STRING_DRAW) &&
currentEntity.containsKey(EntityDataStrings.DRAW_VOLUMETRIC)
){
//fetch actor

View File

@ -201,31 +201,6 @@ public class Texture {
// System.gc();
}
}
/**
* Generates a texture based on a buffer (for use passing data to gpu)
* @param buffer The buffer of data
* @param width the 'width' of the 'texture'
* @param height the 'height' of the 'texture'
*/
public Texture(ByteBuffer buffer, int width, int height){
if(!Globals.HEADLESS){
//generate the texture object on gpu
texturePointer = glGenTextures();
//bind the new texture
glBindTexture(GL_TEXTURE_2D, texturePointer);
//how are we gonna wrap the texture??
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//disable mipmap
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//call if width != height so opengl figures out how to unpack it properly
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
//GL_RED = 32bit r value
//buffer the texture information
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, width, height, 0, GL_RED, GL_FLOAT, buffer);
}
}
public void bind(OpenGLState openGLState){
// openGLState.glActiveTexture(GL_TEXTURE0);

View File

@ -21,8 +21,6 @@ import electrosphere.server.content.ServerContentManager;
import electrosphere.server.datacell.interfaces.DataCellManager;
import electrosphere.server.datacell.interfaces.VoxelCellManager;
import electrosphere.server.datacell.physics.PhysicsDataCell;
import electrosphere.server.fluid.manager.ServerFluidChunk;
import electrosphere.server.fluid.manager.ServerFluidManager;
import electrosphere.server.terrain.manager.ServerTerrainManager;
import electrosphere.server.terrain.manager.ServerTerrainChunk;
@ -45,8 +43,6 @@ public class GriddedDataCellManager implements DataCellManager, VoxelCellManager
Realm parent;
//Manager for terrain for this particular cell manager
ServerTerrainManager serverTerrainManager;
//manager for fluids for this particular cell manager
ServerFluidManager serverFluidManager;
//lock for terrain editing
Semaphore terrainEditLock = new Semaphore(1);
//manager for getting entities to fill in a cell
@ -56,15 +52,9 @@ public class GriddedDataCellManager implements DataCellManager, VoxelCellManager
* Constructor
* @param parent The gridded data cell manager's parent realm
*/
public GriddedDataCellManager(
Realm parent,
ServerTerrainManager serverTerrainManager,
ServerFluidManager serverFluidManager,
ServerContentManager serverContentManager
) {
public GriddedDataCellManager(Realm parent, ServerTerrainManager serverTerrainManager, ServerContentManager serverContentManager) {
this.parent = parent;
this.serverTerrainManager = serverTerrainManager;
this.serverFluidManager = serverFluidManager;
this.serverContentManager = serverContentManager;
}
@ -354,8 +344,6 @@ public class GriddedDataCellManager implements DataCellManager, VoxelCellManager
for(ServerDataCell cell : loadedCells){
Globals.microSimulation.simulate(cell, parent.getHitboxManager());
}
//simulate fluid
this.serverFluidManager.simulate();
loadedCellsLock.release();
updatePlayerPositions();
}
@ -369,14 +357,6 @@ public class GriddedDataCellManager implements DataCellManager, VoxelCellManager
return serverTerrainManager;
}
/**
* Gets the server fluid manager for this realm if it exists
* @return The server fluid manager if it exists, null otherwise
*/
public ServerFluidManager getServerFluidManager(){
return serverFluidManager;
}
/**
* Runs code to generate physics entities and register cell in a dedicated thread.
* Because cell hasn't been registered yet, no simulation is performed until the physics is created.
@ -481,9 +461,4 @@ public class GriddedDataCellManager implements DataCellManager, VoxelCellManager
return cellPositionMap.get(cell);
}
@Override
public ServerFluidChunk getFluidChunkAtPosition(Vector3i worldPosition) {
return serverFluidManager.getChunk(worldPosition.x, worldPosition.y, worldPosition.z);
}
}

View File

@ -53,7 +53,7 @@ public class RealmManager {
//create realm
Realm realm = new Realm(collisionEngine, new HitboxManager());
//create function classes
GriddedDataCellManager griddedDataCellManager = new GriddedDataCellManager(realm,Globals.serverTerrainManager,Globals.serverFluidManager,Globals.serverContentManager);
GriddedDataCellManager griddedDataCellManager = new GriddedDataCellManager(realm,Globals.serverTerrainManager,Globals.serverContentManager);
EntityDataCellMapper entityDataCellMapper = new EntityDataCellMapper();
//init gridded manager
griddedDataCellManager.init(serverWorldData);

