Java tutorial
/******************************************************************************* * Copyright 2014 Logan Gorence <loganjohngorence@gmail.com> * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package org.minetweak.world; import org.minetweak.blocks.Block; import org.minetweak.client.gui.GuiBase; import org.minetweak.client.gui.GuiInventory; import org.minetweak.inventory.Inventory; import org.minetweak.math.MathHelper; import org.minetweak.blocks.customblocks.Redstone; import org.minetweak.datastructures.AABB; import org.minetweak.datastructures.ViewFrustum; import org.minetweak.game.Configuration; import org.minetweak.game.ControlSettings; import org.minetweak.game.FontStorage; import org.minetweak.game.Game; import org.minetweak.game.PerformanceMonitor; import org.minetweak.game.PerformanceMonitor.Operation; import org.minetweak.game.TextureStorage; import org.minetweak.math.Vec3f; import org.minetweak.math.Vec3i; import org.minetweak.rendering.ChunkMeshBuilder.MeshType; import org.minetweak.rendering.GLFont; import org.minetweak.rendering.GLUtils; import org.minetweak.utilities.FastArrayList; import org.minetweak.utilities.IntList; import org.minetweak.world.characters.Player; import org.lwjgl.input.Keyboard; import org.lwjgl.input.Mouse; import org.lwjgl.opengl.GL11; import org.newdawn.slick.opengl.Texture; import java.io.DataInputStream; import java.io.DataOutputStream; import java.io.File; import java.io.FileInputStream; import java.io.FileOutputStream; import java.util.ArrayList; import java.util.Collections; import java.util.List; public class World { private static final float SECONDS_IN_DAY = 60f * 10f; // 15 minutes / day private int CENTER_CROSS_CALL_LIST; private int INVENTORY_BAR_CALL_LIST; private WorldProvider _worldProvider; private ChunkManager _chunkManager; private Player _player; private Sky _sky; private List<Vec3i> _redstoneRefeedPoints; private List<Chunk> _localChunks; private List<Chunk> _oldChunkList; private List<Chunk> _chunksThatNeedsNewVBO; private FastArrayList<Chunk> _visibleChunks; private Inventory _activatedInventory; private GuiBase currentGui; private int _localBlockCount; private int _updatingBlocks; private long _worldSeed; private String _worldName; private float _time; private int _tick; private Vec3f _fogColor; private float _sunlight; private AABB _chunkVisibilityTestingAABB; private ChunkDistanceComparator _chunkDistanceComparator; private boolean _checkForNewChunks; public World(String name, long seed) throws Exception { _worldName = name; _worldSeed = seed; _worldProvider = new DefaultWorldProvider(this); _sky = new Sky(); _chunkManager = new ChunkManager(this); _localChunks = new ArrayList<>(); _oldChunkList = new ArrayList<>(); _chunksThatNeedsNewVBO = new ArrayList<>(); _visibleChunks = new FastArrayList<>(30); _redstoneRefeedPoints = new ArrayList<>(); _chunkVisibilityTestingAABB = new AABB(new Vec3f(), new Vec3f()); _chunkDistanceComparator = new ChunkDistanceComparator(); _fogColor = new Vec3f(); _time = SECONDS_IN_DAY * 0.3f; } public World(String name) throws Exception { this(name, loadSeed(name)); } private static long loadSeed(String world) { try { File file = Game.getInstance().getRelativeFile(Game.FILE_BASE_USER_DATA, world + "/seed"); if (file.exists()) { DataInputStream dis = new DataInputStream(new FileInputStream(file)); long seed = dis.readLong(); dis.close(); return seed; } } catch (Exception e) { e.printStackTrace(); } return System.nanoTime(); } public void save() throws Exception { _player.save(); _worldProvider.save(); /* Make