feat: Phase 1 — Voxel-Engine Gerüst (Fenster, Game-Loop, Voxel-Render, First-Person-Laufen)
This commit is contained in:
commit
55d2fad396
8
.gitignore
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8
.gitignore
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.gradle/
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build/
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out/
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.idea/
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*.iml
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*.ipr
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*.iws
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.DS_Store
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49
README.md
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49
README.md
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# HomeGarden
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First-Person-Farmspiel mit Voxelgrafik. Der Spieler besitzt einen eigenen Garten,
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kümmert sich täglich um Pflanzen, baut Blumenkästen/Gewächshäuser und verdient
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Geld über einen Marktplatz. Das Wachstum orientiert sich an der Realität, ist aber
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für ein Spiel beschleunigt (Stunden bis Tage). Das Spiel läuft über Timestamps im
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Hintergrund weiter — auch wenn es geschlossen ist.
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## Tech-Stack
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- **Java 21** (LTS)
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- **LWJGL 3.3.3** (OpenGL 3.3 Core + GLFW) — Grafik/Input-Layer
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- **Gradle** (Wrapper, kein lokales Gradle nötig)
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- Eigene Engine: Renderer, Voxel-Welt, Physik, Spielschleife selbst geschrieben
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## Build & Run
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```bash
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# JDK 21 vorausgesetzt (brew install openjdk@21)
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./gradlew run # startet das Spiel (Fenster öffnet sich)
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./gradlew build # kompiliert + erstellt Jar
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```
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## Steuerung (Phase 1)
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- **W/A/S/D** — Laufen
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- **Maus** — Umsehen (Pointer ist gefangen)
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- **Leertaste** — Springen
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- **Esc** — Fenster schließen (beendet)
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## Projektstruktur
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```
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src/main/java/de/jfritzsche/homegarden/
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Main.java # Einstiegspunkt
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core/Game.java # Spielschleife + Rendering
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core/Window.java # GLFW-Fenster + Input
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gfx/Shader.java # Shader-Compile/Link
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gfx/Mesh.java # VAO/VBO-Wrapper
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gfx/Camera.java # First-Person-Kamera
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math/Vec3.java # Vektor-Mathematik
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math/Mat4.java # Matrix-Mathematik (perspective/lookAt)
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world/Block.java # Blocktypen + Farben
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world/VoxelWorld.java # Fixed-Grid-Welt + Mesh-Generierung
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player/PlayerController.java # Bewegung + Gravitation + Kollision
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```
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## Roadmap (Phasen)
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1. **MVP-Engine** (aktuell): Fenster, Loop, Voxel-Render, FP-Laufen + Kollision
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2. **Interaktion**: Blöcke platzieren/entfernen (Raycasting), Bausystem-Grundgerüst
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3. **Pflanzen-Simulation**: Wachstumsstufen, Wasser/Health, Offline-Timestamp-Berechnung
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4. **Ökonomie**: Marktplatz, Inventar, Werkzeug, Kaufen/Verkaufen, Geld
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5. **Polish**: HUD/UI, Audio, Speicherung, Menüs
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38
build.gradle
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build.gradle
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plugins {
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id 'java'
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id 'application'
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}
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group = 'de.jfritzsche'
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version = '0.1.0'
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java {
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toolchain {
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languageVersion = JavaLanguageVersion.of(21)
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}
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}
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repositories {
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mavenCentral()
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}
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dependencies {
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// LWJGL 3.3.3 — Grafik/Input-Layer (OpenGL + GLFW). Wir bauen Renderer/Welt/Physik selbst.
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implementation 'org.lwjgl:lwjgl:3.3.3'
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implementation 'org.lwjgl:lwjgl-glfw:3.3.3'
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implementation 'org.lwjgl:lwjgl-opengl:3.3.3'
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// Native Libs für macOS (universal: arm64 + x86_64)
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runtimeOnly 'org.lwjgl:lwjgl:3.3.3:natives-macos'
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runtimeOnly 'org.lwjgl:lwjgl-glfw:3.3.3:natives-macos'
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runtimeOnly 'org.lwjgl:lwjgl-opengl:3.3.3:natives-macos'
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}
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application {
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mainClass = 'de.jfritzsche.homegarden.Main'
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}
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// GLFW auf macOS braucht die Event-Loop auf dem ersten Thread.
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run {
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jvmArgs '-XstartOnFirstThread'
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}
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3
gradle.properties
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gradle.properties
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org.gradle.java.installations.paths=/opt/homebrew/opt/openjdk@21
|
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org.gradle.java.installations.auto-download=true
|
||||
org.gradle.daemon=false
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||||
BIN
gradle/wrapper/gradle-wrapper.jar
vendored
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BIN
gradle/wrapper/gradle-wrapper.jar
vendored
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Binary file not shown.
9
gradle/wrapper/gradle-wrapper.properties
vendored
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gradle/wrapper/gradle-wrapper.properties
vendored
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distributionBase=GRADLE_USER_HOME
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distributionPath=wrapper/dists
|
||||
distributionUrl=https\://services.gradle.org/distributions/gradle-8.8-bin.zip
|
||||
networkTimeout=10000
|
||||
retries=0
|
||||
retryBackOffMs=500
|
||||
validateDistributionUrl=true
|
||||
zipStoreBase=GRADLE_USER_HOME
|
||||
zipStorePath=wrapper/dists
|
||||
248
gradlew
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gradlew
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#!/bin/sh
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#
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# Copyright © 2015 the original authors.