View File

@ -2,7 +2,6 @@ package electrosphere.server.datacell.interfaces;
import org.joml.Vector3i;
import electrosphere.server.fluid.manager.ServerFluidChunk;
import electrosphere.server.terrain.manager.ServerTerrainChunk;
/**
@ -41,13 +40,5 @@ public interface VoxelCellManager {
* @param type The type to set the voxel to
*/
public void editChunk(Vector3i worldPosition, Vector3i voxelPosition, float weight, int type);
/**
* Gets the fluid chunk at a given world position
* @param worldPosition The world position
* @return the fluid chunk
*/
public ServerFluidChunk getFluidChunkAtPosition(Vector3i worldPosition);
}

View File

@ -1,217 +0,0 @@
package electrosphere.server.fluid.diskmap;
import java.io.ByteArrayOutputStream;
import java.io.File;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.HashMap;
import java.util.Map;
import java.util.zip.DeflaterInputStream;
import java.util.zip.DeflaterOutputStream;
import java.util.zip.InflaterOutputStream;
import electrosphere.engine.Globals;
import electrosphere.logger.LoggerInterface;
import electrosphere.net.server.Server;
import electrosphere.server.fluid.manager.ServerFluidChunk;
import electrosphere.server.terrain.manager.ServerTerrainChunk;
import electrosphere.util.FileUtils;
/**
* An interface for accessing the disk map of chunk information
*/
public class FluidDiskMap {
//The map of world position+chunk type to the file that actually houses that information
Map<String,String> worldPosFileMap = new HashMap<String,String>();
/**
* Constructor
*/
public FluidDiskMap(){
}
/**
* Gets a key for a given chunk file based on a world coordinate
* @param worldX The x component
* @param worldY The y component
* @param worldZ The z component
* @return The key
*/
private static String getFluidChunkKey(int worldX, int worldY, int worldZ){
return worldX + "_" + worldY + "_" + worldZ + "f";
}
/**
* Initializes a diskmap based on a given save name
* @param saveName The save name
*/
public void init(String saveName){
LoggerInterface.loggerEngine.DEBUG("INIT CHUNK MAP " + saveName);
if(FileUtils.getSaveFile(saveName, "chunk.map").exists()){
worldPosFileMap = FileUtils.loadObjectFromSavePath(saveName, "fluid.map", Map.class);
LoggerInterface.loggerEngine.DEBUG("POS FILE MAP: " + worldPosFileMap.keySet());
} else {
worldPosFileMap = new HashMap<String,String>();
}
}
/**
* Saves the disk map to disk
*/
public void save(){
FileUtils.serializeObjectToSavePath(Globals.currentSaveName, "fluid.map", worldPosFileMap);
}
/**
* Checks if the map contains a given chunk position
* @param worldX The x component
* @param worldY The y component
* @param worldZ The z component
* @return True if the map contains the chunk, false otherwise
*/
public boolean containsFluidAtPosition(int worldX, int worldY, int worldZ){
return worldPosFileMap.containsKey(getFluidChunkKey(worldX, worldY, worldZ));
}
/**
* Gets the server fluid chunk from disk if it exists, otherwise returns null
* @param worldX The x coordinate
* @param worldY The y coordinate
* @param worldZ The z coordinate
* @return The server fluid chunk if it exists, null otherwise
*/
public ServerFluidChunk getFluidChunk(int worldX, int worldY, int worldZ){
LoggerInterface.loggerEngine.INFO("Load chunk " + worldX + " " + worldY + " " + worldZ);
ServerFluidChunk rVal = null;
if(containsFluidAtPosition(worldX, worldY, worldZ)){
//read file
String fileName = worldPosFileMap.get(getFluidChunkKey(worldX, worldY, worldZ));
