WorldRenderer and HudRenderer classes
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@ -11,3 +11,4 @@ world
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.cproject
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.project
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.git
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/Default/
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@ -6,16 +6,22 @@
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CPP_SRCS += \
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../src/Assets.cpp \
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../src/player_control.cpp \
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../src/hud_render.cpp \
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../src/world_render.cpp \
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../src/voxel_engine.cpp
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OBJS += \
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./src/Assets.o \
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./src/player_control.o \
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../src/hud_render.o \
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../src/world_render.o \
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./src/voxel_engine.o
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CPP_DEPS += \
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./src/Assets.d \
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./src/player_control.d \
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../src/hud_render.d \
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../src/world_render.d \
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./src/voxel_engine.d
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@ -83,7 +83,7 @@ void setup_definitions() {
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block->skyLightPassing = true;
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block->obstacle = false;
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block->selectable = false;
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block->type = 0;
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block->model = 0;
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Block::blocks[block->id] = block;
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// DIRT 1
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@ -150,7 +150,7 @@ void setup_definitions() {
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block->drawGroup = 5;
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block->lightPassing = true;
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block->obstacle = false;
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block->type = 2;
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block->model = 2;
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Block::blocks[block->id] = block;
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// FLOWER 13
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@ -158,7 +158,7 @@ void setup_definitions() {
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block->drawGroup = 5;
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block->lightPassing = true;
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block->obstacle = false;
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block->type = 2;
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block->model = 2;
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Block::blocks[block->id] = block;
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}
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#endif // DECLARATIONS_H
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@ -300,7 +300,7 @@ inline void _renderXBlock(std::vector<float>& buffer, int x, int y, int z, const
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float xs = (float)(char)rand / 512;
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float zs = (float)(char)(rand >> 8) / 512;
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if (block->type != 2){
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if (block->model != 2){
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return;
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}
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@ -179,9 +179,9 @@ void update_interaction(Level* level, LineBatch* lineBatch){
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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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if (Block::blocks[vox->id]->type == 1){
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if (Block::blocks[vox->id]->model == 1){
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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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} else if (Block::blocks[vox->id]->type == 2){
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} else if (Block::blocks[vox->id]->model == 2){
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lineBatch->box(iend.x+0.4f, iend.y+0.3f, iend.z+0.4f, 0.805f,0.805f,0.805f, 0,0,0,0.5f);
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}
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@ -51,6 +51,7 @@ using namespace glm;
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#include "declarations.h"
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#include "world_render.h"
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#include "hud_render.h"
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#include "player_control.h"
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@ -77,7 +78,7 @@ void write_world(World* world, Level* level){
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world->wfile->writePlayer(level->player);
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}
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void update_level(World* world, Level* level, vec3 position, float delta, long frame){
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void update_level(World* world, Level* level, vec3 position, float delta, long frame, VoxelRenderer* renderer, LineBatch* lineBatch){
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update_controls(level->physics, level->chunks, level->player, delta);
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update_interaction(level, lineBatch);
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@ -134,7 +135,8 @@ int main() {
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Level* level = load_level(world, player);
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std::cout << "-- preparing systems" << std::endl;
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init_renderer();
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HudRenderer hud;
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WorldRenderer worldRenderer(level);
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float lastTime = glfwGetTime();
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float delta = 0.0f;
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@ -159,9 +161,9 @@ int main() {
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devdata = !devdata;
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}
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update_level(world, level, camera->position, delta, frame);
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draw_world(world, level, camera, assets, occlusion);
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draw_hud(world, level, assets, devdata, fps);
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update_level(world, level, camera->position, delta, frame, worldRenderer.renderer, worldRenderer.lineBatch);
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worldRenderer.draw(world, camera, assets, occlusion);
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hud.draw(world, level, assets, devdata, fps);
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Window::swapBuffers();
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Events::pullEvents();
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@ -172,7 +174,6 @@ int main() {
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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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Audio::finalize();