|
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#
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||||
# 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
|
||||
#
|
||||
# https://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.
|
||||
#
|
||||
# SPDX-License-Identifier: Apache-2.0
|
||||
#
|
||||
|
||||
##############################################################################
|
||||
#
|
||||
# gradlew start up script for POSIX generated by Gradle.
|
||||
#
|
||||
# Important for running:
|
||||
#
|
||||
# (1) You need a POSIX-compliant shell to run this script. If your /bin/sh is
|
||||
# noncompliant, but you have some other compliant shell such as ksh or
|
||||
# bash, then to run this script, type that shell name before the whole
|
||||
# command line, like:
|
||||
#
|
||||
# ksh gradlew
|
||||
#
|
||||
# Busybox and similar reduced shells will NOT work, because this script
|
||||
# requires all of these POSIX shell features:
|
||||
# * functions;
|
||||
# * expansions «$var», «${var}», «${var:-default}», «${var+SET}»,
|
||||
# «${var#prefix}», «${var%suffix}», and «$( cmd )»;
|
||||
# * compound commands having a testable exit status, especially «case»;
|
||||
# * various built-in commands including «command», «set», and «ulimit».
|
||||
#
|
||||
# Important for patching:
|
||||
#
|
||||
# (2) This script targets any POSIX shell, so it avoids extensions provided
|
||||
# by Bash, Ksh, etc; in particular arrays are avoided.
|
||||
#
|
||||
# The "traditional" practice of packing multiple parameters into a
|
||||
# space-separated string is a well documented source of bugs and security
|
||||
# problems, so this is (mostly) avoided, by progressively accumulating
|
||||
# options in "$@", and eventually passing that to Java.
|
||||
#
|
||||
# Where the inherited environment variables (DEFAULT_JVM_OPTS, JAVA_OPTS,
|
||||
# and GRADLE_OPTS) rely on word-splitting, this is performed explicitly;
|
||||
# see the in-line comments for details.
|
||||
#
|
||||
# There are tweaks for specific operating systems such as AIX, CygWin,
|
||||
# Darwin, MinGW, and NonStop.
|
||||
#
|
||||
# (3) This script is generated from the Groovy template
|
||||
# https://github.com/gradle/gradle/blob/3d91ce3b8caaf77ad09f381f43615b715b53f72c/platforms/jvm/plugins-application/src/main/resources/org/gradle/api/internal/plugins/unixStartScript.txt
|
||||
# within the Gradle project.
|
||||
#
|
||||
# You can find Gradle at https://github.com/gradle/gradle/.
|
||||
#
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||||
##############################################################################
|
||||
|
||||
# Attempt to set APP_HOME
|
||||
|
||||
# Resolve links: $0 may be a link
|
||||
app_path=$0
|
||||
|
||||
# Need this for daisy-chained symlinks.
|
||||
while
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||||
APP_HOME=${app_path%"${app_path##*/}"} # leaves a trailing /; empty if no leading path
|
||||
[ -h "$app_path" ]
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||||
do
|
||||
ls=$( ls -ld "$app_path" )
|
||||
link=${ls#*' -> '}
|
||||
case $link in #(
|
||||
/*) app_path=$link ;; #(
|
||||
*) app_path=$APP_HOME$link ;;
|
||||
esac
|
||||
done
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||||
|
||||
# This is normally unused
|
||||
# shellcheck disable=SC2034
|
||||
APP_BASE_NAME=${0##*/}
|
||||
# Discard cd standard output in case $CDPATH is set (https://github.com/gradle/gradle/issues/25036)
|
||||
APP_HOME=$( cd -P "${APP_HOME:-./}" > /dev/null && printf '%s\n' "$PWD" ) || exit
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||||
|
||||
# Use the maximum available, or set MAX_FD != -1 to use that value.
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||||
MAX_FD=maximum
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||||
|
||||
warn () {
|
||||
echo "$*"
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||||
} >&2
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||||
|
||||
die () {
|
||||
echo
|
||||
echo "$*"
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||||
echo
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||||
exit 1
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||||
} >&2
|
||||
|
||||
# OS specific support (must be 'true' or 'false').
|
||||
cygwin=false
|
||||
msys=false
|
||||
darwin=false
|
||||
nonstop=false
|
||||
case "$( uname )" in #(
|
||||
CYGWIN* ) cygwin=true ;; #(
|
||||
Darwin* ) darwin=true ;; #(
|
||||
MSYS* | MINGW* ) msys=true ;; #(
|
||||
NONSTOP* ) nonstop=true ;;
|
||||
esac
|
||||
|
||||
|
||||
|
||||
# Determine the Java command to use to start the JVM.
|
||||
if [ -n "$JAVA_HOME" ] ; then
|
||||
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
|
||||
# IBM's JDK on AIX uses strange locations for the executables
|
||||
JAVACMD=$JAVA_HOME/jre/sh/java
|
||||
else
|
||||
JAVACMD=$JAVA_HOME/bin/java
|
||||
fi
|
||||
if [ ! -x "$JAVACMD" ] ; then
|
||||
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
|
||||
|
||||
Please set the JAVA_HOME variable in your environment to match the
|
||||
location of your Java installation."
|
||||
fi
|
||||
else
|
||||
JAVACMD=java
|
||||
if ! command -v java >/dev/null 2>&1
|
||||
then
|
||||
die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
|
||||
|
||||
Please set the JAVA_HOME variable in your environment to match the
|
||||
location of your Java installation."
|
||||
fi
|
||||
fi
|
||||
|
||||
# Increase the maximum file descriptors if we can.
|
||||
if ! "$cygwin" && ! "$darwin" && ! "$nonstop" ; then
|
||||
case $MAX_FD in #(
|
||||
max*)
|
||||
# In POSIX sh, ulimit -H is undefined. That's why the result is checked to see if it worked.
|
||||
# shellcheck disable=SC2039,SC3045
|
||||
MAX_FD=$( ulimit -H -n ) ||
|
||||
warn "Could not query maximum file descriptor limit"
|
||||
esac
|
||||
case $MAX_FD in #(
|
||||
'' | soft) :;; #(
|
||||
*)
|
||||
# In POSIX sh, ulimit -n is undefined. That's why the result is checked to see if it worked.
|
||||
# shellcheck disable=SC2039,SC3045
|
||||
ulimit -n "$MAX_FD" ||
|
||||
warn "Could not set maximum file descriptor limit to $MAX_FD"
|
||||
esac
|
||||
fi
|
||||
|
||||
# Collect all arguments for the java command, stacking in reverse order:
|
||||
# * args from the command line
|
||||
# * the main class name
|
||||
# * -classpath
|
||||
# * -D...appname settings
|
||||
# * --module-path (only if needed)
|
||||
# * DEFAULT_JVM_OPTS, JAVA_OPTS, and GRADLE_OPTS environment variables.
|
||||
|
||||
# For Cygwin or MSYS, switch paths to Windows format before running java
|
||||
if "$cygwin" || "$msys" ; then
|
||||
APP_HOME=$( cygpath --path --mixed "$APP_HOME" )
|
||||
|
||||
JAVACMD=$( cygpath --unix "$JAVACMD" )
|
||||
|
||||
# Now convert the arguments - kludge to limit ourselves to /bin/sh
|
||||
for arg do
|
||||
if
|
||||
case $arg in #(
|
||||
-*) false ;; # don't mess with options #(
|
||||
/?*) t=${arg#/} t=/${t%%/*} # looks like a POSIX filepath
|
||||
[ -e "$t" ] ;; #(
|
||||
*) false ;;
|
||||
esac
|
||||
then
|
||||
arg=$( cygpath --path --ignore --mixed "$arg" )
