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10 Commits

Author SHA1 Message Date
50f9d4c0c8 fixed rendering 2025-09-09 19:43:27 +02:00
maxwes08
ce456b6b26 edited rendering 2025-09-09 13:31:44 +02:00
maxwes08
b6655d71d9 update 2025-09-09 10:57:28 +02:00
maxwes08
3678eaa5f8 chunk meshes 2025-09-03 15:08:21 +02:00
94ebc4ace4 added block breaking 2025-09-03 00:37:42 +02:00
00713db79e Culling, rendering improvements and optimizations, block removing test. 2025-09-02 22:43:35 +02:00
a9cab195b6 added texture atlas 2025-09-02 17:55:25 +02:00
maxwes08
6fb19c415f cleaned up all the code and updated 2025-09-02 13:36:14 +02:00
Max Westerlund
71c5f3a3aa update 2025-09-02 13:17:15 +02:00
b6f9966eb9 edited shape 2025-08-26 16:50:01 +02:00
20 changed files with 1026 additions and 90 deletions

7
BlockData.cs Normal file
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@@ -0,0 +1,7 @@
namespace Voxel
{
public class BlockData
{
}
}

89
Blocks.cs Normal file
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namespace Voxel
{
public enum Blocks : byte
{
Air,
Stone,
Dirt,
OakPlanks,
Grass,
Bedrock
}
public enum Orientation : byte
{
West = 0, // + X
East = 1, // - X
Top = 2, // + Y
Bottom = 3,// - Y
North = 4, // + Z
South = 5, // - Z
}
public class BlockDefinition
{
public Blocks BlockType;
public Textures[] FaceTextures;
public BlockDefinition(Blocks type, Textures singleTexture)
{
BlockType = type;
FaceTextures = new Voxel.Textures[6];
for (int i = 0; i < 6; i++) FaceTextures[i] = singleTexture;
}
public BlockDefinition(
Blocks type,
Textures west,
Textures east,
Textures top,
Textures bottom,
Textures north,
Textures south
)
{
BlockType = type;
FaceTextures = new Textures[]
{
west, east, top, bottom, north, south
};
}
}
public static class BlockDefinitions
{
public static readonly Dictionary<Blocks, BlockDefinition> Blocks;
static BlockDefinitions()
{
Blocks = new Dictionary<Blocks, BlockDefinition>
{
{Voxel.Blocks.Stone, new BlockDefinition(
Voxel.Blocks.Stone, Textures.Stone
)},
{Voxel.Blocks.Dirt, new BlockDefinition(
Voxel.Blocks.Dirt, Textures.Dirt
)},
{Voxel.Blocks.OakPlanks, new BlockDefinition(
Voxel.Blocks.OakPlanks, Textures.OakPlanks
)},
{Voxel.Blocks.Bedrock, new BlockDefinition(
Voxel.Blocks.Bedrock, Textures.Bedrock
)},
{ Voxel.Blocks.Grass, new BlockDefinition(
Voxel.Blocks.Grass,
Voxel.Textures.GrassSide, // West
Voxel.Textures.GrassSide, // East
Voxel.Textures.GrassTop, // Top
Voxel.Textures.Dirt, // Bottom
Voxel.Textures.GrassSide, // North
Voxel.Textures.GrassSide // South
)},
};
}
}
}

