Fixed gravity
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326
voxel_engine.cpp
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326
voxel_engine.cpp
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// Install dependencies:
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// sudo apt install libgl-dev libglew-dev libglfw3-dev libpng-dev libglm-dev
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#include <iostream>
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#include <cmath>
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#define GLEW_STATIC
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <vector>
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#include <ctime>
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// GLM
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#include <glm/glm.hpp>
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#include <glm/ext.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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using namespace glm;
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "graphics/Mesh.h"
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#include "graphics/VoxelRenderer.h"
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#include "graphics/LineBatch.h"
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#include "window/Window.h"
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#include "window/Events.h"
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#include "window/Camera.h"
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#include "loaders/png_loading.h"
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#include "voxels/voxel.h"
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#include "voxels/Chunk.h"
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#include "voxels/Chunks.h"
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#include "voxels/Block.h"
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#include "voxels/WorldGenerator.h"
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#include "voxels/ChunksController.h"
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#include "files/files.h"
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#include "files/WorldFiles.h"
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#include "lighting/LightSolver.h"
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#include "lighting/Lightmap.h"
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#include "lighting/Lighting.h"
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#include "physics/Hitbox.h"
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#include "physics/PhysicsSolver.h"
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#include "Assets.h"
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#include "objects/Player.h"
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#include "declarations.h"
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#include "world_render.h"
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// Save all world data to files
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void write_world(WorldFiles* wfile, Chunks* chunks){
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for (unsigned int i = 0; i < chunks->volume; i++){
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Chunk* chunk = chunks->chunks[i];
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if (chunk == nullptr)
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continue;
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wfile->put((const char*)chunk->voxels, chunk->x, chunk->z);
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}
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wfile->write();
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}
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// Deleting world data from memory
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void close_world(WorldFiles* wfile, Chunks* chunks){
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delete chunks;
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delete wfile;
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}
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#define CROUCH_SPEED_MUL 0.25f
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#define CROUCH_SHIFT_Y -0.2f
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#define RUN_SPEED_MUL 1.5f
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#define CROUCH_ZOOM 0.9f
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#define RUN_ZOOM 1.1f
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#define C_ZOOM 0.1f
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#define ZOOM_SPEED 16.0f
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#define DEFAULT_AIR_DAMPING 0.1f
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#define PLAYER_NOT_ONGROUND_DAMPING 10.0f
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#define CAMERA_SHAKING_OFFSET 0.025f
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#define CAMERA_SHAKING_OFFSET_Y 0.031f
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#define CAMERA_SHAKING_SPEED 1.6f
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#define CAMERA_SHAKING_DELTA_K 10.0f
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#define FLIGHT_SPEED_MUL 5.0f
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#define JUMP_FORCE 7.0f
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void update_controls(PhysicsSolver* physics,
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Chunks* chunks,
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Player* player,
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float delta){
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if (Events::jpressed(GLFW_KEY_ESCAPE)){
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Window::setShouldClose(true);
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}
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if (Events::jpressed(GLFW_KEY_TAB)){
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Events::toogleCursor();
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}
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for (int i = 1; i < 10; i++){
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if (Events::jpressed(GLFW_KEY_0+i)){
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player->choosenBlock = i;
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}
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}
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// Controls
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Camera* camera = player->camera;
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Hitbox* hitbox = player->hitbox;
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bool sprint = Events::pressed(GLFW_KEY_LEFT_CONTROL);
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bool shift = Events::pressed(GLFW_KEY_LEFT_SHIFT) && hitbox->grounded && !sprint;
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bool zoom = Events::pressed(GLFW_KEY_C);
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float speed = player->speed;
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if (player->flight){
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speed *= FLIGHT_SPEED_MUL;
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}
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int substeps = (int)(delta * 1000);