|
||||
fi
|
||||
# Roll the args list around exactly as many times as the number of
|
||||
# args, so each arg winds up back in the position where it started, but
|
||||
# possibly modified.
|
||||
#
|
||||
# NB: a `for` loop captures its iteration list before it begins, so
|
||||
# changing the positional parameters here affects neither the number of
|
||||
# iterations, nor the values presented in `arg`.
|
||||
shift # remove old arg
|
||||
set -- "$@" "$arg" # push replacement arg
|
||||
done
|
||||
fi
|
||||
|
||||
|
||||
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
|
||||
DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"'
|
||||
|
||||
# Collect all arguments for the java command:
|
||||
# * DEFAULT_JVM_OPTS, JAVA_OPTS, and optsEnvironmentVar are not allowed to contain shell fragments,
|
||||
# and any embedded shellness will be escaped.
|
||||
# * For example: A user cannot expect ${Hostname} to be expanded, as it is an environment variable and will be
|
||||
# treated as '${Hostname}' itself on the command line.
|
||||
|
||||
set -- \
|
||||
"-Dorg.gradle.appname=$APP_BASE_NAME" \
|
||||
-jar "$APP_HOME/gradle/wrapper/gradle-wrapper.jar" \
|
||||
"$@"
|
||||
|
||||
# Stop when "xargs" is not available.
|
||||
if ! command -v xargs >/dev/null 2>&1
|
||||
then
|
||||
die "xargs is not available"
|
||||
fi
|
||||
|
||||
# Use "xargs" to parse quoted args.
|
||||
#
|
||||
# With -n1 it outputs one arg per line, with the quotes and backslashes removed.
|
||||
#
|
||||
# In Bash we could simply go:
|
||||
#
|
||||
# readarray ARGS < <( xargs -n1 <<<"$var" ) &&
|
||||
# set -- "${ARGS[@]}" "$@"
|
||||
#
|
||||
# but POSIX shell has neither arrays nor command substitution, so instead we
|
||||
# post-process each arg (as a line of input to sed) to backslash-escape any
|
||||
# character that might be a shell metacharacter, then use eval to reverse
|
||||
# that process (while maintaining the separation between arguments), and wrap
|
||||
# the whole thing up as a single "set" statement.
|
||||
#
|
||||
# This will of course break if any of these variables contains a newline or
|
||||
# an unmatched quote.
|
||||
#
|
||||
|
||||
eval "set -- $(
|
||||
printf '%s\n' "$DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS" |
|
||||
xargs -n1 |
|
||||
sed ' s~[^-[:alnum:]+,./:=@_]~\\&~g; ' |
|
||||
tr '\n' ' '
|
||||
)" '"$@"'
|
||||
|
||||
exec "$JAVACMD" "$@"
|
||||
82
gradlew.bat
vendored
Normal file
82
gradlew.bat
vendored
Normal file
@ -0,0 +1,82 @@
|
||||
@rem
|
||||
@rem Copyright 2015 the original author or authors.
|
||||
@rem
|
||||
@rem Licensed under the Apache License, Version 2.0 (the "License");
|
||||
@rem you may not use this file except in compliance with the License.
|
||||
@rem You may obtain a copy of the License at
|
||||
@rem
|
||||
@rem https://www.apache.org/licenses/LICENSE-2.0
|
||||
@rem
|
||||
@rem Unless required by applicable law or agreed to in writing, software
|
||||
@rem distributed under the License is distributed on an "AS IS" BASIS,
|
||||
@rem WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
@rem See the License for the specific language governing permissions and
|
||||
@rem limitations under the License.
|
||||
@rem
|
||||
@rem SPDX-License-Identifier: Apache-2.0
|
||||
@rem
|
||||
|
||||
@if "%DEBUG%"=="" @echo off
|
||||
@rem ##########################################################################
|
||||
@rem
|
||||
@rem gradlew startup script for Windows
|
||||
@rem
|
||||
@rem ##########################################################################
|
||||
|
||||
@rem Set local scope for the variables, and ensure extensions are enabled
|
||||
setlocal EnableExtensions
|
||||
|
||||
set DIRNAME=%~dp0
|
||||
if "%DIRNAME%"=="" set DIRNAME=.
|
||||
@rem This is normally unused
|
||||
set APP_BASE_NAME=%~n0
|
||||
set APP_HOME=%DIRNAME%
|
||||
|
||||
@rem Resolve any "." and ".." in APP_HOME to make it shorter.
|
||||
for %%i in ("%APP_HOME%") do set APP_HOME=%%~fi
|
||||
|
||||
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
|
||||
set DEFAULT_JVM_OPTS="-Xmx64m" "-Xms64m"
|
||||
|
||||
@rem Find java.exe
|
||||
if defined JAVA_HOME goto findJavaFromJavaHome
|
||||
|
||||
set JAVA_EXE=java.exe
|
||||
%JAVA_EXE% -version >NUL 2>&1
|
||||
if %ERRORLEVEL% equ 0 goto execute
|
||||
|
||||
echo. 1>&2
|
||||
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. 1>&2
|
||||
echo. 1>&2
|
||||
echo Please set the JAVA_HOME variable in your environment to match the 1>&2
|
||||
echo location of your Java installation. 1>&2
|
||||
|
||||
"%COMSPEC%" /c exit 1
|
||||
|
||||
:findJavaFromJavaHome
|
||||
set JAVA_HOME=%JAVA_HOME:"=%
|
||||
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
|
||||
|
||||
if exist "%JAVA_EXE%" goto execute
|
||||
|
||||
echo. 1>&2
|
||||
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME% 1>&2
|
||||
echo. 1>&2
|
||||
echo Please set the JAVA_HOME variable in your environment to match the 1>&2
|
||||
echo location of your Java installation. 1>&2
|
||||
|
||||
"%COMSPEC%" /c exit 1
|
||||
|
||||
:execute
|
||||
@rem Setup the command line
|
||||
|
||||
|
||||
|
||||
@rem Execute gradlew
|
||||
@rem endlocal doesn't take effect until after the line is parsed and variables are expanded
|
||||
@rem which allows us to clear the local environment before executing the java command
|
||||
endlocal & "%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -jar "%APP_HOME%\gradle\wrapper\gradle-wrapper.jar" %* & call :exitWithErrorLevel
|
||||
|
||||
:exitWithErrorLevel
|
||||
@rem Use "%COMSPEC%" /c exit to allow operators to work properly in scripts
|
||||
"%COMSPEC%" /c exit %ERRORLEVEL%
|
||||
1
settings.gradle
Normal file
1
settings.gradle
Normal file
@ -0,0 +1 @@
|
||||
rootProject.name = 'homegarden'
|
||||
13
src/main/java/de/jfritzsche/homegarden/Main.java
Normal file
13
src/main/java/de/jfritzsche/homegarden/Main.java
Normal file
@ -0,0 +1,13 @@
|
||||
package de.jfritzsche.homegarden;
|
||||
|
||||
import de.jfritzsche.homegarden.core.Game;
|
||||
|
||||
/**
|
||||
* Einstiegspunkt. Erzeugt die Game-Instanz und startet die Spielschleife.