byte[] rawDataCompressed = FileUtils.loadBinaryFromSavePath(Globals.currentSaveName, fileName);
//decompress
byte[] rawData = null;
ByteArrayOutputStream out = new ByteArrayOutputStream();
InflaterOutputStream inflaterInputStream = new InflaterOutputStream(out);
try {
inflaterInputStream.write(rawDataCompressed);
inflaterInputStream.flush();
inflaterInputStream.close();
rawData = out.toByteArray();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
//parse
if(rawData != null){
ByteBuffer buffer = ByteBuffer.wrap(rawData);
FloatBuffer floatView = buffer.asFloatBuffer();
int DIM = ServerTerrainChunk.CHUNK_DIMENSION;
float[][][] weights = new float[DIM][DIM][DIM];
float[][][] velocityX = new float[DIM][DIM][DIM];
float[][][] velocityY = new float[DIM][DIM][DIM];
float[][][] velocityZ = new float[DIM][DIM][DIM];
for(int x = 0; x < DIM; x++){
for(int y = 0; y < DIM; y++){
for(int z = 0; z < DIM; z++){
weights[x][y][z] = floatView.get();
}
}
}
for(int x = 0; x < DIM; x++){
for(int y = 0; y < DIM; y++){
for(int z = 0; z < DIM; z++){
velocityX[x][y][z] = floatView.get();
}
}
}
for(int x = 0; x < DIM; x++){
for(int y = 0; y < DIM; y++){
for(int z = 0; z < DIM; z++){
velocityY[x][y][z] = floatView.get();
}
}
}
for(int x = 0; x < DIM; x++){
for(int y = 0; y < DIM; y++){
for(int z = 0; z < DIM; z++){
velocityZ[x][y][z] = floatView.get();
}
}
}
rVal = new ServerFluidChunk(worldX, worldY, worldZ, weights, velocityX, velocityY, velocityZ);
}
}
return rVal;
}
/**
* Saves a fluid chunk to disk
* @param fluidChunk The fluid chunk
*/
public void saveToDisk(ServerFluidChunk fluidChunk){
LoggerInterface.loggerEngine.DEBUG("Save to disk: " + fluidChunk.getWorldX() + " " + fluidChunk.getWorldY() + " " + fluidChunk.getWorldZ());
//get the file name for this chunk
String fileName = null;
String chunkKey = getFluidChunkKey(fluidChunk.getWorldX(),fluidChunk.getWorldY(),fluidChunk.getWorldZ());
if(worldPosFileMap.containsKey(chunkKey)){
fileName = worldPosFileMap.get(chunkKey);
} else {
fileName = chunkKey + ".dat";
}
//generate binary for the file
float[][][] weights = fluidChunk.getWeights();
float[][][] velocityX = fluidChunk.getVelocityX();
float[][][] velocityY = fluidChunk.getVelocityY();
float[][][] velocityZ = fluidChunk.getVelocityZ();
int DIM = ServerTerrainChunk.CHUNK_DIMENSION;
ByteBuffer buffer = ByteBuffer.allocate(DIM * DIM * DIM * 4 + DIM * DIM * DIM * 4 + DIM * DIM * DIM * 4 + DIM * DIM * DIM * 4);
FloatBuffer floatView = buffer.asFloatBuffer();
for(int x = 0; x < DIM; x++){
for(int y = 0; y < DIM; y++){
for(int z = 0; z < DIM; z++){
floatView.put(weights[x][y][z]);
}
}
}
for(int x = 0; x < DIM; x++){
for(int y = 0; y < DIM; y++){
for(int z = 0; z < DIM; z++){
floatView.put(velocityX[x][y][z]);
}
}
}
for(int x = 0; x < DIM; x++){
for(int y = 0; y < DIM; y++){
for(int z = 0; z < DIM; z++){
floatView.put(velocityY[x][y][z]);
}
}
}
for(int x = 0; x < DIM; x++){
for(int y = 0; y < DIM; y++){
for(int z = 0; z < DIM; z++){
floatView.put(velocityZ[x][y][z]);
}
}
}
//compress
ByteArrayOutputStream out = new ByteArrayOutputStream();
DeflaterOutputStream deflaterInputStream = new DeflaterOutputStream(out);
try {
deflaterInputStream.write(buffer.array());
deflaterInputStream.flush();
deflaterInputStream.close();
//write to disk
FileUtils.saveBinaryToSavePath(Globals.currentSaveName, fileName, out.toByteArray());
//save to the map of filenames
worldPosFileMap.put(chunkKey,fileName);
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}