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Events::finalize();
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Window::terminate();
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@ -1,6 +1,9 @@
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#ifndef VOXELS_BLOCK_H_
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#define VOXELS_BLOCK_H_
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#define BLOCK_MODEL_CUBE 1
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#define BLOCK_MODEL_GRASS 2
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class Block {
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public:
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static Block* blocks[256];
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@ -15,7 +18,7 @@ public:
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bool obstacle = true;
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bool selectable = true;
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bool breakable = true;
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unsigned char type = 1;
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unsigned char model = 1;
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Block(unsigned int id, int texture);
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};
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@ -13,214 +13,30 @@
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#include <glm/ext.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "window/Window.h"
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#include "window/Camera.h"
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#include "graphics/Mesh.h"
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "graphics/LineBatch.h"
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#include "graphics/Batch3D.h"
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#include "voxels/Chunks.h"
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#include "voxels/Chunk.h"
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class World;
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class Level;
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class Camera;
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class Assets;
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class LineBatch;
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class Batch3D;
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class VoxelRenderer;
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class Shader;
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float _camera_cx;
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float _camera_cz;
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Chunks* _chunks;
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Mesh *crosshair;
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class WorldRenderer {
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Batch3D *batch3d;
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Level* level;
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float vertices[] = {
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// x y
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-0.01f,-0.01f,
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0.01f, 0.01f,
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void drawChunk(size_t index, Camera* camera, Shader* shader, bool occlusion);
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public:
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VoxelRenderer *renderer;
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LineBatch *lineBatch;
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-0.01f, 0.01f,
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0.01f,-0.01f,
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WorldRenderer(Level* level);
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~WorldRenderer();
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void draw(World* world, Camera* camera, Assets* assets, bool occlusion);
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};
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int attrs[] = {
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2, 0 //null terminator
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};
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int uiscale = 1;
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LineBatch *lineBatch;
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Batch2D *batch;
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Batch3D *batch3d;
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Camera *uicamera;
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VoxelRenderer *renderer;
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void init_renderer(){
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crosshair = new Mesh(vertices, 4, attrs);
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lineBatch = new LineBatch(4096);
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batch = new Batch2D(1024);
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batch3d = new Batch3D(1024);
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uicamera = new Camera(glm::vec3(), Window::height / uiscale);
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uicamera->perspective = false;
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uicamera->flipped = true;
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renderer = new VoxelRenderer();
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}
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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 renderer;
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}
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void draw_chunk(size_t index, Camera* camera, Shader* shader, bool occlusion){
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Chunk* chunk = _chunks->chunks[index];
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Mesh* mesh = _chunks->meshes[index];
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if (mesh == nullptr)
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return;
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// Simple frustum culling (culling chunks behind the camera in 2D - XZ)
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if (occlusion){
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const float cameraX = camera->position.x;
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const float cameraZ = camera->position.z;
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const float camDirX = camera->dir.x;
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const float camDirZ = camera->dir.z;
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bool unoccluded = false;
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do {
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if ((chunk->x*CHUNK_W-cameraX)*camDirX + (chunk->z*CHUNK_D-cameraZ)*camDirZ >= 0.0){
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unoccluded = true; break;
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}
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if (((chunk->x+1)*CHUNK_W-cameraX)*camDirX + (chunk->z*CHUNK_D-cameraZ)*camDirZ >= 0.0){
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unoccluded = true; break;
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}
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if (((chunk->x+1)*CHUNK_W-cameraX)*camDirX + ((chunk->z+1)*CHUNK_D-cameraZ)*camDirZ >= 0.0){
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unoccluded = true; break;
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}
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if ((chunk->x*CHUNK_W-cameraX)*camDirX + ((chunk->z+1)*CHUNK_D-cameraZ)*camDirZ >= 0.0){
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unoccluded = true; break;
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}
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} while (false);
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if (!unoccluded)
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return;
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}