76
Camera.cs Normal file
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using OpenTK.Mathematics;
namespace Voxel
{
static class Camera
{
public static Vector3 Position = new Vector3(-8, 16, -8);
public static float Pitch = -22.5f;
public static float Yaw = 45f;
public static float FOV = 60f;
public static float Speed = 5f;
public static float ShiftSpeed = 20f;
public static Matrix4 view =>
Matrix4.LookAt(Position, Position + Front, Vector3.UnitY);
public static Matrix4 projection;
public static Vector3 Front
{
get
{
Vector3 front;
front.X = MathF.Cos(MathHelper.DegreesToRadians(Yaw)) * MathF.Cos(MathHelper.DegreesToRadians(Pitch));
front.Y = MathF.Sin(MathHelper.DegreesToRadians(Pitch));
front.Z = MathF.Sin(MathHelper.DegreesToRadians(Yaw)) * MathF.Cos(MathHelper.DegreesToRadians(Pitch));
return front.Normalized();
}
}
public static void Update(float time)
{
float moveSpeed = Speed * time;
if (Input.GetKey(OpenTK.Windowing.GraphicsLibraryFramework.Keys.LeftShift))
{
moveSpeed = ShiftSpeed * time;
}
if (Input.GetKey(OpenTK.Windowing.GraphicsLibraryFramework.Keys.W))
{
Position += Front * moveSpeed;
}
if (Input.GetKey(OpenTK.Windowing.GraphicsLibraryFramework.Keys.S))
{
Position += Front * -moveSpeed;
}
if (Input.GetKey(OpenTK.Windowing.GraphicsLibraryFramework.Keys.A))
{
Position += Vector3.Cross(Front, Vector3.UnitY).Normalized() * -moveSpeed;
}
if (Input.GetKey(OpenTK.Windowing.GraphicsLibraryFramework.Keys.D))
{
Position += Vector3.Cross(Front, Vector3.UnitY).Normalized() * moveSpeed;
}
}
public static void UpdateMouse(Vector2 delta)
{
float sensitivity = 0.1f;
Yaw += delta.X * sensitivity;
Pitch -= delta.Y * sensitivity;
Pitch = MathHelper.Clamp(Pitch, -89f, 89f);
}
public static void UpdateProjection(int width, int height)
{
float fov = MathHelper.DegreesToRadians(FOV);
float aspectRatio = width / (float)height;
float near = 0.1f;
float far = 1000f;
projection = Matrix4.CreatePerspectiveFieldOfView(fov, aspectRatio, near, far);
}
}
}

153
Chunk.cs Normal file
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namespace Voxel
{
public class Chunk
{
public static int Size = 16;
public static int Height = 256;
public readonly int X;
public readonly int Y;
private ChunkMesh _chunkMesh;
private Dictionary<ushort, BlockData> _blockData;
private Blocks[] _blocks;
public Chunk(int x, int y)
{
X = x;
Y = y;
_blockData = new Dictionary<ushort, BlockData>();
_blocks = new Blocks[Size * Size * Height];
_chunkMesh = new ChunkMesh(X, Y);
Initialize();
}
public void SetBlock(int x, int y, int z, Blocks block)
{
int i = GetBlockIndex(x, y, z);
if (i == -1) return;
_blocks[i] = block;
UpdateChunkMesh();
Renderer.MarkBuffersDirty();
}
public void SetBlockIndex(int i, Blocks block)
{
_blocks[i] = block;
}
public Blocks GetBlock(int x, int y, int z)
{
int i = GetBlockIndex(x, y, z);
if (i == -1) return Blocks.Air;
return _blocks[i];
}
public BlockData GetBlockData(int x, int y, int z)
{
return new BlockData();
}
private void Initialize()
{
for (int i = 0; i < Size * Size; i++)
_blocks[i] = Blocks.Bedrock;
for (int i = Size * Size * 1; i < Size * Size * 15; i++)
_blocks[i] = Blocks.Stone;
for (int i = Size * Size * 15; i < Size * Size * 16; i++)
_blocks[i] = Blocks.Grass;
UpdateChunkMesh();
}
// todo
public (int x, int y, int z) IndexToPosition(int i)
{
int x = 0;
int y = 0;
int z = 0;
return (x, y, z);
}
private int GetBlockIndex(int x, int y, int z)
{
if (x < 0 || x > 15 || y < 0 || y > 255 || z < 0 || z > 15)
return -1;
return x + z * Size + y * Size * Size;
}
private static readonly (int dx, int dy, int dz)[] Offsets = new (int, int, int)[6]
{
( 1, 0, 0), // +X
(-1, 0, 0), // -X
( 0, 1, 0), // +Y
( 0, -1, 0), // -Y
( 0, 0, 1), // +Z
( 0, 0, -1) // -Z
};
private void UpdateChunkMesh()
{
List<FaceData> faces = new List<FaceData>(Size * Size * Height / 2);
for (int x = 0; x < Size; x++)
{
for (int z = 0; z < Size; z++)
{
for (int y = 0; y < Height; y++)
{
for (byte face = 0; face < 6; face++)
{
int indexBase = y * Size * Size + z * Size + x;
Blocks block = _blocks[indexBase];
void AddFace()
{
FaceData faceData = new FaceData();
faceData.Facing = (Orientation)face;
faceData.Texture = BlockDefinitions.Blocks[block].FaceTextures[face];
faceData.X = (byte)x;
faceData.Y = (byte)y;
faceData.Z = (byte)z;
faces.Add(faceData);
}
if (block == Blocks.Air) continue; // ignore if air
int nx = x + Offsets[face].dx;
int ny = y + Offsets[face].dy;
int nz = z + Offsets[face].dz;
// check neighbor, ignore if at chunk edge
int ni = GetBlockIndex(nx, ny, nz);
if (GetBlockIndex(nx, ny, nz) == -1)
{
AddFace();
continue;
}
if (_blocks[ni] == Blocks.Air)
{
AddFace();
continue;
}
}
}
}
}
_chunkMesh.SetFaces(faces);
}
public ChunkMesh GetChunkMesh()
{
return _chunkMesh;
}
}
}