sure the BlockChunkLoader is free. */ int i = 0; do { ++i; try { Thread.sleep(10); } catch (Exception e) { } } while (_chunkManager.isBlockChunkThreadingBusy() && i < 300); /* Save the local chunks, by destroying them */ for (Chunk chunk : _localChunks) { _chunkManager.saveAndUnloadChunk(chunk, false); } _localChunks.clear(); /* Save the seed */ { File file = Game.getInstance().getRelativeFile(Game.FILE_BASE_USER_DATA, "${world}/seed"); DataOutputStream dos = new DataOutputStream(new FileOutputStream(file)); dos.writeLong(_worldSeed); dos.close(); } } public void update() { /* * Do not update the game if it goes very slow, otherwise floats might * become Infinite and NaN */ if (Game.getInstance().getFPS() < 5) { return; } _time += Game.getInstance().getStep(); _tick = MathHelper.floor(_time); float todNew = MathHelper.simplify(_time, SECONDS_IN_DAY) / SECONDS_IN_DAY; int oldSunlight = MathHelper.floor(_sunlight * 29.99f); _sunlight = -MathHelper.cos(todNew * MathHelper.f_2PI) * 0.5f + 0.5f; _sunlight = Math.max(0.15f, _sunlight); if (oldSunlight != MathHelper.floor(_sunlight * 29.99f)) { /* Update chunk lights */ for (Chunk c : _localChunks) { if (!_chunksThatNeedsNewVBO.contains(c)) { _chunksThatNeedsNewVBO.add(c); } } } _sky.update(); processInput(); if (currentGui == null) { if (!(_localChunks.size() < 4 && _oldChunkList.size() < 4)) { _player.update(); } else { checkForNewVisibleChunks(); selectLocalChunks(); } } else { currentGui.update(); } if (!_chunksThatNeedsNewVBO.isEmpty()) { _chunksThatNeedsNewVBO.remove(0).needsNewVBO(); } if (_checkForNewChunks) { checkForNewVisibleChunks(); selectLocalChunks(); } updateLocalChunks(); _chunkManager.performRememberedBlockChanges(); /* Perform the redstone power respreading */ for (Vec3i v : _redstoneRefeedPoints) { Block bl = _chunkManager.getSpecialBlock(v.x(), v.y(), v.z()); if (bl instanceof Redstone) { Redstone r = (Redstone) bl; r.refeedNeighbors(); } } _redstoneRefeedPoints.clear(); _tick++; } public void render() { /* Prepare Matrixes */ Game.getInstance().initSceneRendering(); Configuration configuration = Game.getInstance().getConfiguration(); /* Look through the camera with high viewing distance to render the sky */ _player.getFirstPersonCamera().lookThrough(512.0f); /* Set the fog color based on time */ _fogColor.set(Game.getInstance().getConfiguration().getFogColor()); _fogColor.scale(_sunlight - 0.05f); GL11.glFog(GL11.GL_FOG_COLOR, GLUtils.wrapDirect(_fogColor.x(), _fogColor.y(), _fogColor.z(), 1.0f)); GL11.glClearColor(_fogColor.x(), _fogColor.y(), _fogColor.z(), 1.0f); /* Render the sky */ GL11.glFogf(GL11.GL_FOG_START, 200); GL11.glFogf(GL11.GL_FOG_END, 400); _sky.renderSky(); /* Restore the fog distance */ GL11.glFogf(GL11.GL_FOG_START, configuration.getViewingDistance() * 0.55f); GL11.glFogf(GL11.GL_FOG_END, configuration.getViewingDistance()); /* Select the visible blocks */ selectVisibleChunks(_player.getFirstPersonCamera().getViewFrustum()); /* Bind the terrain texture */ GL11.glEnable(GL11.GL_TEXTURE_2D); TextureStorage.getTexture("terrain").bind(); PerformanceMonitor.getInstance().start(Operation.RENDER_OPAQUE); for (Chunk _visibleChunk : _visibleChunks) { _visibleChunk.render(MeshType.OPAQUE); } PerformanceMonitor.getInstance().stop(Operation.RENDER_OPAQUE); PerformanceMonitor.getInstance().start(Operation.RENDER_TRANSLUCENT); for (Chunk _visibleChunk : _visibleChunks) { _visibleChunk.render(MeshType.TRANSLUCENT); } PerformanceMonitor.getInstance().stop(Operation.RENDER_TRANSLUCENT); PerformanceMonitor.getInstance().start(Operation.RENDER_MANUAL); for (Chunk _visibleChunk : _visibleChunks) { _visibleChunk.renderManualBlocks(); } PerformanceMonitor.getInstance().stop(Operation.RENDER_MANUAL); /* Render the clouds */ GL11.glFogf(GL11.GL_FOG_START, 200); GL11.glFogf(GL11.GL_FOG_END, 400); _sky.renderClouds(); _player.render(); renderOverlay(); if (currentGui != null) { currentGui.render(); } } private void renderOverlay() { Configuration conf = Game.getInstance().getConfiguration(); Game.getInstance().initOverlayRendering(); GL11.glColor3f(1, 1, 1); if (Game.RENDER_INFORMATION_OVERLAY) { GLFont infoFont = FontStorage.getFont("Monospaced_20"); /* Down Left Info */ infoFont.print(4, 4, "CraftMania"); infoFont.print(4, 30, _player.coordinatesToString()); infoFont.print(4, 45, "Visible Chunks: " + _visibleChunks.size()); infoFont.print(4, 60, "Updading Blocks: " + _updatingBlocks); infoFont.print(4, 75, "Total Chunks in RAM: " + _chunkManager.getTotalChunkCount()); infoFont.print(4, 90, "Local Chunks: " + _localChunks.size()); infoFont.print(4, 105, "Total Local Blocks: " + _localBlockCount); infoFont.print(4, 120, "Time: " + _time); infoFont.print(4, 135, "Sunlight: " + _sunlight); } /** RENDER **/ if (currentGui != null) { Game.getInstance().renderTransculentOverlayLayer(); currentGui.render(); } else { int width = conf.getWidth(); int height = conf.getHeight(); // Center Cross GL11.glDisable(GL11.GL_TEXTURE_2D); if (CENTER_CROSS_CALL_LIST == 0) { CENTER_CROSS_CALL_LIST = GL11.glGenLists(1); GL11.glNewList(CENTER_CROSS_CALL_LIST, GL11.GL_COMPILE_AND_EXECUTE); int crossSize = 10; int crossHole = 5; GL11.glLineWidth(2.5f); GL11.glColor3f(0, 0, 0); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(width / 2f - crossSize - crossHole, height / 2f, 0); GL11.glVertex3f(width / 2f - crossHole, height / 2f, 0); GL11.glVertex3f(width / 2f + crossSize + crossHole, height / 2f, 0); GL11.glVertex3f(width / 2f + crossHole, height / 2f, 0); GL11.glVertex3f(width / 2f, height / 2f - crossSize - crossHole, 0); GL11.glVertex3f(width / 2f, height / 2f - crossHole, 0); GL11.glVertex3f(width / 2f, height / 2f + crossSize + crossHole, 0); GL11.glVertex3f(width / 2f, height / 2f + crossHole, 0); GL11.glEnd(); GL11.glEndList(); } else { GL11.glCallList(CENTER_CROSS_CALL_LIST); } GL11.glEnable(GL11.GL_TEXTURE_2D); // Inventory bar GL11.glPushMatrix(); Texture texGui = TextureStorage.getTexture("gui.gui"); texGui.bind(); float tileSize = 20.0f / texGui.getImageWidth(); if (INVENTORY_BAR_CALL_LIST == 0) { INVENTORY_BAR_CALL_LIST = GL11.glGenLists(2); /* Bar */ GL11.glNewList(INVENTORY_BAR_CALL_LIST, GL11.GL_COMPILE_AND_EXECUTE); GL11.glTranslatef(width / 2.0f - 9 * 20, 10, 0); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex2f(0, 40); GL11.glTexCoord2f(tileSize * 9, 0); GL11.glVertex2f(9 * 40, 40); GL11.glTexCoord2f(tileSize * 9, tileSize); GL11.glVertex2f(9 * 40, 0); GL11.glTexCoord2f(0, tileSize); GL11.glVertex2f(0, 0); GL11.glEnd(); GL11.glEndList(); /* Little frame around selected item */ float frameTileSize = 24.0f / texGui.getImageWidth(); float frameTileY = 22.0f / texGui.getImageHeight(); GL11.glNewList(INVENTORY_BAR_CALL_LIST + 1, GL11.GL_COMPILE); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, frameTileY); GL11.glVertex2f(0, 48); GL11.glTexCoord2f(frameTileSize, frameTileY); GL11.glVertex2f(48, 48); GL11.glTexCoord2f(frameTileSize, frameTileY + frameTileSize); GL11.glVertex2f(48, 0); GL11.glTexCoord2f(0, frameTileY + frameTileSize); GL11.glVertex2f(0, 0); GL11.glEnd(); GL11.glEndList(); } else { GL11.glCallList(INVENTORY_BAR_CALL_LIST); } /* Content */ GL11.glPushMatrix(); GL11.glTranslatef(20, 20, 0); for (int i = 0; i < 9; ++i) { Inventory.InventoryPlace place = getActivePlayer().getInventory().getInventoryPlace(i); if (place != null) { place.render(); } GL11.glTranslatef(40, 0, 0); } texGui.bind(); GL11.glPopMatrix(); GL11.glTranslatef(getActivePlayer().getSelectedInventoryItemIndex() * 40.0f - 4, -4, 0); GL11.glCallList(INVENTORY_BAR_CALL_LIST + 1); GL11.glPopMatrix(); } } public void checkForNewVisibleChunks() { /* Don't add chunks to the queue if all cores are busy */ if (_chunkManager.isLoadingThreadPoolFull()) { return; } _checkForNewChunks = false; float viewingDistance = Game.getInstance().getConfiguration().getViewingDistance(); viewingDistance /= Chunk.CHUNK_SIZE_HORIZONTAL; viewingDistance += 1.0f; int distance = MathHelper.ceil(viewingDistance); int distanceSq = distance * distance; int centerX = MathHelper.floor(getActivePlayer().getPosition().x() / Chunk.CHUNK_SIZE_HORIZONTAL); int centerZ = MathHelper.floor(getActivePlayer().getPosition().z() / Chunk.CHUNK_SIZE_HORIZONTAL); ViewFrustum frustum = getActivePlayer().getFirstPersonCamera().getViewFrustum(); boolean generate = false; int xToGenerate = 0, zToGenerate = 0; for (int x = -distance; x < distance; ++x) { for (int z = -distance; z < distance; ++z) { int distSq = x * x + z * z; if (distSq <= distanceSq) { if (!generate || (xToGenerate * xToGenerate + zToGenerate * zToGenerate > distSq)) { if (distSq > 1) { Chunk.createAABBForBlockChunkAt(centerX + x, centerZ + z, _chunkVisibilityTestingAABB); _chunkVisibilityTestingAABB.recalcVertices(); } if (distSq <= 1 || frustum.intersects(_chunkVisibilityTestingAABB)) { Chunk chunk = _chunkManager.getChunk(centerX + x, centerZ + z, false, false, false); if (chunk == null || (!chunk.isGenerated() && !chunk.isLoading())) { generate = true; xToGenerate = x; zToGenerate = z; } } } } } } if (generate) { System.out.println("New chunk in sight: " + (centerX + xToGenerate) + ", " + (centerZ + zToGenerate)); Chunk ch = _chunkManager.getChunk(centerX + xToGenerate, centerZ + zToGenerate, true, false, false); _chunkManager.loadAndGenerateChunk(ch, true); } } public void setActivatedInventory(Inventory inv) { _activatedInventory = inv; Mouse.setGrabbed(inv == null); } private void updateLocalChunks() { _updatingBlocks = 0; for (Chunk chunk : _localChunks) { if (chunk.isDestroying() || chunk.isLoading()) { continue; } IntList list = chunk.getUpdatingBlocks(); for (int i = 0; i < list.size(); ++i) { int index = list.get(i); Block block = chunk.getChunkData().getSpecialBlock(index); block.update(); } _updatingBlocks += chunk.getUpdatingBlocks().size(); chunk.performListChanges(); } } public void selectLocalChunks() { _localBlockCount = 0; float viewingDistance = Game.getInstance().getConfiguration().getViewingDistance(); /* Swap the lists */ List<Chunk> temp = _localChunks; _localChunks = _oldChunkList; _oldChunkList = temp; _chunkManager.getApproximateChunks(_player.getPosition(), viewingDistance + Chunk.CHUNK_SIZE_HORIZONTAL, _localChunks); if (!