View File

@ -1,35 +0,0 @@
package electrosphere.server.fluid.generation;
import electrosphere.server.fluid.manager.ServerFluidChunk;
import electrosphere.server.fluid.models.FluidModel;
import electrosphere.server.terrain.manager.ServerTerrainChunk;
public class ArenaFluidGenerator implements FluidGenerator {
@Override
public ServerFluidChunk generateChunk(int worldX, int worldY, int worldZ) {
float[][][] weights = new float[ServerTerrainChunk.CHUNK_DIMENSION][ServerTerrainChunk.CHUNK_DIMENSION][ServerTerrainChunk.CHUNK_DIMENSION];
float[][][] velocityX = new float[ServerTerrainChunk.CHUNK_DIMENSION][ServerTerrainChunk.CHUNK_DIMENSION][ServerTerrainChunk.CHUNK_DIMENSION];
float[][][] velocityY = new float[ServerTerrainChunk.CHUNK_DIMENSION][ServerTerrainChunk.CHUNK_DIMENSION][ServerTerrainChunk.CHUNK_DIMENSION];
float[][][] velocityZ = new float[ServerTerrainChunk.CHUNK_DIMENSION][ServerTerrainChunk.CHUNK_DIMENSION][ServerTerrainChunk.CHUNK_DIMENSION];
ServerFluidChunk chunk = new ServerFluidChunk(worldX, worldY, worldZ, weights, velocityX, velocityY, velocityZ);
for(int x = 0; x < ServerTerrainChunk.CHUNK_DIMENSION; x++){
for(int y = 0; y < ServerTerrainChunk.CHUNK_DIMENSION; y++){
for(int z = 0; z < ServerTerrainChunk.CHUNK_DIMENSION; z++){
weights[x][y][z] = -1.0f;
}
}
}
weights[3][3][3] = 0.8f;
return chunk;
}
@Override
public void setModel(FluidModel model) {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'setModel'");
}
}

View File

@ -1,26 +0,0 @@
package electrosphere.server.fluid.generation;
import electrosphere.server.fluid.manager.ServerFluidChunk;
import electrosphere.server.fluid.models.FluidModel;
/**
* Generates fluid
*/
public interface FluidGenerator {
/**
* Generates a chunk given an x, y, and z
* @param worldX The x component
* @param worldY The y component
* @param worldZ The z component
* @return The chunk
*/
public ServerFluidChunk generateChunk(int worldX, int worldY, int worldZ);
/**
* Sets the fluid model for the generation algorithm
* @param model The fluid model
*/
public void setModel(FluidModel model);
}

View File

@ -1,129 +0,0 @@
package electrosphere.server.fluid.manager;
import org.joml.Vector3f;
import org.joml.Vector3i;
/**
* Is a single chunk of terrain on the server
*/
public class ServerFluidChunk {
int worldX, worldY, worldZ;
float[][][] weights;
float[][][] velocityX;
float[][][] velocityY;
float[][][] velocityZ;
public ServerFluidChunk(
int worldX,
int worldY,
int worldZ,
float[][][] weights,
float[][][] velocityX,
float[][][] velocityY,
float[][][] velocityZ
) {
this.worldX = worldX;
this.worldY = worldY;
this.worldZ = worldZ;
this.weights = weights;
this.velocityX = velocityX;
this.velocityY = velocityY;
this.velocityZ = velocityZ;
}
public int getWorldX() {
return worldX;
}
public int getWorldY() {
return worldY;
}
public int getWorldZ() {
return worldZ;
}
/**
* Gets the world position of this terrain chunk as a joml Vector
* @return The vector
*/
public Vector3i getWorldPosition(){
return new Vector3i(worldX,worldY,worldZ);
}
public float[][][] getWeights() {
return weights;
}
/**
* Gets the weight of a voxel at a poisiton
* @param localPosition The local position
* @return The weight of the specified voxel
*/
public float getWeight(Vector3i localPosition){
return getWeight(localPosition.x,localPosition.y,localPosition.z);
}
/**
* Gets the weight of a voxel at a poisiton
* @param x The x coordinate
* @param y The y coordinate
* @param z The z coordinate
* @return The weight of the specified voxel
*/
public float getWeight(int x, int y, int z){
return weights[x][y][z];
}
//get velocity x
public float[][][] getVelocityX() {
return velocityX;
}
//set velocity x
public void setVelocityX(float[][][] velocityX) {
this.velocityX = velocityX;
}
//get velocity y
public float[][][] getVelocityY() {
return velocityY;
}
//set velocity y
public void setVelocityY(float[][][] velocityY) {
this.velocityY = velocityY;
}
//get velocity z
public float[][][] getVelocityZ() {
return velocityZ;
}
//set velocity z
public void setVelocityZ(float[][][] velocityZ) {
this.velocityZ = velocityZ;
}
//get a velocity at a given x, y and z as a Vector3f
public Vector3f getVelocity(int x, int y, int z){
return new Vector3f(velocityX[x][y][z],velocityY[x][y][z],velocityZ[x][y][z]);
}
//set a velocity at a given x, y, and z given three ints
public void setVelocity(int x, int y, int z, float velX, float velY, float velZ){
velocityX[x][y][z] = velX;
velocityY[x][y][z] = velY;
velocityZ[x][y][z] = velZ;
}
}