|
||||
* Auf macOS muss die GLFW-Event-Loop auf dem ersten Thread laufen (siehe run-Task).
|
||||
*/
|
||||
public final class Main {
|
||||
public static void main(String[] args) {
|
||||
new Game().run();
|
||||
}
|
||||
}
|
||||
104
src/main/java/de/jfritzsche/homegarden/core/Game.java
Normal file
104
src/main/java/de/jfritzsche/homegarden/core/Game.java
Normal file
@ -0,0 +1,104 @@
|
||||
package de.jfritzsche.homegarden.core;
|
||||
|
||||
import static org.lwjgl.glfw.GLFW.*;
|
||||
import static org.lwjgl.opengl.GL11.*;
|
||||
|
||||
import de.jfritzsche.homegarden.gfx.Camera;
|
||||
import de.jfritzsche.homegarden.gfx.Mesh;
|
||||
import de.jfritzsche.homegarden.gfx.Shader;
|
||||
import de.jfritzsche.homegarden.math.Mat4;
|
||||
import de.jfritzsche.homegarden.player.PlayerController;
|
||||
import de.jfritzsche.homegarden.world.VoxelWorld;
|
||||
|
||||
/**
|
||||
* Spielschleife + Rendering. Phase 1: statische Voxelwelt + FP-Laufen.
|
||||
* Spawn: Mitte der Welt, Fuesse auf der Grasoberflaeche.
|
||||
*/
|
||||
public final class Game {
|
||||
private final Window window = new Window();
|
||||
private final VoxelWorld world = new VoxelWorld(32, 20, 32);
|
||||
private final PlayerController player =
|
||||
new PlayerController(world.sx / 2, world.surface + 1, world.sz / 2);
|
||||
private final Camera camera = new Camera();
|
||||
|
||||
private Shader shader;
|
||||
private Mesh worldMesh;
|
||||
|
||||
private static final double SENS = 0.0022;
|
||||
private static final float FOV = (float) Math.toRadians(70f);
|
||||
|
||||
public void run() {
|
||||
window.create(1280, 720, "HomeGarden");
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDisable(GL_CULL_FACE); // einfache Wuerfelflaechen brauchen kein Culling
|
||||
|
||||
shader = new Shader(VS, FS);
|
||||
worldMesh = world.buildMesh();
|
||||
|
||||
player.update(0f, camera, new boolean[5], world); // Kamera an Spawn syncen
|
||||
|
||||
long last = System.nanoTime();
|
||||
while (!window.shouldClose()) {
|
||||
long now = System.nanoTime();
|
||||
float dt = Math.min((now - last) / 1e9f, 0.05f); // dt clampen (Tab-Wechsel)
|
||||
last = now;
|
||||
|
||||
applyMouseLook();
|
||||
player.update(dt, camera, window.keysForMovement(), world);
|
||||
render();
|
||||
|
||||
window.pollEvents();
|
||||
window.swap();
|
||||
}
|
||||
cleanup();
|
||||
}
|
||||
|
||||
private void applyMouseLook() {
|
||||
double[] md = new double[2];
|
||||
window.consumeMouseDelta(md);
|
||||
camera.yaw -= md[0] * SENS; // Maus rechts -> Blick rechts
|
||||
camera.pitch -= md[1] * SENS; // Maus hoch -> Blick hoch
|
||||
float lim = (float) (Math.PI / 2 - 0.05);
|
||||
if (camera.pitch > lim) camera.pitch = lim;
|
||||
if (camera.pitch < -lim) camera.pitch = -lim;
|
||||
}
|
||||
|
||||
private void render() {
|
||||
glClearColor(0.53f, 0.81f, 0.98f, 1f); // Himmelblau
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
shader.use();
|
||||
Mat4 proj = Mat4.perspective(FOV, (float) window.getAspect(), 0.1f, 1000f);
|
||||
Mat4 view = camera.viewMatrix();
|
||||
shader.setMat4("u_proj", proj.toBuffer());
|
||||
shader.setMat4("u_view", view.toBuffer());
|
||||
worldMesh.draw();
|
||||
}
|
||||
|
||||
private void cleanup() {
|
||||
worldMesh.dispose();
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
private static final String VS = """
|
||||
#version 330 core
|
||||
layout(location = 0) in vec3 aPos;
|
||||
layout(location = 1) in vec3 aColor;
|
||||
uniform mat4 u_proj;
|
||||
uniform mat4 u_view;
|
||||
out vec3 vColor;
|
||||
void main() {
|
||||
gl_Position = u_proj * u_view * vec4(aPos, 1.0);
|
||||
vColor = aColor;
|
||||
}
|
||||
""";
|
||||
|
||||
private static final String FS = """
|
||||
#version 330 core
|
||||
in vec3 vColor;
|
||||
out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = vec4(vColor, 1.0);
|
||||
}
|
||||
""";
|
||||
}
|
||||
78
src/main/java/de/jfritzsche/homegarden/core/Window.java
Normal file
78
src/main/java/de/jfritzsche/homegarden/core/Window.java
Normal file
@ -0,0 +1,78 @@
|
||||
package de.jfritzsche.homegarden.core;
|
||||
|
||||
import static org.lwjgl.glfw.GLFW.*;
|
||||
import static org.lwjgl.opengl.GL11.*;
|
||||
|
||||
import org.lwjgl.glfw.GLFWErrorCallback;
|
||||
|
||||
/**
|
||||
* GLFW-Fenster + Input. Pointer ist gefangen (FP-Look).
|
||||
* Tastenstatus und Maus-Delta werden fuer den Game-Loop gepuffert.