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mat4 model = glm::translate(mat4(1.0f), vec3(chunk->x*CHUNK_W+0.5f, chunk->y*CHUNK_H+0.5f, chunk->z*CHUNK_D+0.5f));
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shader->uniformMatrix("u_model", model);
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mesh->draw(GL_TRIANGLES);
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}
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bool chunks_comparator(size_t i, size_t j) {
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Chunk* a = _chunks->chunks[i];
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Chunk* b = _chunks->chunks[j];
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return ((a->x + 0.5f - _camera_cx)*(a->x + 0.5f - _camera_cx) + (a->z + 0.5f - _camera_cz)*(a->z + 0.5f - _camera_cz)
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>
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(b->x + 0.5f - _camera_cx)*(b->x + 0.5f - _camera_cx) + (b->z + 0.5f - _camera_cz)*(b->z + 0.5f - _camera_cz));
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}
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void draw_hud(World* world, Level* level, Assets* assets, bool devdata, int fps){
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Chunks* chunks = level->chunks;
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Player* player = level->player;
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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Shader* uishader = assets->getShader("ui");
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uishader->use();
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uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
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// draw debug info
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Font* font = assets->getFont("normal");
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batch->begin();
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if (devdata){
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font->draw(batch, L"chunks: "+std::to_wstring(chunks->chunksCount), 16, 16, STYLE_OUTLINE);
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font->draw(batch, std::to_wstring((int)player->camera->position.x), 10, 30, STYLE_OUTLINE);
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font->draw(batch, std::to_wstring((int)player->camera->position.y), 50, 30, STYLE_OUTLINE);
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font->draw(batch, std::to_wstring((int)player->camera->position.z), 90, 30, STYLE_OUTLINE);
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font->draw(batch, L"fps:", 16, 42, STYLE_OUTLINE);
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font->draw(batch, std::to_wstring(fps), 40, 42, STYLE_OUTLINE);
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}
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batch->render();
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// choosen block preview
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Texture* blocks = assets->getTexture("block");
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Texture* sprite = assets->getTexture("sprite");
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batch->texture(sprite);
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batch->sprite(16, 640, 64, 64, 16, 0, vec4(1.0f));
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batch->texture(blocks);
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Block* cblock = Block::blocks[player->choosenBlock];
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if (cblock->type == 1){
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batch->blockSprite(24, 648, 48, 48, 16, cblock->textureFaces, vec4(1.0f));
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} else if (cblock->type == 2){
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batch->sprite(24, 648, 48, 48, 16, cblock->textureFaces[3], vec4(1.0f));
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}
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batch->render();
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}
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void draw_world(World* world, Level* level, Camera* camera, Assets* assets, bool occlusion){
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Chunks* chunks = level->chunks;
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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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glEnable(GL_CULL_FACE);
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_chunks = chunks;
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Texture* texture = assets->getTexture("block");
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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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shader->use();
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shader->uniformMatrix("u_proj", camera->getProjection());
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shader->uniformMatrix("u_view", camera->getView());
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shader->uniform1f("u_gamma", 1.6f);
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shader->uniform3f("u_skyLightColor", 2.2f,2.2f,2.2f);
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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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std::vector<size_t> indices;
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for (size_t 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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if (chunks->meshes[i] != nullptr)
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indices.push_back(i);
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}
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float px = camera->position.x / (float)CHUNK_W;
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float pz = camera->position.z / (float)CHUNK_D;
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_camera_cx = px;
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_camera_cz = pz;
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std::sort(indices.begin(), indices.end(), chunks_comparator);
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for (size_t i = 0; i < indices.size(); i++){
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draw_chunk(indices[i], camera, shader, occlusion);
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}
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shader->uniformMatrix("u_model", mat4(1.0f));
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batch3d->begin();
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// draw 3D stuff here
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batch3d->render();
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crosshairShader->use();
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crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
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crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));
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crosshair->draw(GL_LINES);
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linesShader->use();
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linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView());
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glLineWidth(2.0f);
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lineBatch->line(camera->position.x, camera->position.y-0.1f, camera->position.z, camera->position.x+0.01f, camera->position.y-0.1f, camera->position.z, 1, 0, 0, 1);
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lineBatch->line(camera->position.x, camera->position.y-0.1f, camera->position.z, camera->position.x, camera->position.y-0.1f, camera->position.z+0.01f, 0, 0, 1, 1);
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lineBatch->line(camera->position.x, camera->position.y-0.1f, camera->position.z, camera->position.x, camera->position.y-0.1f+0.01f, camera->position.z, 0, 1, 0, 1);
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lineBatch->render();
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}
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#endif // WORLD_RENDERER_CPP
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