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@ -1,284 +0,0 @@
package electrosphere.server.fluid.manager;
import electrosphere.engine.Globals;
import electrosphere.server.fluid.diskmap.FluidDiskMap;
import electrosphere.server.fluid.generation.ArenaFluidGenerator;
import electrosphere.server.fluid.generation.FluidGenerator;
import electrosphere.server.fluid.models.FluidModel;
import electrosphere.util.FileUtils;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.util.List;
import java.util.Map;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.CopyOnWriteArrayList;
import org.joml.Vector3i;
/**
* Provides an interface for the server to query information about fluid
*/
public class ServerFluidManager {
//The size of the world in discrete units * must be multiple of 200
int worldSizeDiscrete;
//The vertical multiplier applied to the statically generated fluid
int verticalInterpolationRatio;
float interpolationRandomDampener;
long seed;
//The model of the fluid this manager is managing
FluidModel model;
//In memory cache of chunk data
//Basic idea is we associate string that contains chunk x&y&z with elevation
//While we incur a penalty with converting ints -> string, think this will
//offset regenerating the array every time we want a new one
int cacheSize = 500;
Map<String, ServerFluidChunk> chunkCache;
List<String> chunkCacheContents;
//The map of chunk position <-> file on disk containing chunk data
FluidDiskMap chunkDiskMap = null;
//The generation algorithm for this fluid manager
FluidGenerator chunkGenerator;
/**
* Constructor
*/
public ServerFluidManager(
int worldSizeDiscrete,
int verticalInterpolationRatio,
float interpolationRandomDampener,
long seed,
FluidGenerator chunkGenerator
){
this.worldSizeDiscrete = worldSizeDiscrete;
this.verticalInterpolationRatio = verticalInterpolationRatio;
this.chunkCache = new ConcurrentHashMap<String, ServerFluidChunk>();
this.chunkCacheContents = new CopyOnWriteArrayList<String>();
this.interpolationRandomDampener = interpolationRandomDampener;
this.seed = seed;
this.chunkGenerator = chunkGenerator;
}
ServerFluidManager(){
}
/**
* Constructs an arena fluid manager
* @return The arena fluid manager
*/
public static ServerFluidManager constructArenaFluidManager(){
ServerFluidManager rVal = new ServerFluidManager();
rVal.worldSizeDiscrete = 2;
rVal.verticalInterpolationRatio = 0;
rVal.chunkCache = new ConcurrentHashMap<String, ServerFluidChunk>();
rVal.chunkCacheContents = new CopyOnWriteArrayList<String>();
rVal.interpolationRandomDampener = 0.0f;
rVal.chunkGenerator = new ArenaFluidGenerator();
return rVal;
}
/**
* Generates a fluid model for the manager
*/
public void generate(){
// FluidGenerator terrainGen = new FluidGenerator();
// terrainGen.setInterpolationRatio(worldSizeDiscrete/200);
// terrainGen.setVerticalInterpolationRatio(verticalInterpolationRatio);
// terrainGen.setRandomSeed(seed);
// model = terrainGen.generateModel();
// this.chunkGenerator.setModel(model);
// model.setInterpolationRandomDampener(interpolationRandomDampener);
// this.chunkDiskMap = new ChunkDiskMap();
}
/**
* Saves the fluid model backing this manager to a save file
* @param saveName The name of the save
*/
public void save(String saveName){
ByteBuffer buffer = ByteBuffer.allocate(model.getElevation().length * model.getElevation()[0].length * 4);
FloatBuffer floatView = buffer.asFloatBuffer();
for(int x = 0; x < model.getElevation().length; x++){
floatView.put(model.getElevation()[x]);
}
floatView.flip();
FileUtils.saveBinaryToSavePath(saveName, "./fluid.dat", buffer.array());
FileUtils.serializeObjectToSavePath(saveName, "./fluid.json", model);
//for each chunk, save via disk map
for(String chunkKey : chunkCacheContents){
ServerFluidChunk chunk = chunkCache.get(chunkKey);
chunkDiskMap.saveToDisk(chunk);
}
//save disk map itself
if(chunkDiskMap != null){
chunkDiskMap.save();
}
}
/**
* Loads a fluid manager from a save file
* @param saveName The name of the save
*/
public void load(String saveName){
//load fluid model
model = FileUtils.loadObjectFromSavePath(saveName, "./fluid.json", FluidModel.class);