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substeps = (substeps <= 0 ? 1 : (substeps > 100 ? 100 : substeps));
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physics->step(chunks, hitbox, delta, substeps, shift, player->flight ? 0.0f : 1.0f);
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camera->position.x = hitbox->position.x;
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camera->position.y = hitbox->position.y + 0.5f;
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camera->position.z = hitbox->position.z;
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// Camera shaking
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player->interpVel = player->interpVel * (1.0f - delta * 5) + hitbox->velocity * delta * 0.1f;
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if (hitbox->grounded && player->interpVel.y < 0.0f){
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player->interpVel.y *= -30.0f;
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}
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float factor = hitbox->grounded ? length(vec2(hitbox->velocity.x, hitbox->velocity.z)) : 0.0f;
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player->cameraShakingTimer += delta * factor * CAMERA_SHAKING_SPEED;
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float shakeTimer = player->cameraShakingTimer;
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player->cameraShaking = player->cameraShaking * (1.0f - delta * CAMERA_SHAKING_DELTA_K) + factor * delta * CAMERA_SHAKING_DELTA_K;
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camera->position += camera->right * sin(shakeTimer) * CAMERA_SHAKING_OFFSET * player->cameraShaking;
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camera->position += camera->up * abs(cos(shakeTimer)) * CAMERA_SHAKING_OFFSET_Y * player->cameraShaking;
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camera->position -= min(player->interpVel * 0.05f, 1.0f);
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if (Events::jpressed(GLFW_KEY_F)){
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player->flight = !player->flight;
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}
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// Field of view manipulations
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float dt = min(1.0f, delta * ZOOM_SPEED);
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if (dt > 1.0f)
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dt = 1.0f;
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float zoomValue = 1.0f;
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if (shift){
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speed *= CROUCH_SPEED_MUL;
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camera->position.y += CROUCH_SHIFT_Y;
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zoomValue = CROUCH_ZOOM;
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} else if (sprint){
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speed *= RUN_SPEED_MUL;
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zoomValue = RUN_ZOOM;
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}
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if (zoom)
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zoomValue *= C_ZOOM;
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camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt);
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if (Events::pressed(GLFW_KEY_SPACE) && hitbox->grounded){
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hitbox->velocity.y = JUMP_FORCE;
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}
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vec3 dir(0,0,0);
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if (Events::pressed(GLFW_KEY_W)){
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dir.x += camera->dir.x;
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dir.z += camera->dir.z;
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}
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if (Events::pressed(GLFW_KEY_S)){
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dir.x -= camera->dir.x;
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dir.z -= camera->dir.z;
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}
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if (Events::pressed(GLFW_KEY_D)){
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dir.x += camera->right.x;
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dir.z += camera->right.z;
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}
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if (Events::pressed(GLFW_KEY_A)){
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dir.x -= camera->right.x;
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dir.z -= camera->right.z;
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}
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hitbox->linear_damping = DEFAULT_AIR_DAMPING;
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if (player->flight){
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hitbox->linear_damping = PLAYER_NOT_ONGROUND_DAMPING;
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hitbox->velocity.y *= 1.0f - delta * 9;
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if (Events::pressed(GLFW_KEY_SPACE)){
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hitbox->velocity.y += speed * delta * 9;
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}
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if (Events::pressed(GLFW_KEY_LEFT_SHIFT)){
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hitbox->velocity.y -= speed * delta * 9;
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}
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}
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if (length(dir) > 0.0f){
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dir = normalize(dir);
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if (!hitbox->grounded)
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hitbox->linear_damping = PLAYER_NOT_ONGROUND_DAMPING;
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hitbox->velocity.x += dir.x * speed * delta * 9;
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hitbox->velocity.z += dir.z * speed * delta * 9;
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}
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if (Events::_cursor_locked){
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player->camY += -Events::deltaY / Window::height * 2;
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player->camX += -Events::deltaX / Window::height * 2;
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if (player->camY < -radians(89.0f)){
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player->camY = -radians(89.0f);
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}
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if (player->camY > radians(89.0f)){
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player->camY = radians(89.0f);
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}
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camera->rotation = mat4(1.0f);
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camera->rotate(player->camY, player->camX, 0);
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}