|
||||
*/
|
||||
public final class Window {
|
||||
private long handle;
|
||||
private final boolean[] keys = new boolean[GLFW_KEY_LAST + 1];
|
||||
private double mouseDX = 0, mouseDY = 0;
|
||||
private double lastX = 0, lastY = 0;
|
||||
private boolean firstMouse = true;
|
||||
private int width = 1280, height = 720;
|
||||
|
||||
public void create(int w, int h, String title) {
|
||||
GLFWErrorCallback.createPrint(System.err).set();
|
||||
if (!glfwInit()) throw new IllegalStateException("glfwInit failed");
|
||||
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // macOS Pflicht
|
||||
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
|
||||
|
||||
handle = glfwCreateWindow(w, h, title, 0, 0);
|
||||
if (handle == 0) throw new RuntimeException("Window creation failed");
|
||||
|
||||
width = w; height = h;
|
||||
glfwMakeContextCurrent(handle);
|
||||
glfwSwapInterval(1); // VSync
|
||||
glfwSetInputMode(handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
glfwSetKeyCallback(handle, (win, key, scan, action, mods) -> {
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE) {
|
||||
glfwSetWindowShouldClose(win, true);
|
||||
}
|
||||
if (key >= 0 && key < keys.length) {
|
||||
keys[key] = (action == GLFW_PRESS || action == GLFW_REPEAT);
|
||||
}
|
||||
});
|
||||
|
||||
glfwSetCursorPosCallback(handle, (win, x, y) -> {
|
||||
if (firstMouse) { lastX = x; lastY = y; firstMouse = false; return; }
|
||||
mouseDX += x - lastX;
|
||||
mouseDY += y - lastY;
|
||||
lastX = x; lastY = y;
|
||||
});
|
||||
|
||||
glfwSetFramebufferSizeCallback(handle, (win, ww, hh) -> {
|
||||
glViewport(0, 0, ww, hh);
|
||||
width = ww; height = hh;
|
||||
});
|
||||
}
|
||||
|
||||
public void pollEvents() { glfwPollEvents(); }
|
||||
public void swap() { glfwSwapBuffers(handle); }
|
||||
public boolean shouldClose() { return glfwWindowShouldClose(handle); }
|
||||
public double getAspect() { return (double) width / (double) height; }
|
||||
|
||||
/** Bewegungstasten: [W, S, A, D, Space]. */
|
||||
public boolean[] keysForMovement() {
|
||||
return new boolean[] {
|
||||
keys[GLFW_KEY_W], keys[GLFW_KEY_S], keys[GLFW_KEY_A],
|
||||
keys[GLFW_KEY_D], keys[GLFW_KEY_SPACE]
|
||||
};
|
||||
}
|
||||
|
||||
/** Liefert akkumuliertes Maus-Delta zurueck und setzt es zurueck. */
|
||||
public void consumeMouseDelta(double[] out) {
|
||||
out[0] = mouseDX; out[1] = mouseDY;
|
||||
mouseDX = 0; mouseDY = 0;
|
||||
}
|
||||
}
|
||||
28
src/main/java/de/jfritzsche/homegarden/gfx/Camera.java
Normal file
28
src/main/java/de/jfritzsche/homegarden/gfx/Camera.java
Normal file
@ -0,0 +1,28 @@
|
||||
package de.jfritzsche.homegarden.gfx;
|
||||
|
||||
import de.jfritzsche.homegarden.math.Mat4;
|
||||
import de.jfritzsche.homegarden.math.Vec3;
|
||||
|
||||
/**
|
||||
* First-Person-Kamera. yaw=0 schaut Richtung -Z.
|
||||
* pitch wird vom Controller geclamped (knapp unter +/-90 Grad).
|
||||
*/
|
||||
public final class Camera {
|
||||
public final Vec3 position = new Vec3(0, 0, 0);
|
||||
public float yaw = 0f;
|
||||
public float pitch = 0f;
|
||||
|
||||
public Vec3 forward() {
|
||||
float cp = (float) Math.cos(pitch);
|
||||
return new Vec3(
|
||||
-(float) Math.sin(yaw) * cp,
|
||||
(float) Math.sin(pitch),
|
||||
-(float) Math.cos(yaw) * cp
|
||||
);
|
||||
}
|
||||
|
||||
public Mat4 viewMatrix() {
|
||||
Vec3 center = position.add(forward());
|
||||
return Mat4.lookAt(position, center, new Vec3(0, 1, 0));
|
||||
}
|
||||
}
|
||||
47
src/main/java/de/jfritzsche/homegarden/gfx/Mesh.java
Normal file
47
src/main/java/de/jfritzsche/homegarden/gfx/Mesh.java
Normal file
@ -0,0 +1,47 @@
|
||||
package de.jfritzsche.homegarden.gfx;
|
||||
|
||||
import static org.lwjgl.opengl.GL15.*;
|
||||
import static org.lwjgl.opengl.GL20.*;
|
||||
import static org.lwjgl.opengl.GL30.*;
|
||||
|
||||
/** Statischer Mesh-Wrapper: Position (loc 0) + Farbe (loc 1) + Indexbuffer. */
|
||||
public final class Mesh {
|
||||
private final int vao, vbo, cbo, ebo, indexCount;
|
||||
|
||||
public Mesh(float[] positions, float[] colors, int[] indices) {
|
||||
indexCount = indices.length;
|
||||
vao = glGenVertexArrays();
|
||||
glBindVertexArray(vao);
|
||||
|
||||
vbo = glGenBuffers();
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, positions, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
|
||||
|
||||
cbo = glGenBuffers();
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, colors, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, false, 0, 0);
|
||||
|
||||
ebo = glGenBuffers();
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices, GL_STATIC_DRAW);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
public void draw() {
|
||||
glBindVertexArray(vao);
|
||||
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
public void dispose() {
|
||||
glDeleteVertexArrays(vao);
|
||||
glDeleteBuffers(vbo);
|
||||
glDeleteBuffers(cbo);
|
||||
glDeleteBuffers(ebo);
|
||||
}
|
||||
}
|
||||
40
src/main/java/de/jfritzsche/homegarden/gfx/Shader.java
Normal file
40
src/main/java/de/jfritzsche/homegarden/gfx/Shader.java
Normal file
@ -0,0 +1,40 @@
|
||||
package de.jfritzsche.homegarden.gfx;
|
||||
|
||||
import static org.lwjgl.opengl.GL20.*;