_oldChunkList.isEmpty()) { /* Check for chunks getting out of sight to clear the cache */ outer: for (int i = 0; i < _oldChunkList.size(); ++i) { Chunk chunkI = _oldChunkList.get(i); /* Check if the old chunk is also in the new list */ for (Chunk chunkJ : _localChunks) { if (chunkI == chunkJ) { continue outer; } } /* The old chunk wasn't found in the new list */ if (!chunkI.isDestroying() && !chunkI.isLoading()) { /* Unload it if it is free */ _chunkManager.saveAndUnloadChunk(chunkI, true); } else { /* * If it is busy, add it to the list again, to make sure it * will be removed one of the next iterations */ _localChunks.add(chunkI); } } } /* Make sure every local chunk is cached */ for (Chunk chunk : _localChunks) { if (chunk.isDestroying() || chunk.isLoading() || !chunk.isLoaded()) { continue; } _localBlockCount += chunk.getBlockCount(); } } private void selectVisibleChunks(ViewFrustum frustum) { _visibleChunks.clear(true); Chunk chunk = null; for (int chunkIndex = 0; chunkIndex < _localChunks.size(); ++chunkIndex) { chunk = _localChunks.get(chunkIndex); if (chunk.isDestroying() || chunk.isLoading()) { continue; } if (frustum.intersects(chunk.getVisibleContentAABB())) { _visibleChunks.add(chunk); } } _chunkDistanceComparator.setCenter(_player.getPosition().x(), _player.getPosition().y()); Collections.sort(_visibleChunks, _chunkDistanceComparator); } public Player getActivePlayer() { return _player; } public void setPlayer(Player p) { _player = p; } public ChunkManager getChunkManager() { return _chunkManager; } public WorldProvider getWorldProvider() { return _worldProvider; } public long getWorldSeed() { return _worldSeed; } public String getWorldName() { return _worldName; } public float getSunlight() { return _sunlight; } public float getTime() { return _time; } public void setTime(float time) { _time = time; float todNew = MathHelper.simplify(_time, SECONDS_IN_DAY) / SECONDS_IN_DAY; int oldSunlight = MathHelper.round(_sunlight); _sunlight = -MathHelper.cos(todNew * MathHelper.f_2PI) * 0.5f + 0.5f; _sunlight = Math.max(0.15f, _sunlight); if (oldSunlight != MathHelper.round(_sunlight)) { /* Update chunk lights */ for (Chunk c : _localChunks) { c.needsNewVBO(); } } } private void processInput() { /* Keyboard */ while (Keyboard.next()) { processInputSection(false); } while (Mouse.next()) { processInputSection(true); if (currentGui == null) { _player.scrollInventoryItem(); } else { /* * Make sure the inventory doesn't handle the event that made * the inventory become active */ if (currentGui != null) { currentGui.mouseEvent(); } } } } @SuppressWarnings("StatementWithEmptyBody") public void processInputSection(boolean mouse) { if (currentGui != null && ControlSettings.isCurrentEvent(ControlSettings.GAMEMENU, mouse)) { setCurrentGui(null); } else if (ControlSettings.isCurrentEvent(ControlSettings.INVENTORY, mouse)) { if (currentGui != null) { setCurrentGui(null); } else { setCurrentGui(new GuiInventory(_player)); /* Consume all remaining mouse events */ while (Mouse.next()) { } } } else if (ControlSettings.isCurrentEvent(ControlSettings.GAMEMENU, mouse)) { System.out.println("GAMEMENU was triggered!"); } else if (ControlSettings.isCurrentEvent(ControlSettings.TOGGLE_GOD_MODE, mouse)) { _player.toggleFlying(); } else if (ControlSettings.isCurrentEvent(ControlSettings.TOGGLE_OVERLAY, mouse)) { Game.RENDER_INFORMATION_OVERLAY = !Game.RENDER_INFORMATION_OVERLAY; } else if (ControlSettings.isCurrentEvent(ControlSettings.TOGGLE_LIGHT_POINT, mouse)) { _player.toggleLight(); } else if (ControlSettings.isCurrentEvent(ControlSettings.BUILD_OR_ACTION, mouse)) { _player.buildOrAction(); } else if (ControlSettings.isCurrentEvent(ControlSettings.SET_SUN_HEIGHT, mouse)) { setTime(SECONDS_IN_DAY * 0.4f); } } public void requestCheckForNewVisibleChunks() { _checkForNewChunks = true; } public void respreadRedstone(int x, int y, int z) { _redstoneRefeedPoints.add(new Vec3i(x, y, z)); } public void setCurrentGui(GuiBase currentGui) { this.currentGui = currentGui; Mouse.setGrabbed(currentGui == null); } }