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}
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void update_interaction(Chunks* chunks, PhysicsSolver* physics, Player* player, Lighting* lighting){
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Camera* camera = player->camera;
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vec3 end;
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vec3 norm;
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vec3 iend;
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voxel* vox = chunks->rayCast(camera->position, camera->front, 10.0f, end, norm, iend);
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if (vox != nullptr){
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lineBatch->box(iend.x+0.5f, iend.y+0.5f, iend.z+0.5f, 1.005f,1.005f,1.005f, 0,0,0,0.5f);
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if (Events::jclicked(GLFW_MOUSE_BUTTON_1)){
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int x = (int)iend.x;
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int y = (int)iend.y;
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int z = (int)iend.z;
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chunks->set(x,y,z, 0);
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lighting->onBlockSet(x,y,z,0);
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}
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if (Events::jclicked(GLFW_MOUSE_BUTTON_2)){
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int x = (int)(iend.x)+(int)(norm.x);
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int y = (int)(iend.y)+(int)(norm.y);
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int z = (int)(iend.z)+(int)(norm.z);
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if (!physics->isBlockInside(x,y,z, player->hitbox)){
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chunks->set(x, y, z, player->choosenBlock);
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lighting->onBlockSet(x,y,z, player->choosenBlock);
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}
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}
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}
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}
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int WIDTH = 1280;
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int HEIGHT = 720;
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int main() {
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setup_definitions();
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Window::initialize(WIDTH, HEIGHT, "Window 2.0");
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Events::initialize();
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std::cout << "-- loading assets" << std::endl;
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Assets* assets = new Assets();
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int result = initialize_assets(assets);
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if (result){
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delete assets;
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Window::terminate();
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return result;
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}
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std::cout << "-- loading world" << std::endl;
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Camera *camera = new Camera(vec3(-320,255,32), radians(90.0f));
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WorldFiles *wfile = new WorldFiles("world/", REGION_VOL * (CHUNK_VOL * 2 + 8));
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Chunks *chunks = new Chunks(34,1,34, 0,0,0);
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Player* player = new Player(vec3(camera->position), 4.0f, camera);
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wfile->readPlayer(player);
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camera->rotation = mat4(1.0f);
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camera->rotate(player->camY, player->camX, 0);
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std::cout << "-- preparing systems" << std::endl;
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VoxelRenderer renderer(1024*1024);
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PhysicsSolver physics(vec3(0,-9.8f*2.0f,0));
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Lighting lighting(chunks);
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init_renderer();
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ChunksController chunksController(chunks, &lighting);
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float lastTime = glfwGetTime();
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float delta = 0.0f;
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long frame = 0;
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bool occlusion = false;
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glfwSwapInterval(1);
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std::cout << "-- initializing finished" << std::endl;
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while (!Window::isShouldClose()){
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frame++;
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float currentTime = glfwGetTime();
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delta = currentTime - lastTime;
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lastTime = currentTime;
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if (Events::jpressed(GLFW_KEY_O)){
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occlusion = !occlusion;
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}
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update_controls(&physics, chunks, player, delta);
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update_interaction(chunks, &physics, player, &lighting);
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chunks->setCenter(wfile, camera->position.x,0,camera->position.z);
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chunksController._buildMeshes(&renderer, frame);
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chunksController.loadVisible(wfile);
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draw_world(camera, assets, chunks, occlusion);
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Window::swapBuffers();
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Events::pullEvents();
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}
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std::cout << "-- saving world" << std::endl;
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wfile->writePlayer(player);
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write_world(wfile, chunks);
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close_world(wfile, chunks);
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std::cout << "-- shutting down" << std::endl;
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delete assets;
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finalize_renderer();
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Window::terminate();
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return 0;
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}
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