44
ChunkMesh.cs Normal file
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@@ -0,0 +1,44 @@
using OpenTK.Graphics.OpenGL4;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Voxel
{
public class ChunkMesh
{
public int X;
public int Y;
private byte[] _packedData;
public bool NeedsUpdate = false;
public int Size = 0;
private List<FaceData> _faces;
public ChunkMesh(int x, int y)
{
_packedData = new byte[0];
X = x;
Y = y;
}
public void SetFaces(List<FaceData> faces)
{
Size = faces.Count;
_faces = faces;
NeedsUpdate = true;
}
public byte[] GetPackedData()
{
if (NeedsUpdate)
{
_packedData = _faces.SelectMany(f => f.Pack()).ToArray();
}
return _packedData;
}
}
}

26
FaceData.cs Normal file
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@@ -0,0 +1,26 @@
using System.Runtime.InteropServices;
namespace Voxel
{
public struct FaceData
{
public Orientation Facing;
public byte X, Y, Z;
public Textures Texture;
public byte LightLevel;
public byte[] Pack()
{
return new byte[]
{
X,
Y,
Z,
(byte)Facing,
(byte)Texture,
LightLevel,
0,0 // two bits empty
};
}
}
}

19
Input.cs Normal file
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@@ -0,0 +1,19 @@
using OpenTK.Windowing.GraphicsLibraryFramework;
namespace Voxel
{
public static class Input
{
private static Dictionary<Keys, bool> _keystates = new Dictionary<Keys, bool>();
public static bool GetKey(Keys key)
{
return _keystates.TryGetValue(key, out bool pressed) && pressed;
}
public static void SetKey(Keys key, bool pressed)
{
_keystates[key] = pressed;
}
}
}

39
Player.cs Normal file
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@@ -0,0 +1,39 @@
using OpenTK.Mathematics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Voxel
{
public class Player
{
public Vector3 Position;
private World _world;
public Player(World world, Vector3 startPos)
{
_world = world;
}
public void BreakBlock()
{
var (success, hit, x, y, z) = _world.Raycast(Camera.Position, Camera.Front.Normalized(), 10);
if (!success) return;
_world.SetBlock(x, y, z, Blocks.Air);
}
public void Update(float deltaTime)
{
Camera.Update(deltaTime);
if (Input.GetKey(OpenTK.Windowing.GraphicsLibraryFramework.Keys.Space))
{
BreakBlock();
}
}
}
}

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@@ -1,4 +1,5 @@
using Voxel; using OpenTK.Mathematics;
using Voxel;
internal class Program internal class Program
{ {
@@ -8,7 +9,26 @@ internal class Program
int sizeY = 600; int sizeY = 600;
string title = "Game"; string title = "Game";
World world = new World();
Window window = new Window(sizeX, sizeY, title); Window window = new Window(sizeX, sizeY, title);
Player player = new Player(world, Vector3.Zero);
window.Player = player;
for (int x = 0; x < 4; x++)
{
for (int y = 0; y < 4; y++)
{
Chunk chunk = new Chunk(x, y);
world.AddChunk(chunk);
}
}
// xmax ymin gör bugg
Renderer.SetWorld(world);
window.Run(); window.Run();
} }
} }

