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16
src/game.cpp
16
src/game.cpp
@@ -85,14 +85,14 @@ void Game::Setup(int w, int h) {
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m_world = std::make_unique<World>();
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m_world->Voxels.push_back(std::make_shared<Voxel>(0, 0, 0));
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//m_world->Voxels.push_back(std::make_shared<Voxel>(1, 0, 0));
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//m_world->Voxels.push_back(std::make_shared<Voxel>(-1, 0, 0));
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//m_world->Voxels.push_back(std::make_shared<Voxel>(0, 0, 1));
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//m_world->Voxels.push_back(std::make_shared<Voxel>(0, 0, -1));
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//m_world->Voxels.push_back(std::make_shared<Voxel>(-1, 0, -1));
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//m_world->Voxels.push_back(std::make_shared<Voxel>(-1, 0, 1));
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//m_world->Voxels.push_back(std::make_shared<Voxel>(1, 0, 1));
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//m_world->Voxels.push_back(std::make_shared<Voxel>(1, 0, -1));
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m_world->Voxels.push_back(std::make_shared<Voxel>(1, 0, 0));
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m_world->Voxels.push_back(std::make_shared<Voxel>(-1, 0, 0));
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m_world->Voxels.push_back(std::make_shared<Voxel>(0, 0, 1));
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m_world->Voxels.push_back(std::make_shared<Voxel>(0, 0, -1));
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m_world->Voxels.push_back(std::make_shared<Voxel>(-1, 0, -1));
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m_world->Voxels.push_back(std::make_shared<Voxel>(-1, 0, 1));
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m_world->Voxels.push_back(std::make_shared<Voxel>(1, 0, 1));
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m_world->Voxels.push_back(std::make_shared<Voxel>(1, 0, -1));
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m_world->Shaders["Basic"] = std::make_shared<Shader>();
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m_world->Shaders["Basic"]->Load(GameConfig.ResourceBase + "shaders/simple");
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@@ -5,10 +5,30 @@
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#include "face.hpp"
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Voxel::Voxel(int x, int y, int z) {
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m_model = glm::translate(glm::mat4(1.0f), { (float)x, (float)y, (float)z });
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// Texture winding order - top, bottom, left, right, front, back
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m_faces.push_back(Face((FaceDirection)0, 2));
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m_faces.push_back(Face((FaceDirection)1, 0));
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m_faces.push_back(Face((FaceDirection)2, 1));
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m_faces.push_back(Face((FaceDirection)3, 1));
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m_faces.push_back(Face((FaceDirection)4, 1));
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m_faces.push_back(Face((FaceDirection)5, 1));
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for (auto& face : m_faces) {
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std::vector<glm::vec3> Vert;
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std::vector<glm::vec3> UVs;
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face.GetMesh(Vert, UVs);
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m_vertices.insert(m_vertices.end(), Vert.begin(), Vert.end());
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m_uvs.insert(m_uvs.end(), UVs.begin(), UVs.end());
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}
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Face top((FaceDirection)0, 2);
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std::vector<glm::vec3> topVert;
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std::vector<glm::vec3> topUVs;
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@@ -3,11 +3,11 @@
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#include "../common.hpp"
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#include "face.hpp"
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class Camera;
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class Shader;
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class Face;
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class Voxel {
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public:
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Voxel(int x, int y, int z);
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@@ -16,6 +16,8 @@ public:
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private:
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std::vector<Face> m_faces;
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GLuint m_vao = 0;
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GLuint m_vbo = 0;
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