chunkGenerator.setModel(model);
byte[] data = FileUtils.loadBinaryFromSavePath(saveName, "./fluid.dat");
ByteBuffer buffer = ByteBuffer.wrap(data);
FloatBuffer floatView = buffer.asFloatBuffer();
float[][] elevation = new float[Globals.serverWorldData.getWorldSizeDiscrete()][Globals.serverWorldData.getWorldSizeDiscrete()];
for(int x = 0; x < Globals.serverWorldData.getWorldSizeDiscrete(); x++){
for(int y = 0; y < Globals.serverWorldData.getWorldSizeDiscrete(); y++){
elevation[x][y] = floatView.get();
}
}
model.setElevationArray(elevation);
//load chunk disk map
chunkDiskMap = new FluidDiskMap();
chunkDiskMap.init(saveName);
}
public float[][] getFluidAtChunk(int x, int y){
return model.getElevationForChunk(x, y);
}
public double getHeightAtPosition(double x, double y, double z){
return y;
}
public int getWorldDiscreteSize(){
return worldSizeDiscrete;
}
public float getDiscreteValue(int x, int y){
if(model != null){
return model.getElevation()[x][y];
} else {
return 0;
}
}
public int getDynamicInterpolationRatio(){
//THIS FIRES IF THERE IS A MAIN GAME WORLD RUNNING
if(model != null){
return model.getDynamicInterpolationRatio();
} else {
//THIS FIRES IF THERE IS AN ARENA WORLD RUNNING
return 0;
}
}
public float getRandomDampener(){
//THIS FIRES IF THERE IS A MAIN GAME WORLD RUNNING
if(model != null){
return model.getRandomDampener();
} else {
//THIS FIRES IF THERE IS AN ARENA WORLD RUNNING
return 0.0f;
}
}
/**
* Gets the fluid model backing this fluid manager
* @return The fluid model
*/
public FluidModel getModel() {
return model;
}
/**
* Gets the key for a given world position
* @param worldX The x component
* @param worldY The y component
* @param worldZ The z component
* @return The key
*/
public String getKey(int worldX, int worldY, int worldZ){
return worldX + "_" + worldY + "_" + worldZ;
}
/**
* Gets a server fluid chunk
* @param worldX The world x position
* @param worldY The world y position
* @param worldZ The world z position
* @return The ServerFluidChunk
*/
public ServerFluidChunk getChunk(int worldX, int worldY, int worldZ){
//THIS FIRES IF THERE IS A MAIN GAME WORLD RUNNING
String key = getKey(worldX,worldY,worldZ);
ServerFluidChunk returnedChunk = null;
if(chunkCache.containsKey(key)){
chunkCacheContents.remove(key);
chunkCacheContents.add(0, key);
returnedChunk = chunkCache.get(key);
return returnedChunk;
} else {
if(chunkCacheContents.size() > cacheSize){
String oldChunk = chunkCacheContents.remove(chunkCacheContents.size() - 1);
chunkCache.remove(oldChunk);
}
//pull from disk if it exists
if(chunkDiskMap != null){
if(chunkDiskMap.containsFluidAtPosition(worldX, worldY, worldZ)){
returnedChunk = chunkDiskMap.getFluidChunk(worldX, worldY, worldZ);
}
}
//generate if it does not exist
if(returnedChunk == null){
returnedChunk = chunkGenerator.generateChunk(worldX, worldY, worldZ);
}
chunkCache.put(key, returnedChunk);
chunkCacheContents.add(key);
return returnedChunk;
}
}
/**
* Saves a given position's chunk to disk.
* Uses the current global save name
* @param position The position to save
*/
public void savePositionToDisk(Vector3i position){
chunkDiskMap.saveToDisk(getChunk(position.x, position.y, position.z));
}
/**
* Applies a deform to fluid at a given location
* @param worldPos The world coordinates of the chunk to modify
* @param voxelPos The voxel coordinates of the voxel to modify
* @param weight The weight to set it to
* @param value The value to set it to
*/
public void deformFluidAtLocationToValue(Vector3i worldPos, Vector3i voxelPos, float weight, int value){
// TerrainModification modification = new TerrainModification(worldPos,voxelPos,weight,value);
// //could be null if, for instance, arena mode
// if(model != null){
// model.addModification(modification);
// }
// String key = getKey(worldPos.x,worldPos.y,worldPos.z);
// if(chunkCache.containsKey(key)){
// ServerFluidChunk chunk = chunkCache.get(key);
// chunk.addModification(modification);
// }
}
/**
* Simulates all active fluid chunks
*/
public void simulate(){
//TODO: implement
}
}