108
Renderer.cs Normal file
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@@ -0,0 +1,108 @@
using OpenTK.Graphics.OpenGL4;
using static System.Runtime.InteropServices.JavaScript.JSType;
namespace Voxel
{
static class Renderer
{
private static int _ssbo;
private static int _vao;
private static bool _buffersDirty;
private static Dictionary<(int, int), int> _chunkBufferSizes = new Dictionary<(int, int), int>();
private static List<ChunkMesh> _chunkMeshes = new List<ChunkMesh>();
private static Shader _shader;
private static readonly Texture _texture;
private static World? _world;
static Renderer()
{
string vertexPath = "Shaders/shader.vert";
string fragmentPath = "Shaders/shader.frag";
string texturePath = "atlas.png";
_shader = new Shader(vertexPath, fragmentPath);
_texture = new Texture(texturePath);
_shader.SetInt("uTexture", 0);
_ssbo = GL.GenBuffer();
_vao = GL.GenVertexArray();
GL.BindVertexArray(_vao);
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _ssbo);
GL.BufferData(BufferTarget.ShaderStorageBuffer, 1024 * 1024 * 2, IntPtr.Zero, BufferUsageHint.DynamicDraw);
GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 0, _ssbo);
}
public static void Render()
{
GL.BindVertexArray(_vao);
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _ssbo);
_shader.Use();
_shader.SetMatrix4("view", Camera.view);
_shader.SetMatrix4("projection", Camera.projection);
if (_buffersDirty)
{
UpdateAllChunksBuffer();
_buffersDirty = false;
}
RenderWorld();
}
private static void UpdateAllChunksBuffer()
{
if (_world == null) return;
int offset = 0;
foreach (Chunk chunk in _world.GetAllChunks())
{
ChunkMesh chunkMesh = chunk.GetChunkMesh();
if (chunkMesh.NeedsUpdate)
{
byte[] data = chunkMesh.GetPackedData();
GL.BufferSubData(BufferTarget.ShaderStorageBuffer, (IntPtr)offset * 8, chunkMesh.Size * 8, data);
}
_chunkBufferSizes[(chunk.X, chunk.Y)] = offset;
offset += chunkMesh.Size * 8;
}
}
private static void RenderWorld()
{
if (_world == null) return;
foreach (Chunk chunk in _world.GetAllChunks())
{
ChunkMesh chunkMesh = chunk.GetChunkMesh();
if (chunkMesh.Size == 0) continue;
if (!_chunkBufferSizes.TryGetValue((chunk.X, chunk.Y), out int offset)) continue;
_shader.SetInt("chunkX", chunk.X);
_shader.SetInt("chunkY", chunk.Y);
//GL.MemoryBarrier(MemoryBarrierFlags.ShaderStorageBarrierBit);
GL.DrawArrays(PrimitiveType.Triangles, offset * 6, chunkMesh.Size * 6);
}
}
public static void SetWorld(World world)
{
_world = world;
_buffersDirty = true;
}
public static void MarkBuffersDirty()
{
_buffersDirty = true;
}
}
}

