mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-05 19:11:50 +00:00
Merge branch 'main' of https://github.com/MihailRis/VoxelEngine-Cpp
This commit is contained in:
commit
13eca72753
7 changed files with 112 additions and 90 deletions
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@ -261,7 +261,8 @@ local function create_FFIview_class(name, typename, typesize)
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return function()
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i = i + 1
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if i <= self.bytes.size / typesize then
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return i, self.ptr[i - 1]
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local ptr = FFI.cast(ptrtype, self.bytes.bytes)
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return i, ptr[i - 1]
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end
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end
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end
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@ -47,6 +47,7 @@ static LPALDELETEEFFECTS alDeleteEffects = nullptr;
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static LPALISEFFECT alIsEffect = nullptr;
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static LPALEFFECTI alEffecti = nullptr;
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static LPALEFFECTF alEffectf = nullptr;
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static LPALGETEFFECTF alGetEffectf = nullptr;
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static LPALGENFILTERS alGenFilters = nullptr;
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static LPALDELETEFILTERS alDeleteFilters = nullptr;
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static LPALISFILTER alIsFilter = nullptr;
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@ -562,6 +563,7 @@ static bool request_efx_ext_functions() {
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&& get_proc_address("alIsEffect", alIsEffect)
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&& get_proc_address("alEffecti", alEffecti)
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&& get_proc_address("alEffectf", alEffectf)
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&& get_proc_address("alGetEffectf", alGetEffectf)
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&& get_proc_address("alGenFilters", alGenFilters)
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&& get_proc_address("alDeleteFilters", alDeleteFilters)
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&& get_proc_address("alIsFilter", alIsFilter)
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@ -799,77 +801,73 @@ void ALAudio::setAcoustics(Acoustics acoustics) {
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alAuxiliaryEffectSloti(effectSlots[0], AL_EFFECTSLOT_EFFECT, 0);
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return;
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}
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auto setEffectValue = [](int effect, ALenum param, float value, float min, float max) {
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const float smoothFactor = 0.5f;
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value = glm::clamp(value, min, max);
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float prevValue = 0.0f;
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alGetEffectf(effect, param, &prevValue);
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AL_CHECK(alEffectf(
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effect,
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param,
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glm::clamp(
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prevValue * (1.0f - smoothFactor) + value * smoothFactor,
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min,
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max
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)
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));
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};
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int reverbEffect = effects[REVERB_EFFECT];
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AL_CHECK(alEffectf(
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setEffectValue(
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reverbEffect,
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AL_REVERB_GAIN,
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glm::clamp(glm::min(acoustics.reverbGain, 0.8f) *
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acoustics.reverbGain *
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(1.0f - glm::min(1.0f, acoustics.reverbAbsorption)),
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AL_REVERB_MIN_GAIN,
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AL_REVERB_MAX_GAIN)
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));
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AL_CHECK(alEffectf(
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AL_REVERB_MIN_GAIN,
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AL_REVERB_MAX_GAIN
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);
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setEffectValue(
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reverbEffect,
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AL_REVERB_REFLECTIONS_DELAY,
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glm::clamp(
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acoustics.reverbReflectionsDelay,
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AL_REVERB_MIN_REFLECTIONS_DELAY,
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AL_REVERB_MAX_REFLECTIONS_DELAY
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)
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));
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AL_CHECK(alEffectf(
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acoustics.reverbReflectionsDelay,
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AL_REVERB_MIN_REFLECTIONS_DELAY,
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AL_REVERB_MAX_REFLECTIONS_DELAY
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);
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setEffectValue(
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reverbEffect,
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AL_REVERB_LATE_REVERB_DELAY,
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glm::clamp(
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acoustics.reverbLateReflectionsDelay,
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AL_REVERB_MIN_LATE_REVERB_DELAY,
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AL_REVERB_MAX_LATE_REVERB_DELAY
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)
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));
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AL_CHECK(alEffectf(
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acoustics.reverbLateReflectionsDelay,
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AL_REVERB_MIN_LATE_REVERB_DELAY,
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AL_REVERB_MAX_LATE_REVERB_DELAY
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);
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setEffectValue(
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reverbEffect,
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AL_REVERB_DECAY_TIME,
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glm::clamp(
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acoustics.reverbDecayTime,
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AL_REVERB_MIN_DECAY_TIME,
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AL_REVERB_MAX_DECAY_TIME
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)
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));
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AL_CHECK(alEffectf(
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acoustics.reverbDecayTime,
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AL_REVERB_MIN_DECAY_TIME,
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AL_REVERB_MAX_DECAY_TIME
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);
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setEffectValue(
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reverbEffect,
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AL_REVERB_ROOM_ROLLOFF_FACTOR,
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glm::clamp(
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acoustics.reverbRoomRolloff,
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AL_REVERB_MIN_ROOM_ROLLOFF_FACTOR,
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AL_REVERB_MAX_ROOM_ROLLOFF_FACTOR
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)
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));
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AL_CHECK(alEffectf(