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@ -1,343 +0,0 @@
package electrosphere.server.fluid.models;
import electrosphere.util.annotation.Exclude;
public class FluidModel {
int dynamicInterpolationRatio;
float interpolationRandomDampener = 0.4f;
int discreteArrayDimension;
@Exclude
private float[][] elevation;
float realMountainThreshold;
float realOceanThreshold;
FluidModel() {
}
public FluidModel(
int dimension,
int dynamicInterpolationRatio
){
this.dynamicInterpolationRatio = dynamicInterpolationRatio;
this.discreteArrayDimension = dimension;
}
public static FluidModel constructFluidModel(int dimension, int dynamicInterpolationRatio){
FluidModel rVal = new FluidModel();
rVal.discreteArrayDimension = dimension;
rVal.dynamicInterpolationRatio = dynamicInterpolationRatio;
return rVal;
}
public float[][] getElevation(){
return elevation;
}
public void setInterpolationRandomDampener(float f){
interpolationRandomDampener = f;
}
/**
* Dynamically interpolates a chunk of a specific size from the pre-existing elevation map
* @param x The x position on the elevation map to get a chunk from
* @param y The y position on the elevation map to get a chunk from
* @return Dynamically interpolated float array of elevations of chunk
*/
public float[][] getElevationForChunk(int x, int y){
//this is what we intend to return from the function
float[][] rVal = new float[dynamicInterpolationRatio][dynamicInterpolationRatio];
/*
So we're looking at chunk x,y
if this is our grid:
4 0.1 0.2 0.3 0.4
^
| 3 0.1 0.2 0.3 0.4
|
| 2 0.1 0.2 0.3 0.4
x 1 0.1 0.2 0.3 0.4
0 1 2 3
y ---- >
say we're looking at x=2,y=1
"macroValues" should contain the values for bounds x = [1,3] and y = [0,2]
the goal is to have the "center" of the output chunk have the value the
elevation grid at x=2,y=1
*/
//set macroValues
float[][] macroValues = getMacroValuesAtPosition(x,y);
int halfLength = dynamicInterpolationRatio/2;
/*
Four quadrants we're generating
_____________________
|1 |2 |
| | |
| | |
| | |
|__________|__________|
|3 |4 |
| | |
| | |
|__________|__________|
First set of loops is quadrant 1
then quadrant 2
then quadrant 3
then quadrant 4
*/
int outXOffset = 0;
int outYOffset = 0;
for(int i = 0; i < halfLength; i++){
for(int j = 0; j < halfLength; j++){
rVal[i+outXOffset][j+outYOffset] =
(1.0f * (halfLength - i) * (halfLength - j))/(halfLength * halfLength) * macroValues[0][0] +
(1.0f * (0 - i) * (halfLength - j))/(halfLength * halfLength) * macroValues[1][0] +
(1.0f * (halfLength - i) * (0 - j))/(halfLength * halfLength) * macroValues[0][1] +
(1.0f * (0 - i) * (0 - j))/(halfLength * halfLength) * macroValues[1][1]
;
}
}
outXOffset = halfLength;
for(int i = 0; i < halfLength; i++){
for(int j = 0; j < halfLength; j++){
rVal[i+outXOffset][j+outYOffset] =
(1.0f * (halfLength - i) * (halfLength - j))/(halfLength * halfLength) * macroValues[1][0] +
(1.0f * (0 - i) * (halfLength - j))/(halfLength * halfLength) * macroValues[2][0] +
(1.0f * (halfLength - i) * (0 - j))/(halfLength * halfLength) * macroValues[1][1] +
(1.0f * (0 - i) * (0 - j))/(halfLength * halfLength) * macroValues[2][1]
;
}
}
outXOffset = 0;
outYOffset = halfLength;
for(int i = 0; i < halfLength; i++){
for(int j = 0; j < halfLength; j++){
rVal[i+outXOffset][j+outYOffset] =
(1.0f * (halfLength - i) * (halfLength - j))/(halfLength * halfLength) * macroValues[0][1] +
(1.0f * (0 - i) * (halfLength - j))/(halfLength * halfLength) * macroValues[1][1] +
(1.0f * (halfLength - i) * (0 - j))/(halfLength * halfLength) * macroValues[0][2] +
(1.0f * (0 - i) * (0 - j))/(halfLength * halfLength) * macroValues[1][2]
;
}
}
outXOffset = halfLength;
for(int i = 0; i < halfLength; i++){
for(int j = 0; j < halfLength; j++){
rVal[i+outXOffset][j+outYOffset] =