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@@ -1,16 +1,11 @@
using OpenTK.Graphics.OpenGL4; using OpenTK.Graphics.OpenGL4;
using System; using OpenTK.Mathematics;
using System.Collections.Generic;
using System.Linq;
using System.Reflection.Metadata;
using System.Text;
using System.Threading.Tasks;
namespace Voxel namespace Voxel
{ {
public class Shader public class Shader
{ {
int handle; private int _handle;
private bool disposedValue = false; private bool disposedValue = false;
public Shader(string vertexPath, string fragmentPath) public Shader(string vertexPath, string fragmentPath)
@@ -41,36 +36,58 @@ namespace Voxel
// attach // attach
handle = GL.CreateProgram(); _handle = GL.CreateProgram();
GL.AttachShader(handle, vertexShader); GL.AttachShader(_handle, vertexShader);
GL.AttachShader(handle, fragmentShader); GL.AttachShader(_handle, fragmentShader);
GL.LinkProgram(handle); GL.LinkProgram(_handle);
GL.GetProgram(handle, GetProgramParameterName.LinkStatus, out success); GL.GetProgram(_handle, GetProgramParameterName.LinkStatus, out success);
if (success == 0) if (success == 0)
{ {
string infoLog = GL.GetProgramInfoLog(handle); string infoLog = GL.GetProgramInfoLog(_handle);
Console.WriteLine(infoLog); Console.WriteLine(infoLog);
} }
GL.DetachShader(handle, vertexShader); GL.DetachShader(_handle, vertexShader);
GL.DetachShader(handle, fragmentShader); GL.DetachShader(_handle, fragmentShader);
GL.DeleteShader(fragmentShader); GL.DeleteShader(fragmentShader);
GL.DeleteShader(vertexShader); GL.DeleteShader(vertexShader);
} }
public void SetMatrix4(string name, Matrix4 matrix)
{
int location = GL.GetUniformLocation(_handle, name);
if (location == -1)
{
Console.WriteLine($"Uniform '{name}' not found in shader.");
return;
}
GL.UniformMatrix4(location, false, ref matrix);
}
public void SetInt(string name, int value)
{
int location = GL.GetUniformLocation(_handle, name);
if (location == -1)
{
Console.WriteLine($"Uniform '{name}' not found in shader.");
return;
}
GL.Uniform1(location, value);
}
public void Use() public void Use()
{ {
GL.UseProgram(handle); GL.UseProgram(_handle);
} }
protected virtual void Dispose(bool disposing) protected virtual void Dispose(bool disposing)
{ {
if (!disposedValue) if (!disposedValue)
{ {
GL.DeleteProgram(handle); GL.DeleteProgram(_handle);
disposedValue = true; disposedValue = true;
} }

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@@ -1,9 +1,13 @@
#version 330 core #version 430 core
out vec4 FragColor;
in vec4 vertexColor; out vec4 FragColor;
in vec2 fragUV;
in float lighting;
uniform sampler2D uTexture;
void main() void main()
{ {
FragColor = vertexColor; vec4 texColor = texture(uTexture, fragUV);
FragColor = vec4(texColor.rgb * lighting, texColor.a);
} }