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acoustics.reverbRoomRolloff,
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AL_REVERB_MIN_ROOM_ROLLOFF_FACTOR,
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AL_REVERB_MAX_ROOM_ROLLOFF_FACTOR
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);
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setEffectValue(
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reverbEffect,
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AL_REVERB_REFLECTIONS_GAIN,
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glm::clamp(
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glm::pow(acoustics.reverbGain, 2.0f),
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AL_REVERB_MIN_REFLECTIONS_GAIN,
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AL_REVERB_MAX_REFLECTIONS_GAIN
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)
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));
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AL_CHECK(alEffectf(
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glm::pow(acoustics.reverbGain, 2.0f),
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AL_REVERB_MIN_REFLECTIONS_GAIN,
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AL_REVERB_MAX_REFLECTIONS_GAIN
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);
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setEffectValue(
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reverbEffect,
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AL_REVERB_LATE_REVERB_GAIN,
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glm::clamp(
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glm::pow(acoustics.reverbGain, 2.0f),
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AL_REVERB_MIN_LATE_REVERB_GAIN,
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AL_REVERB_MAX_LATE_REVERB_GAIN
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)
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));
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AL_CHECK(alEffectf(
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reverbEffect,
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AL_REVERB_DECAY_HFRATIO,
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glm::clamp(
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1.0f - acoustics.reverbAbsorption,
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AL_REVERB_MIN_DECAY_HFRATIO,
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AL_REVERB_MAX_DECAY_HFRATIO
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)
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));
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glm::pow(acoustics.reverbGain, 2.0f),
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AL_REVERB_MIN_LATE_REVERB_GAIN,
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AL_REVERB_MAX_LATE_REVERB_GAIN
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);
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alAuxiliaryEffectSloti(effectSlots[0], AL_EFFECTSLOT_EFFECT, reverbEffect);
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}
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@ -1,29 +1,30 @@
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#include "Decorator.hpp"
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#include "ParticlesRenderer.hpp"
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#include "WorldRenderer.hpp"
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#include "TextsRenderer.hpp"
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#include "TextNote.hpp"
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#include "assets/Assets.hpp"
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#include "assets/assets_util.hpp"
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#include "assets/Assets.hpp"
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#include "audio/audio.hpp"
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#include "content/Content.hpp"
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#include "voxels/Chunks.hpp"
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#include "voxels/Chunk.hpp"
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#include "voxels/Block.hpp"
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#include "world/Level.hpp"
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#include "window/Camera.hpp"
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#include "objects/Player.hpp"
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#include "objects/Players.hpp"
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#include "objects/Entities.hpp"
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#include "objects/Entity.hpp"
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#include "logic/LevelController.hpp"
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#include "util/stringutil.hpp"
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#include "debug/Logger.hpp"
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#include "engine/Engine.hpp"
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#include "engine/EnginePaths.hpp"
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#include "io/io.hpp"
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#include "audio/audio.hpp"
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#include "logic/LevelController.hpp"
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#include "maths/util.hpp"
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#include "debug/Logger.hpp"
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#include "objects/Entities.hpp"
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#include "objects/Entity.hpp"
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#include "objects/Player.hpp"
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#include "objects/Players.hpp"
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#include "ParticlesRenderer.hpp"
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#include "settings.hpp"
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#include "TextNote.hpp"
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#include "TextsRenderer.hpp"
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#include "util/stringutil.hpp"
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#include "voxels/Block.hpp"
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#include "voxels/Chunk.hpp"
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#include "voxels/Chunks.hpp"
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#include "window/Camera.hpp"
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#include "world/Level.hpp"
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#include "WorldRenderer.hpp"
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namespace fs = std::filesystem;
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@ -48,6 +49,7 @@ Decorator::Decorator(
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)
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: level(*controller.getLevel()),
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assets(assets),
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settings(engine.getSettings()),
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player(player),
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renderer(renderer) {
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controller.getBlocksController()->listenBlockInteraction(
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@ -90,6 +92,9 @@ void Decorator::addParticles(const Block& def, const glm::ivec3& pos) {
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}
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void Decorator::updateAcoustics(const Camera& camera) {
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if (!settings.audio.acousticEffects.get()) {
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return;
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}
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audio::Acoustics acoustics {};
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util::PseudoRandom random(34621U);
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@ -20,10 +20,12 @@ class LevelController;
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class WorldRenderer;
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struct Weather;
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struct WeatherPreset;
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struct EngineSettings;
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class Decorator {
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const Level& level;
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const Assets& assets;
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const EngineSettings& settings;
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Player& player;
