prepare code for a more dynamic world

This commit is contained in:
JISAUAY 2025-11-10 14:28:29 -06:00
parent 5f1bf88374
commit 54a01e3a05
4 changed files with 78 additions and 9 deletions

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@ -19,6 +19,7 @@ add_executable(VoxelEngine
src/Object3D.h
src/Object3D.cpp
src/Camera.h
src/World.h
)
# --- Configure GLAD (from your src/ and include/ folders) ---

11
build.ps1 Normal file
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@ -0,0 +1,11 @@
cmake -S . -B build
cd build
cmake --build .
cd ..
cp vendor/lib-vc2022/glfw3.dll build/Debug
cp -r shaders/ build/Debug
cp -r objs/ build/Debug
cd build/Debug
.\VoxelEngine.exe

30
src/World.h Normal file
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@ -0,0 +1,30 @@
#ifndef WORLD_H
#define CAMERA_H
#include <unordered_set>
#include <glm/glm.hpp>
// Hash function for glm::ivec3 to use with unordered_set
namespace std {
template <>
struct hash<glm::ivec3> {
size_t operator()(const glm::ivec3& v) const {
// Combine hash values of x, y, z components
size_t h1 = hash<int>()(v.x);
size_t h2 = hash<int>()(v.y);
size_t h3 = hash<int>()(v.z);
// Use a simple hash combination algorithm
return h1 ^ (h2 << 1) ^ (h3 << 2);
}
};
}
class World
{
public:
std::unordered_set<glm::ivec3> voxels;
};
#endif WORLD_H

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@ -1,16 +1,18 @@
#include <iostream>
#include <unordered_set>
#include <glad/glad.h> // Must be included before GLFW
#include <GLFW/glfw3.h>
#include <iostream>
#include <glm/glm.hpp>
#include "Shader.h"
#include "Camera.h"
#include "Object3D.h"
#include "World.h"
// Window dimensions
unsigned int SCR_WIDTH = 800;
unsigned int SCR_HEIGHT = 600;
unsigned int SCR_WIDTH = 800 * 1.5;
unsigned int SCR_HEIGHT = 600 * 1.5;
// Jump
const float JUMP_COOLDOWN = 0.0f;
@ -169,6 +171,22 @@ void processInput(GLFWwindow *window)
camera.speed = CAMERA_SPEED * 20;
}
// Draw a cube at some x, y, z
void draw_cube(glm::ivec3 coords, Shader& shader, unsigned int VAO, size_t indexCount, const glm::mat4& view, const glm::mat4& projection) {
// Create model matrix for positioning the cube
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(coords));
// Calculate MVP matrix
glm::mat4 mvp = projection * view * model;
// Set the uniform and draw
shader.use();
shader.setMat4("u_mvp", mvp);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, nullptr);
}
int main() {
// 1. --- Initialize GLFW ---
if (!glfwInit()) {
@ -201,8 +219,18 @@ int main() {
// 5. --- Set up Vertex Data and Buffers ---
// Load Cube OBJ
World world;
Object3D cube = Object3D("objs/cube.obj");
// Place cubes in the world
for (int z = 0; z <= 32; z++) {
for (int x = 0; x <= 32; x++) {
world.voxels.insert(glm::ivec3(x, -1, z));
}
}
world.voxels.insert(glm::ivec3(7, 0, 13));
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO); // 1. Create Vertex Array Object (VAO)
glGenBuffers(1, &VBO); // 2. Create Vertex Buffer Object (VBO)
@ -256,11 +284,10 @@ int main() {
view = camera.getView();
// Draw the triangle
shader.use();
shader.setMat4("u_mvp", projection * view);
glBindVertexArray(VAO); // Bind the VAO (our triangle's "recipe")
glDrawElements(GL_TRIANGLES, cube.EBO_buffer.size(), GL_UNSIGNED_INT, nullptr); // Draw it!
// Draw the World
for (glm::ivec3 voxel_pos : world.voxels) {
draw_cube(voxel_pos, shader, VAO, cube.EBO_buffer.size(), view, projection);
}
double end_time = glfwGetTime();
float time_since_last_move = end_time - move_time;