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@@ -1,10 +1,115 @@
#version 330 core #version 430 core
layout (location = 0) in vec3 aPosition;
out vec4 vertexColor; struct FaceData {
uint x;
uint y;
uint z;
uint facing; // 0=+X,1=-X,2=+Y,3=-Y,4=+Z,5=-Z
uint texture;
uint lightLevel;
};
layout(std430, binding = 0) buffer FaceBuffer {
uint faces[];
};
uniform mat4 view;
uniform mat4 projection;
uniform int chunkX;
uniform int chunkY;
out vec2 fragUV;
out float lighting;
const float lightMult[6] = float[6](0.6, 0.6, 1.0, 0.5, 0.8, 0.8);
const vec3 offsets[6][6] = vec3[6][6](
vec3[6]( // +X
vec3(0.5, -0.5, -0.5),
vec3(0.5, 0.5, 0.5),
vec3(0.5, -0.5, 0.5),
vec3(0.5, 0.5, 0.5),
vec3(0.5, -0.5, -0.5),
vec3(0.5, 0.5, -0.5)
),
vec3[6]( // -X
vec3(-0.5, -0.5, 0.5),
vec3(-0.5, 0.5, -0.5),
vec3(-0.5, -0.5, -0.5),
vec3(-0.5, 0.5, -0.5),
vec3(-0.5, -0.5, 0.5),
vec3(-0.5, 0.5, 0.5)
),
vec3[6]( // +Y
vec3(-0.5, 0.5, -0.5),
vec3( 0.5, 0.5, 0.5),
vec3( 0.5, 0.5, -0.5),
vec3( 0.5, 0.5, 0.5),
vec3(-0.5, 0.5, -0.5),
vec3(-0.5, 0.5, 0.5)
),
vec3[6](
vec3(-0.5, -0.5, 0.5),
vec3( 0.5, -0.5, -0.5),
vec3( 0.5, -0.5, 0.5),
vec3( 0.5, -0.5, -0.5),
vec3(-0.5, -0.5, 0.5),
vec3(-0.5, -0.5, -0.5)
),
vec3[6]( // +Z
vec3( 0.5, -0.5, 0.5),
vec3(-0.5, 0.5, 0.5),
vec3(-0.5, -0.5, 0.5),
vec3(-0.5, 0.5, 0.5),
vec3( 0.5, -0.5, 0.5),
vec3( 0.5, 0.5, 0.5)
),
vec3[6]( // -Z
vec3(-0.5, -0.5, -0.5),
vec3( 0.5, 0.5, -0.5),
vec3( 0.5, -0.5, -0.5),
vec3( 0.5, 0.5, -0.5),
vec3(-0.5, -0.5, -0.5),
vec3(-0.5, 0.5, -0.5)
)
);
const vec2 uvs[6] = vec2[6](vec2(0,0), vec2(1,1), vec2(1,0), vec2(1,1), vec2(0,0), vec2(0,1));
void main() void main()
{ {
gl_Position = vec4(aPosition, 1.0); uint faceIndex = gl_VertexID / 6u;
vertexColor = vec4(aPosition + vec3(0.5,0.5,0.5), 1.0); uint vertIndex = gl_VertexID % 6u;
uint start = faceIndex * 2u; // 2 byte per face
uint u0 = faces[start]; // data in uint 0
uint u1 = faces[start + 1]; // data in uint 1
// extract values from bits
uint x = u0 & 0xFFu;
uint y = (u0 >> 8) & 0xFFu;
uint z = (u0 >> 16) & 0xFFu;
uint facing = (u0 >> 24) & 0xFFu;
uint texture = u1 & 0xFFu;
uint lightLevel = (u1 >> 8) & 0xFFu;
vec3 basePos = vec3(x + chunkX * 16, y, z + chunkY * 16);
vec4 worldPos = vec4(basePos + offsets[facing][vertIndex], 1.0);
float light = float(lightLevel) / 255.0; // use later for caves and stuff
// UV mapping
uint col = texture & 15u; // texture % 16
uint row = texture >> 4; // texture / 16
row = 15u - row; // invert row so 0 is top
// convert to float after int math, divide by 16
vec2 uv = uvs[vertIndex] * 0.0625;
uv.x += float(col) * 0.0625;
uv.y += float(row) * 0.0625;
fragUV = uv;
lighting = lightMult[facing];
gl_Position = projection * view * worldPos;
} }

43
Texture.cs Normal file
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@@ -0,0 +1,43 @@
using OpenTK.Graphics.OpenGL4;
using StbImageSharp;
namespace Voxel
{
public class Texture
{
private int _handle;
private string _path;
public Texture(string path)
{
_handle = GL.GenTexture();
_path = path;
LoadFromFile();
}
private void LoadFromFile()
{
StbImage.stbi_set_flip_vertically_on_load(1);
ImageResult image = ImageResult.FromStream(File.OpenRead(_path), ColorComponents.RedGreenBlueAlpha);
GL.BindTexture(TextureTarget.Texture2D, _handle);
GL.TexImage2D(
TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba,
image.Width, image.Height, 0,
PixelFormat.Rgba, PixelType.UnsignedByte, image.Data
);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
}
public void Bind(TextureUnit unit = TextureUnit.Texture0)
{
GL.ActiveTexture(unit);
GL.BindTexture(TextureTarget.Texture2D, _handle);
}
}
}

44
Textures.cs Normal file
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@@ -0,0 +1,44 @@
namespace Voxel
{
public enum Textures : uint
{
GrassTop,
Stone,
Dirt,
GrassSide,
OakPlanks,
SmoothStoneSlab,
SmoothStone,
Bricks,
TntSide,
TntTop,
TntBottom,
Cobweb,
Rose,
Dandelion,
Water,
OakSapling,
Cobblestone,
Bedrock,
Sand,
Gravel,
OakSide,
OakTop,
IronBlock,
GoldBlock,
DiamondBlock,
EmeraldBlock,
RedstoneBlock,
none0,
RedMushroom,
BrownMushroom,
JungleSapling,
none1,
GoldOre,
IronOre,
CoalOre,
Bookshelf,
MossyCobblestone,
Obsidian,
}
}