|
||||
|
||||
/** Kleiner Shader-Wrapper: kompiliert/linkt VS+FS und setzt Mat4-Uniforms. */
|
||||
public final class Shader {
|
||||
private final int program;
|
||||
|
||||
public Shader(String vsSrc, String fsSrc) {
|
||||
int vs = compile(GL_VERTEX_SHADER, vsSrc);
|
||||
int fs = compile(GL_FRAGMENT_SHADER, fsSrc);
|
||||
program = glCreateProgram();
|
||||
glAttachShader(program, vs);
|
||||
glAttachShader(program, fs);
|
||||
glLinkProgram(program);
|
||||
if (glGetProgrami(program, GL_LINK_STATUS) == 0) {
|
||||
throw new RuntimeException("Shader link failed: " + glGetProgramInfoLog(program));
|
||||
}
|
||||
glDeleteShader(vs);
|
||||
glDeleteShader(fs);
|
||||
}
|
||||
|
||||
private static int compile(int type, String src) {
|
||||
int id = glCreateShader(type);
|
||||
glShaderSource(id, src);
|
||||
glCompileShader(id);
|
||||
if (glGetShaderi(id, GL_COMPILE_STATUS) == 0) {
|
||||
throw new RuntimeException("Shader compile failed: " + glGetShaderInfoLog(id));
|
||||
}
|
||||
return id;
|
||||
}
|
||||
|
||||
public void use() { glUseProgram(program); }
|
||||
|
||||
public int getUniform(String name) { return glGetUniformLocation(program, name); }
|
||||
|
||||
public void setMat4(String name, java.nio.FloatBuffer buf) {
|
||||
glUniformMatrix4fv(getUniform(name), false, buf);
|
||||
}
|
||||
}
|
||||
62
src/main/java/de/jfritzsche/homegarden/math/Mat4.java
Normal file
62
src/main/java/de/jfritzsche/homegarden/math/Mat4.java
Normal file
@ -0,0 +1,62 @@
|
||||
package de.jfritzsche.homegarden.math;
|
||||
|
||||
import org.lwjgl.BufferUtils;
|
||||
import java.nio.FloatBuffer;
|
||||
|
||||
/**
|
||||
* 4x4-Matrix, column-major (wie OpenGL/LWJGL erwartet).
|
||||
* Reicht für Projektion + View; für Model reicht Identity (Welt ist already in World-Space).
|
||||
*/
|
||||
public final class Mat4 {
|
||||
public final float[] m = new float[16];
|
||||
|
||||
public Mat4 identity() {
|
||||
for (int i = 0; i < 16; i++) m[i] = 0f;
|
||||
m[0] = m[5] = m[10] = m[15] = 1f;
|
||||
return this;
|
||||
}
|
||||
|
||||
/** Rechtshändige Perspektive, NDC-Z in [-1,1] (Default-Tiefenbereich). */
|
||||
public static Mat4 perspective(float fovyRad, float aspect, float near, float far) {
|
||||
Mat4 r = new Mat4();
|
||||
float f = 1f / (float) Math.tan(fovyRad / 2f);
|
||||
r.m[0] = f / aspect;
|
||||
r.m[5] = f;
|
||||
r.m[10] = (far + near) / (near - far);
|
||||
r.m[11] = -1f;
|
||||
r.m[14] = (2f * far * near) / (near - far);
|
||||
return r;
|
||||
}
|
||||
|
||||
/** View-Matrix via Look-At. eye = Kamera-Position, center = Blickziel. */
|
||||
public static Mat4 lookAt(Vec3 eye, Vec3 center, Vec3 up) {
|
||||
Vec3 z = eye.sub(center).normalize(); // zeigt vom Ziel weg
|
||||
Vec3 x = up.cross(z).normalize();
|
||||
Vec3 y = z.cross(x);
|
||||
Mat4 r = new Mat4();
|
||||
r.m[0] = x.x; r.m[1] = x.y; r.m[2] = x.z; r.m[3] = -x.dot(eye);
|
||||
r.m[4] = y.x; r.m[5] = y.y; r.m[6] = y.z; r.m[7] = -y.dot(eye);
|
||||
r.m[8] = z.x; r.m[9] = z.y; r.m[10] = z.z; r.m[11] = -z.dot(eye);
|
||||
r.m[15] = 1f;
|
||||
return r;
|
||||
}
|
||||
|
||||
/** this * o (Spaltenmajor-Multiplikation). */
|
||||
public Mat4 mul(Mat4 o) {
|
||||
Mat4 r = new Mat4();
|
||||
for (int col = 0; col < 4; col++) {
|
||||
for (int row = 0; row < 4; row++) {
|
||||
float s = 0f;
|
||||
for (int k = 0; k < 4; k++) s += this.m[k * 4 + row] * o.m[col * 4 + k];
|
||||
r.m[col * 4 + row] = s;
|
||||
}
|
||||
}
|
||||
return r;
|
||||
}
|
||||
|
||||
public FloatBuffer toBuffer() {
|
||||
FloatBuffer b = BufferUtils.createFloatBuffer(16);
|
||||
b.put(m).flip();
|
||||
return b;
|
||||
}
|
||||
}
|
||||
27
src/main/java/de/jfritzsche/homegarden/math/Vec3.java
Normal file
27
src/main/java/de/jfritzsche/homegarden/math/Vec3.java
Normal file
@ -0,0 +1,27 @@
|
||||
package de.jfritzsche.homegarden.math;
|
||||
|
||||
/** Minimaler 3D-Vektor (float). Reicht für Kamera, Bewegung und AABB-Kollision. */
|
||||
public final class Vec3 {
|
||||
public float x, y, z;
|
||||
|
||||
public Vec3(float x, float y, float z) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
public Vec3 add(Vec3 o) { return new Vec3(x + o.x, y + o.y, z + o.z); }
|
||||
public Vec3 sub(Vec3 o) { return new Vec3(x - o.x, y - o.y, z - o.z); }
|
||||
public Vec3 mul(float s) { return new Vec3(x * s, y * s, z * s); }
|
||||
public float dot(Vec3 o) { return x * o.x + y * o.y + z * o.z; }
|
||||
public Vec3 cross(Vec3 o) {
|
||||
return new Vec3(y * o.z - z * o.y, z * o.x - x * o.z, x * o.y - y * o.x);
|
||||
}
|
||||
|
||||
public float length() { return (float) Math.sqrt(x * x + y * y + z * z); }
|
||||
|
||||
public Vec3 normalize() {
|
||||
float l = length();
|
||||
return l == 0f ? new Vec3(0, 0, 0) : mul(1f / l);
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,88 @@
|
||||
package de.jfritzsche.homegarden.player;
|
||||
|
||||
import de.jfritzsche.homegarden.gfx.Camera;
|
||||
import de.jfritzsche.homegarden.math.Vec3;
|
||||
import de.jfritzsche.homegarden.world.VoxelWorld;
|
||||
|
||||
/**
|
||||
* First-Person-Bewegung: WASD relativ zur Blickrichtung (nur horizontal),
|
||||
* Gravitation, Springen, AABB-vs-Voxel-Kollision (pro Achse aufgeloest).
