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@@ -12,7 +12,7 @@ uniform sampler2DArray tex;
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void main() {
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outColour = texture(tex, TexCoord);
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//outColour = vec4(.9, .9, .9, 1);
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// outColour = vec4(.9, .9, .9, 1);
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if (outColour.w == .0)
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discard;
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@@ -9,6 +9,7 @@ public:
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glm::vec3 Max;
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};
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// TODO: Trees
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class EntityCollider {
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public:
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@@ -30,5 +31,4 @@ private:
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};
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#endif
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@@ -4,9 +4,9 @@ Camera::Camera() {
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projMatrix = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 1000.0f);
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roll = 0.0f;
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pitch = 0.0f;
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yaw = 0.0f;
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Roll = 0.0f;
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Pitch = 0.0f;
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Yaw = 0.0f;
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Position = {};
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LookDirection = {};
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@@ -19,9 +19,9 @@ Camera::Camera(int w, int h) {
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projMatrix = glm::perspective(glm::radians(45.0f), (float)w / float(h), 0.1f, 1000.0f);
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roll = 0.0f;
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pitch = 0.0f;
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yaw = 0.0f;
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Roll = 0.0f;
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Pitch = 0.0f;
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Yaw = 0.0f;
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Position = {};
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LookDirection = {};
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@@ -38,9 +38,9 @@ void Camera::UpdateView() {
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glm::mat4 matYaw = glm::mat4(1.0f); //identity matrix
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// roll, pitch and yaw
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matRoll = glm::rotate(matRoll, roll, glm::vec3(0.0f, 0.0f, 1.0f));
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matPitch = glm::rotate(matPitch, pitch, glm::vec3(1.0f, 0.0f, 0.0f));
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matYaw = glm::rotate(matYaw, yaw, glm::vec3(0.0f, 1.0f, 0.0f));
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matRoll = glm::rotate(matRoll, Roll, glm::vec3(0.0f, 0.0f, 1.0f));
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matPitch = glm::rotate(matPitch, Pitch, glm::vec3(1.0f, 0.0f, 0.0f));
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matYaw = glm::rotate(matYaw, Yaw, glm::vec3(0.0f, 1.0f, 0.0f));
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glm::mat4 rotate = matRoll * matPitch * matYaw;
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@@ -99,8 +99,8 @@ void Camera::MoveCamera(Uint8* state) {
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// Rotate by camera direction
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glm::mat2 rotate {
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cos(yaw), -sin(yaw),
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sin(yaw), cos(yaw)
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cos(Yaw), -sin(Yaw),
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sin(Yaw), cos(Yaw)
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};
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glm::vec2 f(0.0, 1.0);
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@@ -149,11 +149,33 @@ void Camera::MouseMoved(glm::vec2 mouseDelta) {
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// note that yaw and pitch must be converted to radians.
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// this is done in UpdateView() by glm::rotate
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yaw += MouseSensitivity * (mouseDelta.x/100);
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pitch += MouseSensitivity * (mouseDelta.y/100);
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pitch = glm::clamp<float>(pitch, -M_PI/2, M_PI/2);
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Yaw += MouseSensitivity * (mouseDelta.x/100);
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Pitch += MouseSensitivity * (mouseDelta.y/100);
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Pitch = glm::clamp<float>(Pitch, -M_PI/2, M_PI/2);
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UpdateView();
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}
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void Camera::UpdatePosition(glm::vec3 position) {
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Position = position;
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}
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void Camera::UpdateEulerLookDirection(float roll, float pitch, float yaw) {
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Roll = roll; Pitch = pitch; Yaw = yaw;
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LookDirection.x = cos(Yaw) * cos(Pitch);
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LookDirection.y = sin(Yaw) * cos(Pitch);
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LookDirection.z = sin(Pitch);
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}
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void Camera::UpdateLookDirection(glm::vec3 lookDirection) {
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LookDirection = lookDirection;
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// TODO: calculate euler values from
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// look unit vector
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}
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@@ -22,11 +22,15 @@ public:
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float MouseSensitivity = 0.1f;
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float CameraSpeed = 2.0f;
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void UpdatePosition(glm::vec3 position);
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void UpdateEulerLookDirection(float roll, float pitch, float yaw);
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void UpdateLookDirection(glm::vec3 lookDirection);
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glm::vec3 Position = {};
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float Roll, Pitch, Yaw;
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glm::vec3 LookDirection = {};
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private:
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float roll, pitch, yaw;
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glm::mat4 viewMatrix = {};
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glm::mat4 projMatrix = {};
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@@ -53,7 +53,7 @@ Chunk::Chunk(int x, int z, std::shared_ptr<FastNoise> terrainGenerator) {
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continue;
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}
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if (pow(y / (float)CHUNK_HEIGHT, 1.1024f) + terrainGenerator->GetValueFractal(x + (Z * CHUNK_WIDTH), y, z + (X * CHUNK_DEPTH)) * 0.60f < 0.5f) {
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if (pow(y / (float)CHUNK_HEIGHT, 1.1024f) + terrainGenerator->GetNoise(x + (Z * CHUNK_WIDTH), y, z + (X * CHUNK_DEPTH)) * 0.60f < 0.5f) {
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Voxels.push_back((uint8_t)EBlockType::Grass);
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continue;
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@@ -13,7 +13,19 @@ Entity::Entity(glm::vec3 postion, glm::vec3 direction, std::shared_ptr<Camera> c
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}
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}
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Player::Player {
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Player::Player(glm::vec3 position, glm::vec3 direction) {
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}
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void Player::Move(Uint8* state) {
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}
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void Player::HandleMouseSDL(SDL_Event e) {
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}
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void UpdatePosition(glm::vec3 position);
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void UpdateDirection(glm::vec3 direction);
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void CameaUpdateProjection(int xres, int yres);
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@@ -39,7 +39,7 @@ public:
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Player(glm::vec3 position, glm::vec3 direction = {0.0f, 0.0f, 0.0f});
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void Move(Uint8* state);
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void HandleMouse(SDL_Event e);
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void HandleMouseSDL(SDL_Event e);
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void UpdatePosition(glm::vec3 position);
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void UpdateDirection(glm::vec3 direction);
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@@ -24,9 +24,9 @@ void World::LoadWorld() {
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m_noiseGenerator = std::make_shared<FastNoise>();
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m_noiseGenerator->SetSeed(rand());
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m_noiseGenerator->SetNoiseType(FastNoise::SimplexFractal);
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m_noiseGenerator->SetNoiseType(FastNoise::Perlin);
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m_noiseGenerator->SetFractalOctaves(5);
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m_noiseGenerator->SetFractalOctaves(8);
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for (int x = -4; x < 50; x++)
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for (int y = -50; y < 4; y++) {
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