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@@ -1,48 +0,0 @@
using OpenTK.Graphics.OpenGL4;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Voxel
{
public class Triangle
{
private int _vao;
private Shader _shader;
public Triangle()
{
string vertexPath = "Shaders/shader.vert";
string fragmentPath = "Shaders/shader.frag";
_shader = new Shader(vertexPath, fragmentPath);
float[] vertices =
{
-0.5f, -0.5f, 0.0f, //top
0.5f, -0.5f, 0.0f, // bottom right
0.0f, 0.5f, 0.0f // bottom left
};
_vao = GL.GenVertexArray();
GL.BindVertexArray(_vao);
int vbo = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo);
GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), 0);
GL.EnableVertexAttribArray(0);
_shader.Use();
}
public void Draw()
{
GL.BindVertexArray(_vao);
GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
}
}
}

View File

@@ -9,9 +9,13 @@
<ItemGroup> <ItemGroup>
<PackageReference Include="OpenTK" Version="4.9.4" /> <PackageReference Include="OpenTK" Version="4.9.4" />
<PackageReference Include="StbImageSharp" Version="2.30.15" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Update="atlas.png">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
<None Update="Shaders\shader.frag"> <None Update="Shaders\shader.frag">
<CopyToOutputDirectory>Always</CopyToOutputDirectory> <CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None> </None>

View File

@@ -1,30 +1,50 @@
using OpenTK.Graphics.OpenGL4; using OpenTK.Graphics.OpenGL4;
using OpenTK.Windowing.Common; using OpenTK.Windowing.Common;
using OpenTK.Windowing.Common.Input;
using OpenTK.Windowing.Desktop; using OpenTK.Windowing.Desktop;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Voxel namespace Voxel
{ {
public class Window(int width, int height, string title) : GameWindow(GameWindowSettings.Default, new NativeWindowSettings() { Size = (width, height), Title = title }) public class Window(int width, int height, string title) : GameWindow(GameWindowSettings.Default, new NativeWindowSettings() { ClientSize = (width, height), Title = title })
{ {
private Triangle _triangle; public readonly int Width = width;
public readonly int Height = height;
public Player Player;
public uint frames = 0;
public double timeElapsed = 0;
protected override void OnUpdateFrame(FrameEventArgs args) protected override void OnUpdateFrame(FrameEventArgs e)
{ {
base.OnUpdateFrame(args); base.OnUpdateFrame(e);
if (Input.GetKey(OpenTK.Windowing.GraphicsLibraryFramework.Keys.Escape))
{
Close();
}
if (Player != null)
{
Player.Update((float)e.Time);
}
} }
protected override void OnRenderFrame(FrameEventArgs args) protected override void OnRenderFrame(FrameEventArgs e)
{ {
base.OnRenderFrame(args); base.OnRenderFrame(e);
GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
_triangle.Draw(); frames++;
timeElapsed += e.Time;
if (timeElapsed >= 1)
{
Console.WriteLine("FPS: " + frames.ToString());
timeElapsed = 0;
frames = 0;
}
Camera.Update((float)e.Time);
Renderer.Render();
SwapBuffers(); SwapBuffers();
} }
@@ -33,6 +53,8 @@ namespace Voxel
{ {
base.OnFramebufferResize(e); base.OnFramebufferResize(e);
Camera.UpdateProjection(e.Width, e.Height);
GL.Viewport(0, 0, e.Width, e.Height); GL.Viewport(0, 0, e.Width, e.Height);
} }
@@ -40,9 +62,36 @@ namespace Voxel
{ {
base.OnLoad(); base.OnLoad();
_triangle = new Triangle(); GL.ClearColor(0.72f, 0.88f, 0.97f, 1f);
GL.ClearColor(0.5f, 0.5f, 0.5f, 1f); GL.Enable(EnableCap.CullFace);
GL.Enable(EnableCap.DepthTest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
CursorState = CursorState.Grabbed;
VSync = VSyncMode.On;
Camera.UpdateProjection(Width, Height);
}
protected override void OnMouseMove(MouseMoveEventArgs e)
{
base.OnMouseMove(e);
Camera.UpdateMouse(e.Delta);
}
protected override void OnKeyUp(KeyboardKeyEventArgs e)
{
base.OnKeyUp(e);
Input.SetKey(e.Key, false);
}
protected override void OnKeyDown(KeyboardKeyEventArgs e)
{
base.OnKeyDown(e);
Input.SetKey(e.Key, true);
} }
} }
} }

