diff --git a/src/game.cpp b/src/game.cpp index ecb89ae..1ac05a5 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -97,6 +97,7 @@ void Game::Setup(int w, int h) { Texture texture; m_world->TextureID = texture.LoadTextures(TextureIdsAndPaths); + } void Game::Input(SDL_Event* e) { @@ -106,11 +107,23 @@ void Game::Input(SDL_Event* e) { while (SDL_PollEvent(e)) { m_activeCamera->HandleMouse(*e); - if (e->type == SDL_KEYDOWN) - if (state[SDL_SCANCODE_ESCAPE]) + + if (e->type == SDL_KEYDOWN) { + + if (state[SDL_SCANCODE_ESCAPE]) { + IsDisplayOpen = false; - if (e->type == SDL_QUIT) + + } + + } + + if (e->type == SDL_QUIT) { + IsDisplayOpen = false; + + } + } m_activeCamera->MoveCamera(state); diff --git a/src/renderer/face.cpp b/src/renderer/face.cpp index 30b1201..8a7f449 100644 --- a/src/renderer/face.cpp +++ b/src/renderer/face.cpp @@ -4,6 +4,7 @@ #include "camera.hpp" Face::Face(FaceDirection direction, int textureID, int asdf) { + Direction = direction; Texture = textureID; @@ -17,6 +18,7 @@ Face::Face(FaceDirection direction, int textureID, int asdf) { }; if (Direction == FaceDirection::Top) { + m_verticies = { { -0.5f, 0.5f, -0.5f }, { 0.5f, 0.5f, -0.5f }, @@ -25,8 +27,9 @@ Face::Face(FaceDirection direction, int textureID, int asdf) { { -0.5f, 0.5f, 0.5f }, { -0.5f, 0.5f, -0.5f }, }; - } - else if (Direction == FaceDirection::Bottom) { + + } else if (Direction == FaceDirection::Bottom) { + m_verticies = { { -0.5f, -0.5f, -0.5f }, { 0.5f, -0.5f, -0.5f }, @@ -35,8 +38,9 @@ Face::Face(FaceDirection direction, int textureID, int asdf) { { -0.5f, -0.5f, 0.5f }, { -0.5f, -0.5f, -0.5f }, }; - } - else if (Direction == FaceDirection::Front) { + + } else if (Direction == FaceDirection::Front) { + m_verticies = { { -0.5f, -0.5f, 0.5f }, { 0.5f, -0.5f, 0.5f }, @@ -46,7 +50,7 @@ Face::Face(FaceDirection direction, int textureID, int asdf) { { -0.5f, -0.5f, 0.5f }, }; - m_uvs = { + m_uvs = { { 1.0f, 1.0f }, { 0.0f, 1.0f }, { 0.0f, 0.0f }, @@ -54,8 +58,9 @@ Face::Face(FaceDirection direction, int textureID, int asdf) { { 1.0f, 0.0f }, { 1.0f, 1.0f }, }; - } - else if (Direction == FaceDirection::Back) { + + } else if (Direction == FaceDirection::Back) { + m_verticies = { { -0.5f, -0.5f, -0.5f }, { 0.5f, -0.5f, -0.5f }, @@ -73,8 +78,9 @@ Face::Face(FaceDirection direction, int textureID, int asdf) { { 1.0f, 0.0f }, { 1.0f, 1.0f }, }; - } - else if (Direction == FaceDirection::Left) { + + } else if (Direction == FaceDirection::Left) { + m_verticies = { { -0.5f, 0.5f, 0.5f }, { -0.5f, 0.5f, -0.5f }, @@ -83,7 +89,9 @@ Face::Face(FaceDirection direction, int textureID, int asdf) { { -0.5f, -0.5f, 0.5f }, { -0.5f, 0.5f, 0.5f }, }; + } else if (Direction == FaceDirection::Right) { + m_verticies = { { 0.5f, 0.5f, 0.5f }, { 0.5f, 0.5f, -0.5f }, @@ -92,6 +100,7 @@ Face::Face(FaceDirection direction, int textureID, int asdf) { { 0.5f, -0.5f, 0.5f }, { 0.5f, 0.5f, 0.5f }, }; + } m_vao = asdf; @@ -105,7 +114,9 @@ Face::Face(FaceDirection direction, int textureID, int asdf) { std::vector uvs; for (auto& uv : m_uvs) { + uvs.push_back({ uv.x, uv.y, textureID }); + } std::vector data; @@ -120,7 +131,7 @@ Face::Face(FaceDirection direction, int textureID, int asdf) { glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const void*)(m_verticies.size() * sizeof(glm::vec3))); - glBindVertexArray(m_vao); + glBindVertexArray(0); }