|
||||
*
|
||||
* keys[0]=W, [1]=S, [2]=A, [3]=D, [4]=Space
|
||||
*/
|
||||
public final class PlayerController {
|
||||
private final Vec3 pos = new Vec3(16, 0, 16); // Fuesse
|
||||
private final Vec3 vel = new Vec3(0, 0, 0);
|
||||
private boolean onGround = false;
|
||||
|
||||
private final float eyeHeight = 1.6f;
|
||||
private final float halfW = 0.3f;
|
||||
private final float height = 1.8f;
|
||||
private final float speed = 5.0f;
|
||||
private final float gravity = 24f;
|
||||
private final float jump = 8.2f;
|
||||
|
||||
public PlayerController(int spawnX, int spawnY, int spawnZ) {
|
||||
pos.x = spawnX; pos.y = spawnY; pos.z = spawnZ;
|
||||
}
|
||||
|
||||
public void update(float dt, Camera cam, boolean[] keys, VoxelWorld world) {
|
||||
float sinY = (float) Math.sin(cam.yaw);
|
||||
float cosY = (float) Math.cos(cam.yaw);
|
||||
|
||||
float mx = 0f, mz = 0f;
|
||||
if (keys[0]) { mx += -sinY; mz += -cosY; } // W (vor)
|
||||
if (keys[1]) { mx += sinY; mz += cosY; } // S (zurueck)
|
||||
if (keys[2]) { mx += -cosY; mz += sinY; } // A (links)
|
||||
if (keys[3]) { mx += cosY; mz += -sinY; } // D (rechts)
|
||||
float len = (float) Math.hypot(mx, mz);
|
||||
if (len > 0f) { mx = mx / len * speed; mz = mz / len * speed; }
|
||||
vel.x = mx;
|
||||
vel.z = mz;
|
||||
|
||||
if (keys[4] && onGround) { vel.y = jump; onGround = false; }
|
||||
vel.y -= gravity * dt;
|
||||
|
||||
moveAxis(dt, world, 0);
|
||||
moveAxis(dt, world, 1);
|
||||
moveAxis(dt, world, 2);
|
||||
|
||||
cam.position.x = pos.x;
|
||||
cam.position.y = pos.y + eyeHeight;
|
||||
cam.position.z = pos.z;
|
||||
}
|
||||
|
||||
private void moveAxis(float dt, VoxelWorld world, int axis) {
|
||||
float d = (axis == 0 ? vel.x : axis == 1 ? vel.y : vel.z) * dt;
|
||||
if (d == 0f) return;
|
||||
|
||||
float nx = pos.x, ny = pos.y, nz = pos.z;
|
||||
if (axis == 0) nx += d; else if (axis == 1) ny += d; else nz += d;
|
||||
|
||||
if (collides(nx, ny, nz, world)) {
|
||||
if (axis == 1) {
|
||||
if (vel.y < 0f) onGround = true; // auf Boden gelandet
|
||||
vel.y = 0f;
|
||||
}
|
||||
return; // Achse blockiert -> nicht bewegen
|
||||
}
|
||||
pos.x = nx; pos.y = ny; pos.z = nz;
|
||||
if (axis == 1 && d > 0f) onGround = false; // nach oben bewegt
|
||||
}
|
||||
|
||||
private boolean collides(float x, float y, float z, VoxelWorld world) {
|
||||
float minX = x - halfW, maxX = x + halfW;
|
||||
float minY = y, maxY = y + height;
|
||||
float minZ = z - halfW, maxZ = z + halfW;
|
||||
int bx0 = (int) Math.floor(minX), bx1 = (int) Math.floor(maxX - 1e-4f);
|
||||
int by0 = (int) Math.floor(minY), by1 = (int) Math.floor(maxY - 1e-4f);
|
||||
int bz0 = (int) Math.floor(minZ), bz1 = (int) Math.floor(maxZ - 1e-4f);
|
||||
for (int bx = bx0; bx <= bx1; bx++)
|
||||
for (int by = by0; by <= by1; by++)
|
||||
for (int bz = bz0; bz <= bz1; bz++)
|
||||
if (world.isSolid(bx, by, bz)) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
public Vec3 position() { return pos; }
|
||||
}
|
||||
18
src/main/java/de/jfritzsche/homegarden/world/Block.java
Normal file
18
src/main/java/de/jfritzsche/homegarden/world/Block.java
Normal file
@ -0,0 +1,18 @@
|
||||
package de.jfritzsche.homegarden.world;
|
||||
|
||||
/** Blocktypen und deren Basis-Basisfarbe (RGB, 0..1). Später durch Texturen ersetzbar. */
|
||||
public final class Block {
|
||||
public static final int AIR = 0, GRASS = 1, DIRT = 2, STONE = 3, WOOD = 4, LEAVES = 5, WATER = 6;
|
||||
|
||||
public static float[] colorOf(int id) {
|
||||
switch (id) {
|
||||
case GRASS: return new float[]{0.30f, 0.65f, 0.25f};
|
||||
case DIRT: return new float[]{0.45f, 0.32f, 0.20f};
|
||||
case STONE: return new float[]{0.55f, 0.55f, 0.58f};
|
||||
case WOOD: return new float[]{0.50f, 0.34f, 0.18f};
|
||||
case LEAVES: return new float[]{0.20f, 0.55f, 0.20f};
|
||||
case WATER: return new float[]{0.20f, 0.45f, 0.75f};
|
||||
default: return new float[]{1f, 0f, 1f}; // Magenta = Fehler
|
||||
}
|
||||
}
|
||||
}
|
||||
128
src/main/java/de/jfritzsche/homegarden/world/VoxelWorld.java
Normal file
128
src/main/java/de/jfritzsche/homegarden/world/VoxelWorld.java
Normal file
@ -0,0 +1,128 @@
|
||||
package de.jfritzsche.homegarden.world;
|
||||
|
||||
import de.jfritzsche.homegarden.gfx.Mesh;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
/**
|
||||
* Fixed-Grid-Voxelwelt (endlicher Garten, kein Chunk-Streaming).