(1.0f * (halfLength - i) * (halfLength - j))/(halfLength * halfLength) * macroValues[1][1] +
(1.0f * (0 - i) * (halfLength - j))/(halfLength * halfLength) * macroValues[2][1] +
(1.0f * (halfLength - i) * (0 - j))/(halfLength * halfLength) * macroValues[1][2] +
(1.0f * (0 - i) * (0 - j))/(halfLength * halfLength) * macroValues[2][2]
;
}
}
return rVal;
}
/*
So we're looking at chunk x,y
if this is our grid:
4 0.1 0.2 0.3 0.4
^
| 3 0.1 0.2 0.3 0.4
|
| 2 0.1 0.2 0.3 0.4
x 1 0.1 0.2 0.3 0.4
0 1 2 3
y ---- >
say we're looking at x=2,y=1
"macroValues" should contain the values for x = [1,3] and y = [0,2]
the goal is to have the "center" of the output chunk have the value the
elevation grid at x=2,y=1
*/
public float[][] getMacroValuesAtPosition(int x, int y){
float[][] rVal = new float[3][3];
rVal[1][1] = elevation[x][y];
if(x - 1 >= 0){
rVal[0][1] = elevation[x-1][y];
if(y - 1 >= 0){
rVal[0][0] = elevation[x-1][y-1];
} else {
rVal[0][0] = 0;
}
if(y + 1 < discreteArrayDimension){
rVal[0][2] = elevation[x-1][y+1];
} else {
rVal[0][2] = 0;
}
} else {
rVal[0][0] = 0;
rVal[0][1] = 0;
rVal[0][2] = 0;
}
if(x + 1 < discreteArrayDimension){
rVal[2][1] = elevation[x+1][y];
if(y - 1 >= 0){
rVal[2][0] = elevation[x+1][y-1];
} else {
rVal[2][0] = 0;
}
if(y + 1 < discreteArrayDimension){
rVal[2][2] = elevation[x+1][y+1];
} else {
rVal[2][2] = 0;
}
} else {
rVal[2][0] = 0;
rVal[2][1] = 0;
rVal[2][2] = 0;
}
if(y - 1 >= 0){
rVal[1][0] = elevation[x][y-1];
} else {
rVal[1][0] = 0;
}
if(y + 1 < discreteArrayDimension){
rVal[1][2] = elevation[x][y+1];
} else {
rVal[1][2] = 0;
}
return rVal;
}
public float[][] getRad5MacroValuesAtPosition(int x, int y){
float[][] rVal = new float[5][5];
for(int i = -2; i < 3; i++){
for(int j = -2; j < 3; j++){
if(x + i >= 0 && x + i < discreteArrayDimension && y + j >= 0 && y + j < discreteArrayDimension){
rVal[i+2][j+2] = elevation[x+i][y+j];
} else {
rVal[i+2][j+2] = 0;
}
}
}
return rVal;
}
/*
So we're looking at chunk x,y
if this is our grid:
4 0.1 0.2 0.3 0.4
^
| 3 0.1 0.2 0.3 0.4
|
| 2 0.1 0.2 0.3 0.4
x 1 0.1 0.2 0.3 0.4
0 1 2 3
y ---- >
say we're looking at x=2,y=1
"macroValues" should contain the values for x = [1,3] and y = [0,2]
the goal is to have the "center" of the output chunk have the value the
elevation grid at x=2,y=1
*/
public float getRandomDampener(){
return interpolationRandomDampener;
}
public int getDynamicInterpolationRatio(){
return dynamicInterpolationRatio;
}
public float getRealMountainThreshold() {
return realMountainThreshold;
}
public float getRealOceanThreshold() {
return realOceanThreshold;
}
public String getModificationKey(int x, int y, int z){
return x + "_" + y + "_" + z;
}
// public void addModification(TerrainModification modification){
// String key = getModificationKey(modification.getWorldPos().x,modification.getWorldPos().y,modification.getWorldPos().z);
// ModificationList list;
// if(!modifications.containsKey(key)){
// list = new ModificationList();
// modifications.put(key, list);
// } else {
// list = modifications.get(key);
// }
// list.addModification(modification);
// }
// public boolean containsModificationsAtCoord(int worldX, int worldY, int worldZ){
// return modifications.containsKey(getModificationKey(worldX, worldY, worldZ));
// }
// public ModificationList getModifications(int worldX, int worldY, int worldZ){
// // System.out.println("Got modifications at " + worldX + " " + worldY);
// return modifications.get(getModificationKey(worldX, worldY, worldZ));
// }
/**
* Sets the elevation array (For instance when read from save file on loading a save)
* @param elevation The elevation array to set to
*/
public void setElevationArray(float[][] elevation){
this.elevation = elevation;
}
}