137
World.cs Normal file
View File

@@ -0,0 +1,137 @@
using OpenTK.Mathematics;
using System.Collections.Generic;
namespace Voxel
{
public class World
{
private Dictionary<(int, int), Chunk> _chunks;
public World()
{
_chunks = new Dictionary<(int, int), Chunk>();
}
public Chunk GetChunk(int chunkX, int chunkZ)
{
_chunks.TryGetValue((chunkX, chunkZ), out Chunk chunk);
return chunk;
}
public void AddChunk(Chunk chunk)
{
_chunks[(chunk.X, chunk.Y)] = chunk;
}
public void RemoveChunk(int chunkX, int chunkZ)
{
_chunks.Remove((chunkX, chunkZ));
}
public IEnumerable<Chunk> GetAllChunks()
{
return _chunks.Values;
}
public Blocks GetBlock(int worldX, int worldY, int worldZ)
{
int chunkX = worldX / Chunk.Size;
int chunkZ = worldZ / Chunk.Size;
Chunk chunk = GetChunk(chunkX, chunkZ);
if (chunk == null) return 0; // air if chunk not loaded
int localX = worldX % Chunk.Size;
int localZ = worldZ % Chunk.Size;
return chunk.GetBlock(localX, worldY, localZ);
}
public void SetBlock(int worldX, int worldY, int worldZ, Blocks block)
{
int chunkX = worldX / Chunk.Size;
int chunkZ = worldZ / Chunk.Size;
Chunk chunk = GetChunk(chunkX, chunkZ);
if (chunk == null) return;
int localX = worldX % Chunk.Size;
int localZ = worldZ % Chunk.Size;
chunk.SetBlock(localX, worldY, localZ, block);
}
public (bool success, Blocks block, int x, int y, int z) Raycast(Vector3 origin, Vector3 direction, float maxDistance)
{
int x = (int)MathF.Floor(origin.X);
int y = (int)MathF.Floor(origin.Y);
int z = (int)MathF.Floor(origin.Z);
int stepX = direction.X > 0 ? 1 : -1;
int stepY = direction.Y > 0 ? 1 : -1;
int stepZ = direction.Z > 0 ? 1 : -1;
float tDeltaX = direction.X != 0 ? MathF.Abs(1 / direction.X) : float.MaxValue;
float tDeltaY = direction.Y != 0 ? MathF.Abs(1 / direction.Y) : float.MaxValue;
float tDeltaZ = direction.Z != 0 ? MathF.Abs(1 / direction.Z) : float.MaxValue;
float tMaxX = direction.X > 0
? (MathF.Floor(origin.X) + 1 - origin.X) * tDeltaX
: (origin.X - MathF.Floor(origin.X)) * tDeltaX;
float tMaxY = direction.Y > 0
? (MathF.Floor(origin.Y) + 1 - origin.Y) * tDeltaY
: (origin.Y - MathF.Floor(origin.Y)) * tDeltaY;
float tMaxZ = direction.Z > 0
? (MathF.Floor(origin.Z) + 1 - origin.Z) * tDeltaZ
: (origin.Z - MathF.Floor(origin.Z)) * tDeltaZ;
float distance = 0f;
while (distance <= maxDistance)
{
Blocks block = GetBlock(x, y, z);
if (block != Blocks.Air)
{
return (true, block, x, y, z);
}
// step to next voxel
if (tMaxX < tMaxY)
{
if (tMaxX < tMaxZ)
{
x += stepX;
distance = tMaxX;
tMaxX += tDeltaX;
}
else
{
z += stepZ;
distance = tMaxZ;
tMaxZ += tDeltaZ;
}
}
else
{
if (tMaxY < tMaxZ)
{
y += stepY;
distance = tMaxY;
tMaxY += tDeltaY;
}
else
{
z += stepZ;
distance = tMaxZ;
tMaxZ += tDeltaZ;
}
}
}
return (false, Blocks.Air, 0, 0, 0);
}
public void Update()
{
}
}
}

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