|
||||
* Block (x,y,z) belegt den Würfel [x,x+1] x [y,y+1] x [z,z+1].
|
||||
* Die Oberfläche (Gras) liegt bei y = SURFACE; darunter Dirt/Stein.
|
||||
*/
|
||||
public final class VoxelWorld {
|
||||
public final int sx, sy, sz;
|
||||
public final int surface;
|
||||
private final byte[] blocks; // idx = x + sx*(y + sy*z)
|
||||
|
||||
// 6 Würfelflächen: 4 Eckpunkte (relativ zum Blockursprung)
|
||||
private static final float[][][] FACES = {
|
||||
{{0,1,0},{0,1,1},{1,1,1},{1,1,0}}, // +Y (oben)
|
||||
{{0,0,0},{1,0,0},{1,0,1},{0,0,1}}, // -Y (unten)
|
||||
{{1,0,0},{1,0,1},{1,1,1},{1,1,0}}, // +X
|
||||
{{0,0,0},{0,1,0},{0,1,1},{0,0,1}}, // -X
|
||||
{{0,0,1},{1,0,1},{1,1,1},{0,1,1}}, // +Z
|
||||
{{0,0,0},{0,1,0},{1,1,0},{1,0,0}}, // -Z
|
||||
};
|
||||
// Nachbar-Offset je Fläche (damit wir wissen, ob die Fläche sichtbar ist)
|
||||
private static final int[][] NEIGH = {
|
||||
{0, 1, 0}, {0, -1, 0}, {1, 0, 0}, {-1, 0, 0}, {0, 0, 1}, {0, 0, -1}
|
||||
};
|
||||
// Simple Fake-Beleuchtung je Fläche (oben hell, unten dunkel)
|
||||
private static final float[] SHADE = {1.0f, 0.5f, 0.8f, 0.8f, 0.8f, 0.65f};
|
||||
|
||||
public VoxelWorld(int sx, int sy, int sz) {
|
||||
this.sx = sx; this.sy = sy; this.sz = sz;
|
||||
this.surface = sy / 2;
|
||||
blocks = new byte[sx * sy * sz];
|
||||
generate();
|
||||
}
|
||||
|
||||
private int idx(int x, int y, int z) { return x + sx * (y + sy * z); }
|
||||
|
||||
public int get(int x, int y, int z) {
|
||||
if (x < 0 || y < 0 || z < 0 || x >= sx || y >= sy || z >= sz) return Block.AIR;
|
||||
return blocks[idx(x, y, z)] & 0xFF;
|
||||
}
|
||||
|
||||
public boolean isSolid(int x, int y, int z) {
|
||||
return get(x, y, z) != Block.AIR;
|
||||
}
|
||||
|
||||
private void set(int x, int y, int z, int id) {
|
||||
if (x < 0 || y < 0 || z < 0 || x >= sx || y >= sy || z >= sz) return;
|
||||
blocks[idx(x, y, z)] = (byte) id;
|
||||
}
|
||||
|
||||
private void generate() {
|
||||
for (int z = 0; z < sz; z++) {
|
||||
for (int x = 0; x < sx; x++) {
|
||||
for (int y = 0; y < sy; y++) {
|
||||
int id;
|
||||
if (y == surface) id = Block.GRASS;
|
||||
else if (y >= surface - 3) id = Block.DIRT;
|
||||
else id = Block.STONE;
|
||||
set(x, y, z, id);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Ein paar Bäume als Orientierung
|
||||
int[][] trees = {{6, 6}, {22, 10}, {12, 24}, {26, 26}};
|
||||
for (int[] t : trees) {
|
||||
int tx = t[0], tz = t[1];
|
||||
for (int h = 1; h <= 3; h++) set(tx, surface + h, tz, Block.WOOD);
|
||||
for (int dy = 3; dy <= 5; dy++) {
|
||||
for (int dx = -2; dx <= 2; dx++) {
|
||||
for (int dz = -2; dz <= 2; dz++) {
|
||||
int lx = tx + dx, ly = surface + dy, lz = tz + dz;
|
||||
if (get(lx, ly, lz) == Block.AIR) set(lx, ly, lz, Block.LEAVES);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** Baut ein einziges Mesh aus allen sichtbaren Blockflächen (nur Flächen gegen Luft). */
|
||||
public Mesh buildMesh() {
|
||||
List<Float> pos = new ArrayList<>();
|
||||
List<Float> col = new ArrayList<>();
|
||||
List<Integer> ind = new ArrayList<>();
|
||||
|
||||
for (int z = 0; z < sz; z++) {
|
||||
for (int y = 0; y < sy; y++) {
|
||||
for (int x = 0; x < sx; x++) {
|
||||
int id = get(x, y, z);
|
||||
if (id == Block.AIR) continue;
|
||||
float[] base = Block.colorOf(id);
|
||||
for (int f = 0; f < 6; f++) {
|
||||
int nx = x + NEIGH[f][0];
|
||||
int ny = y + NEIGH[f][1];
|
||||
int nz = z + NEIGH[f][2];
|
||||
if (get(nx, ny, nz) != Block.AIR) continue; // Fläche verdeckt
|
||||
float shade = SHADE[f];
|
||||
int baseIdx = pos.size() / 3;
|
||||
for (int v = 0; v < 4; v++) {
|
||||
pos.add(x + FACES[f][v][0]);
|
||||
pos.add(y + FACES[f][v][1]);
|
||||
pos.add(z + FACES[f][v][2]);
|
||||
col.add(base[0] * shade);
|
||||
col.add(base[1] * shade);
|
||||
col.add(base[2] * shade);
|
||||
}
|
||||
ind.add(baseIdx); ind.add(baseIdx + 1); ind.add(baseIdx + 2);
|
||||
ind.add(baseIdx); ind.add(baseIdx + 2); ind.add(baseIdx + 3);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float[] p = new float[pos.size()];
|
||||
for (int i = 0; i < p.length; i++) p[i] = pos.get(i);
|
||||
float[] c = new float[col.size()];
|
||||
for (int i = 0; i < c.length; i++) c[i] = col.get(i);
|
||||
int[] idxArr = new int[ind.size()];
|
||||
for (int i = 0; i < idxArr.length; i++) idxArr[i] = ind.get(i);
|
||||
|
||||
return new Mesh(p, c, idxArr);
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user