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@@ -25,6 +25,8 @@ add_executable(VoxelEngine
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src/Mesh.cpp
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src/Chunk.h
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src/Chunk.cpp
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src/Player.h
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src/Perlin.h
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)
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# --- Configure GLAD (from your src/ and include/ folders) ---
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@@ -41,3 +41,21 @@ When placing a block, the program now raycasts to place where the camera is look
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It took me a couple of days to fix the ray casting. I forgot that my mesh is offset by 0.5, so 3/4 raycasts looked at least a block off of what the camera was looking at.
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## 0.7.0 : Physics - 11/18/25
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Woah! The camera doesn't just phase through placed blocks anymore! The camera can also fall into the void for eternity! So cool!
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## 0.8.0 : Data Structure Redo - 11/19/25
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Final part of the blog post tutorial. Changing the data structure of the Chunk's to store voxels in a 1d array instead of a HashMap.
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## 0.9.0 : Perlin Noise - 11/24/25
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Woah! Look at that, not a flat plane of dirt. This update adds variation to terrian height with a height map generated by perlin noise. Unfortunately, this tanks FPS. So I need to make the engine _faster_.
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@@ -13,10 +13,12 @@ void main()
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// You can now use v_VoxelKind to modify the color
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// Example: Different colors for different voxel types
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vec3 color = u_Color;
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if (v_VoxelKind == 0.0) {
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if (v_VoxelKind == 1.0) {
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// Dirt - brownish
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color *= vec3(0.6, 0.4, 0.2);
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} else if (v_VoxelKind == 1.0) {
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} else if (v_VoxelKind == 2.0) {
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color *= vec3(0.2, 0.8, 0.2);
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} else if (v_VoxelKind == 3.0) {
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// Stone - grayish (keep as is)
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}
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+80
-120
@@ -1,77 +1,39 @@
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#ifndef CAMERA_H
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#define CAMERA_H
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#include <math.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "World.h"
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#include "Player.h"
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#include "Frustum.h"
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const float CAMERA_HEIGHT = 1.8f;
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const float GRAVITY = 18.6f; // Should be in m/s^2 but it doesn't really work out with 9.8 so we double it
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class Camera
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{
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public:
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glm::vec3 position;
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Player* player;
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glm::vec3 target;
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glm::vec3 direction;
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glm::vec3 up;
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// Movement
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glm::vec3 horizontal_velocity;
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glm::vec3 forward_velocity;
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glm::vec3 vertical_velocity;
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bool grounded;
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float speed;
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glm::vec3 worldUp;
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Camera(float speed, glm::vec3 pos)
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Camera(Player* player)
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{
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this->speed = speed;
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this->vertical_velocity = glm::vec3(0.0f);
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this->horizontal_velocity = glm::vec3(0.0f);
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this->forward_velocity = glm::vec3(0.0f);
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this->position = pos;
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this->player = player;
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this->target = glm::vec3(0.0f, 0.0f, -1.0f);
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this->direction = glm::normalize(this->position);
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this->direction = glm::normalize(this->player->position);
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this->worldUp = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 right = glm::normalize(glm::cross(up, this->direction));
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this->up = glm::cross(this->direction, right);
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this->grounded = false;
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}
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Camera(glm::vec3 pos, glm::vec3 target, float speed)
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{
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this->speed = speed;
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this->vertical_velocity = glm::vec3(0.0f);
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this->horizontal_velocity = glm::vec3(0.0f);
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this->forward_velocity = glm::vec3(0.0f);
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this->position = pos;
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this->target = target;
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this->direction = glm::normalize(this->position - this->target);
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this->worldUp = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 right = glm::normalize(glm::cross(up, this->direction));
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this->up = glm::cross(this->direction, right);
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this->grounded = false;
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}
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glm::mat4 getView()
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{
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glm::vec3 real_camera_pos = this->position;
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real_camera_pos.y += CAMERA_HEIGHT;
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glm::vec3 real_camera_pos = this->player->getEyePosition();
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glm::mat4 v = glm::lookAt(real_camera_pos,
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real_camera_pos + this->target,
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@@ -80,82 +42,80 @@ class Camera
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return v;
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}
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void move(World* world, float time) // time passed in seconds since last move
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{
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// bool in_air = this->position.y > 1;
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// if (this->position.y > 1)
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// this->vertical_velocity.y -= (GRAVITY * time); // no way! physics reference?
