Remove some comments and commit MeshChunk.cpp (accident)
parent
188f6ff20e
commit
9f53d17fc0
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@ -3,31 +3,21 @@
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#define STB_IMAGE_IMPLEMENTATION
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#include <iostream>
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#include <vector>
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#include <glew.h>
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#include <glfw3.h>
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#include <glm.hpp>
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#include <gtc/matrix_transform.hpp>
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#include <gtc/type_ptr.hpp>
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#include "engine/Window.h"
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#include "engine/Camera.h"
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#include "engine/graphics/Texture.h"
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#include "mesh/BlockModel.h"
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#include "engine/graphics/Shader.h"
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#include "mesh/MeshGenerator.h"
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#include "engine/Entity.h"
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#include "engine/Timer.h"
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#include "engine/TextureAtlas.h"
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#include "UDP.h"
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#include "engine/PerlinNoise.h"
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#include "blocks/BlockAtlas.h"
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#include "world/World.h"
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#include "engine/PerlinNoise.h"
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#include "engine/helpers/ArrayTrans3D.h"
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#include "engine/Timer.h"
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Window* window;
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Shader* shader;
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std::vector<Entity*> entities;
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Camera* camera;
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TextureAtlas* textureAtlas;
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@ -136,8 +126,6 @@ void genChunks(World* world) {
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double val = p.noise(pos.x / (double) 32, pos.z / (double) 32, pos.y / (double) 16) - pos.y * 0.08;
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std::cout << (int)(val > 0.5) << std::endl;
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blocks->push_back((int)(val > 0.5));
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}
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@ -148,34 +136,19 @@ void genChunks(World* world) {
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}
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int main(int argc, char* argv[]) {
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// UDP().start(argc, argv);
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// return 0;
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Timer boot("Initialization");
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//Window
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window = new Window(1366, 768);
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window->initialize();
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//Create camera
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camera = new Camera(glm::vec3(0.0f, 16.0f, 0.0f), glm::vec3(0, 1, 0), -90.0f, -45.0f, 10.0f, 0.1f);
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//Load Textures
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textureAtlas = new TextureAtlas("../Textures");
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//Create model
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blockAtlas = createAtlas();
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//Create world
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world = new World(blockAtlas);
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// for (int i = 0; i < 17; i++) {
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// world->newChunk(new glm::vec3(i, 0, 0), nullptr);
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// }
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//Generate Chunks
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genChunks(world);
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//Create shader
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shader = new Shader();
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shader->createFromFile("../GlProject/shader/world.vs", "../GlProject/shader/world.fs");
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@ -215,11 +188,6 @@ int main(int argc, char* argv[]) {
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textureAtlas->getTexture()->use();
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// for (auto &entity : entities) {
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// glUniformMatrix4fv(shader->getModelLocation(), 1, GL_FALSE, glm::value_ptr(entity->getModelMatrix()));
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// entity->draw();
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// }
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world->draw(shader->getModelLocation());
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Shader::clearShader();
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@ -0,0 +1,31 @@
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//
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// Created by aurailus on 15/12/18.
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//
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#include "MeshChunk.h"
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MeshChunk::MeshChunk() {
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ready = false;
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}
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MeshChunk::MeshChunk(BlockChunk *blockChunk) {
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this->blockChunk = blockChunk;
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ready = false;
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}
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bool MeshChunk::isReady() {
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return ready;
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}
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void MeshChunk::build(BlockAtlas* atlas) {
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std::vector<float> vertices;
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std::vector<unsigned int> indices;
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MeshGenerator mg;
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mg.build(blockChunk, atlas, vertices, indices);
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auto *mesh = new Mesh();
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mesh->create(&vertices, &indices);
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this->create(mesh);
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}
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