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WorldRenderer& renderer;
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std::unordered_map<glm::ivec3, uint64_t> blockEmitters;
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@ -135,7 +135,7 @@ void ModelBatch::setLightsOffset(const glm::vec3& offset) {
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void ModelBatch::setTexture(const std::string& name,
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const texture_names_map* varTextures) {
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if (varTextures && name.at(0) == '$') {
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if (varTextures && !name.empty() && name.at(0) == '$') {
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const auto& found = varTextures->find(name);
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if (found == varTextures->end()) {
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return batch->setTexture(nullptr);
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@ -16,6 +16,11 @@
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#include "world/World.hpp"
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#include "objects/Player.hpp"
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#include "objects/Players.hpp"
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#include "util/random.hpp"
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#include <random>
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static inline constexpr int CHUNK_RANDOM_TICK_SEGMENTS = 4;
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BlocksController::BlocksController(const Level& level, Lighting* lighting)
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: level(level),
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@ -150,20 +155,36 @@ void BlocksController::onBlocksTick(int tickid, int parts) {
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}
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void BlocksController::randomTick(
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const Chunk& chunk, int segments, const ContentIndices* indices
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const Chunk& chunk, const ContentIndices* indices
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) {
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const int segments = CHUNK_RANDOM_TICK_SEGMENTS;
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const int segheight = CHUNK_H / segments;
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static std::array<int, CHUNK_VOL / segments> randomPattern;
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static bool randomPatternInitialized = false;
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if (!randomPatternInitialized) {
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randomPatternInitialized = true;
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for (int i = 0; i < randomPattern.size(); i++) {
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randomPattern[i] = i;
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}
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auto randomDevice = std::random_device{};
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auto randomEngine =
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util::seeded_random_engine<std::mt19937_64>(randomDevice);
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std::shuffle(randomPattern.begin(), randomPattern.end(), randomEngine);
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}
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for (int s = 0; s < segments; s++) {
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for (int i = 0; i < 4; i++) {
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int repetions = 4;
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for (int i = 0; i < repetions; i++) {
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int segmentY = s * segheight;
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if (segmentY > chunk.top) {
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if (segmentY > chunk.top) {
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break;
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}
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int bx = random.rand() % CHUNK_W;
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int by = random.rand() % segheight + segmentY;
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int bz = random.rand() % CHUNK_D;
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const voxel& vox = chunk.voxels[vox_index(bx, by, bz)];
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size_t index = randomPattern[(s * repetions + i + randomTickId) % randomPattern.size()];
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int bx = index % CHUNK_W;
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int bz = (index / CHUNK_W) % CHUNK_D;
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int by = (index / (CHUNK_W * CHUNK_D)) + segmentY;
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const voxel& vox = chunk.voxels[index + segmentY * CHUNK_W * CHUNK_D];
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auto& block = indices->blocks.require(vox.id);
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if (block.rt.funcsset.randupdate) {
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scripting::random_update_block(
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@ -184,7 +205,6 @@ void BlocksController::randomTick(int tickid, int parts, uint padding) {
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const auto& chunks = *player->chunks;
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int width = chunks.getWidth();
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int height = chunks.getHeight();
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int segments = 4;
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for (uint z = padding; z < height - padding; z++) {
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for (uint x = padding; x < width - padding; x++) {
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@ -200,7 +220,7 @@ void BlocksController::randomTick(int tickid, int parts, uint padding) {
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continue;
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}
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chunk->lastRandomTickId = randomTickId;
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randomTick(*chunk, segments, indices);
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randomTick(*chunk, indices);
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}
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}
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}
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@ -3,7 +3,6 @@
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#include <functional>
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#include <glm/glm.hpp>
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#include "maths/fastmaths.hpp"
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#include "typedefs.hpp"
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#include "util/Clock.hpp"
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#include "voxels/voxel.hpp"
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@ -31,7 +30,6 @@ class BlocksController {
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util::Clock randTickClock;
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util::Clock blocksTickClock;
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util::Clock worldTickClock;
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FastRandom random {};
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std::vector<OnBlockInteraction> blockInteractionCallbacks;
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uint64_t randomTickId = 0;
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public:
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@ -47,9 +45,7 @@ public:
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);
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void update(float delta, uint padding);
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void randomTick(
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const Chunk& chunk, int segments, const ContentIndices* indices
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);
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void randomTick(const Chunk& chunk, const ContentIndices* indices);
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void randomTick(int tickid, int parts, uint padding);
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void onBlocksTick(int tickid, int parts);
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int64_t createBlockInventory(int x, int y, int z);
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|
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