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glm::vec3 velocity = this->forward_velocity + this->horizontal_velocity + this->vertical_velocity;
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glm::vec3 position_delta = (velocity * time);
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// glm::vec3 new_position = this->position + position_delta;
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// AABB Algorithm
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glm::vec3 aabb_dims = glm::vec3(0.8f, 1.8f, 0.8f);
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glm::vec3 aabb_half_dims = aabb_dims / 2.0f;
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glm::vec3 aabb_center_offset = glm::vec3(0.0f, aabb_dims.y / 2.0f, 0.0f);
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bool y_axis_collided = false;
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for (int axis = 0; axis < 3; axis++) {
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glm::vec3 target_position = this->position;
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target_position[axis] += position_delta[axis];
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glm::vec3 aabb_center = target_position + aabb_center_offset;
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glm::vec3 adjusted_center = aabb_center + glm::vec3(0.5f, 0.5f, 0.5f);
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glm::vec3 min = glm::floor(adjusted_center - aabb_half_dims);
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glm::vec3 max = glm::ceil(adjusted_center + aabb_half_dims);
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bool collided = false;
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for (int x = min.x; x < max.x && !collided; x++) {
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for (int y = min.y; y < max.y && !collided; y++) {
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for (int z = min.z; z < max.z && !collided; z++) {
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glm::ivec3 calculated_position = glm::ivec3(x, y, z);
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if (world->get_voxel(calculated_position).has_value()) {
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collided = true;
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// std::cout << "Collided!!" << std::endl;
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}
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}
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}
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}
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if (!collided) {
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this->position[axis] = target_position[axis];
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} else if (axis == 1) {
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y_axis_collided = true;
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grounded = true;
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this->vertical_velocity.y = 0.0f;
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}
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}
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if (!y_axis_collided) {
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this->vertical_velocity.y -= GRAVITY * time;
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grounded = false;
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}
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// this->position += movement;
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// Don't want to clip into the ground right
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// if (this->position.y <= 1 && in_air)
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// {
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// this->position.y = 0.0f;
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// this->vertical_velocity.y = 0.0f;
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// }
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glm::vec3 getEyePosition() const {
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return player->getEyePosition();
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}
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glm::vec3 getEyePosition() const {
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return position + glm::vec3(0.0f, CAMERA_HEIGHT, 0.0f);
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// Build frustum from view-projection matrix (more reliable method)
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Frustum createFrustumFromMatrix(const glm::mat4& viewProj) {
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Frustum frustum;
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// Extract planes from view-projection matrix
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// Left plane
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frustum.leftFace.normal.x = viewProj[0][3] + viewProj[0][0];
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frustum.leftFace.normal.y = viewProj[1][3] + viewProj[1][0];
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frustum.leftFace.normal.z = viewProj[2][3] + viewProj[2][0];
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frustum.leftFace.distance = viewProj[3][3] + viewProj[3][0];
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// Right plane
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frustum.rightFace.normal.x = viewProj[0][3] - viewProj[0][0];
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frustum.rightFace.normal.y = viewProj[1][3] - viewProj[1][0];
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frustum.rightFace.normal.z = viewProj[2][3] - viewProj[2][0];
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frustum.rightFace.distance = viewProj[3][3] - viewProj[3][0];
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// Bottom plane
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frustum.bottomFace.normal.x = viewProj[0][3] + viewProj[0][1];
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frustum.bottomFace.normal.y = viewProj[1][3] + viewProj[1][1];
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frustum.bottomFace.normal.z = viewProj[2][3] + viewProj[2][1];
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frustum.bottomFace.distance = viewProj[3][3] + viewProj[3][1];
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// Top plane
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frustum.topFace.normal.x = viewProj[0][3] - viewProj[0][1];
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frustum.topFace.normal.y = viewProj[1][3] - viewProj[1][1];
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frustum.topFace.normal.z = viewProj[2][3] - viewProj[2][1];
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frustum.topFace.distance = viewProj[3][3] - viewProj[3][1];
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// Near plane
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frustum.nearFace.normal.x = viewProj[0][3] + viewProj[0][2];
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frustum.nearFace.normal.y = viewProj[1][3] + viewProj[1][2];
