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BIN
res/block_select.png
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BIN
res/block_select.png
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After Width: | Height: | Size: 258 KiB |
@ -61,7 +61,7 @@ int initialize_assets(Assets* assets) {
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LOAD_SHADER("res/ui.glslv", "res/ui.glslf", "ui");
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LOAD_TEXTURE("res/block.png", "block");
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//LOAD_TEXTURE("res/font.png", "font");
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LOAD_TEXTURE("res/block_select.png", "block_select");
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LOAD_FONT("res/font.png", "normal");
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return 0;
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@ -304,7 +304,7 @@ int main() {
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bool occlusion = false;
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bool devdata = false;
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glfwSwapInterval(1);
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glfwSwapInterval(0);
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std::cout << "-- initializing finished" << std::endl;
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@ -314,6 +314,7 @@ int main() {
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float currentTime = glfwGetTime();
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delta = currentTime - lastTime;
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lastTime = currentTime;
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int fps = 1 / delta;
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if (Events::jpressed(GLFW_KEY_O)){
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occlusion = !occlusion;
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@ -332,7 +333,7 @@ int main() {
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for (int i = 0; i < freeLoaders; i++)
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chunksController.loadVisible(wfile);
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draw_world(camera, assets, chunks, occlusion, devdata);
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draw_world(player, camera, assets, chunks, occlusion, devdata, fps);
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Window::swapBuffers();
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Events::pullEvents();
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@ -5,6 +5,10 @@
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#include <algorithm>
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#include <GL/glew.h>
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#ifndef std::string
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#include <string>
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#endif
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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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@ -41,6 +45,7 @@ int uiscale = 2;
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LineBatch *lineBatch;
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Batch2D *batch;
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Batch2D *activeBlockBatch;
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Camera *uicamera;
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void init_renderer(){
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@ -48,6 +53,7 @@ void init_renderer(){
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lineBatch = new LineBatch(4096);
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batch = new Batch2D(1024);
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activeBlockBatch = new Batch2D(1024);
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uicamera = new Camera(glm::vec3(), Window::height / uiscale);
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uicamera->perspective = false;
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}
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@ -57,6 +63,7 @@ void finalize_renderer(){
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delete crosshair;
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delete lineBatch;
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delete batch;
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delete activeBlockBatch;
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}
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void draw_chunk(size_t index, Camera* camera, Shader* shader, bool occlusion){
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@ -105,8 +112,8 @@ bool chunks_comparator(size_t i, size_t j) {
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}
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void draw_world(Camera* camera, Assets* assets, Chunks* chunks,
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bool occlusion, bool devdata){
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void draw_world(Player* player, Camera* camera, Assets* assets, Chunks* chunks,
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bool occlusion, bool devdata, int fps){
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glClearColor(0.7f,0.81f,1.0f,1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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@ -115,6 +122,7 @@ void draw_world(Camera* camera, Assets* assets, Chunks* chunks,
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// Draw VAO
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Texture* texture = assets->getTexture("block");
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Texture* blocks = assets->getTexture("block_select");
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Shader* shader = assets->getShader("main");
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Shader* crosshairShader = assets->getShader("crosshair");
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Shader* linesShader = assets->getShader("lines");
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@ -126,6 +134,7 @@ void draw_world(Camera* camera, Assets* assets, Chunks* chunks,
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shader->uniform3f("u_fogColor", 0.7f,0.71f,0.73f);
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shader->uniform3f("u_cameraPos", camera->position.x,camera->position.y,camera->position.z);
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texture->bind();
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// blocks->bind();
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std::vector<size_t> indices;
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@ -170,14 +179,27 @@ void draw_world(Camera* camera, Assets* assets, Chunks* chunks,
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uishader->uniformMatrix("u_projview", uicamera->getProjection());
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Font* font = assets->getFont("normal");
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// Texture* blocks = assets->getTexture("blocks")
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batch->begin();
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batch->texture(font->texture);
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// font->draw(batch, "void Font::draw(Batch2D* batch, std::string text, int x, int y) {", 10, 10);
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if (devdata){
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font->draw(batch, "devdata does not exist", 10, 10);
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font->draw(batch, "devdata does not exist", 16, 16);
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font->draw(batch, std::to_string((int)player->camera->position.x), 10, 30);
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font->draw(batch, std::to_string((int)player->camera->position.y), 50, 30);
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font->draw(batch, std::to_string((int)player->camera->position.z), 90, 30);
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font->draw(batch, "fps:", 16, 42);
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font->draw(batch, std::to_string(fps), 40, 42);
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}
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//batch->rect(0, 0, 256, 256);
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batch->render();
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activeBlockBatch->begin();
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activeBlockBatch->texture(blocks);
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float u = (player->choosenBlock % 16) / 16.0f;
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float v = 1.0f - ((player->choosenBlock / 16) / 16.0f) - 1.0f/16.0f;
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activeBlockBatch->rect(16, 280, 64, 64, u, v, 1.0f/16.0f, 1.0f/16.0f, 1,1,1,1);
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activeBlockBatch->render();
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}
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#endif // WORLD_RENDERER_CPP
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