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frustum.nearFace.normal.z = viewProj[2][3] + viewProj[2][2];
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frustum.nearFace.distance = viewProj[3][3] + viewProj[3][2];
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// Far plane
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frustum.farFace.normal.x = viewProj[0][3] - viewProj[0][2];
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frustum.farFace.normal.y = viewProj[1][3] - viewProj[1][2];
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frustum.farFace.normal.z = viewProj[2][3] - viewProj[2][2];
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frustum.farFace.distance = viewProj[3][3] - viewProj[3][2];
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// Normalize all planes
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float length;
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length = glm::length(frustum.leftFace.normal);
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frustum.leftFace.normal /= length;
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frustum.leftFace.distance /= length;
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length = glm::length(frustum.rightFace.normal);
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frustum.rightFace.normal /= length;
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frustum.rightFace.distance /= length;
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length = glm::length(frustum.bottomFace.normal);
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frustum.bottomFace.normal /= length;
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frustum.bottomFace.distance /= length;
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length = glm::length(frustum.topFace.normal);
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frustum.topFace.normal /= length;
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frustum.topFace.distance /= length;
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length = glm::length(frustum.nearFace.normal);
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frustum.nearFace.normal /= length;
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frustum.nearFace.distance /= length;
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length = glm::length(frustum.farFace.normal);
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frustum.farFace.normal /= length;
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frustum.farFace.distance /= length;
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return frustum;
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}
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};
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#endif
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+34
-25
@@ -51,10 +51,10 @@ void addFace(glm::ivec3 pos, const float *faceVertices, float voxelKind, std::ve
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float world_z = v[2] + pos.z;
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// Debug: Print first vertex of first face
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if (vbo.empty() && i == 0) {
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std::cout << "[MESH] First vertex - Local pos: (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl;
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std::cout << "[MESH] First vertex - World: (" << world_x << ", " << world_y << ", " << world_z << ")" << std::endl;
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}
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// if (vbo.empty() && i == 0) {
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// std::cout << "[MESH] First vertex - Local pos: (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl;
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// std::cout << "[MESH] First vertex - World: (" << world_x << ", " << world_y << ", " << world_z << ")" << std::endl;
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// }
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vbo.push_back(world_x);
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vbo.push_back(world_y);
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@@ -73,17 +73,14 @@ void addFace(glm::ivec3 pos, const float *faceVertices, float voxelKind, std::ve
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}
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Chunk::Chunk() {
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// mesh is initially null (nullptr)
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}
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Chunk::Chunk(std::unordered_map<glm::ivec3, VoxelKind> voxels) {
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this->voxels = voxels;
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this->data.fill(VoxelKind::Air);
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}
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Mesh* Chunk::getMesh() {
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// Generate mesh on first access if not already generated
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if (!mesh && !voxels.empty()) {
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// Generate mesh on first access if not already generated, or if dirty
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if ((!mesh || mesh_dirty) && !this->isEmpty()) {
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generateMesh();
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mesh_dirty = false;
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}
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return mesh.get();
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}
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@@ -103,14 +100,35 @@ void Chunk::generateMesh() {
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std::pair(glm::ivec3(0, 0, -1), backFace) // back
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};
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for (const std::pair<const glm::ivec3, VoxelKind>& pair : voxels) {
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const glm::ivec3& pos = pair.first;
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const VoxelKind& kind = pair.second;
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for (int i = 0; i < TOTAL; ++i) {
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VoxelKind kind = this->data[i];
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if (kind == VoxelKind::Air) continue;
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for (const std::pair<glm::ivec3, const float*>& neighborPair : neighbors) {
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int x = i % SIZE;
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int y = (i / SIZE) % SIZE;
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int z = i / (SIZE * SIZE);
|
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|
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glm::ivec3 pos(x, y, z);
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for (const auto& neighborPair : neighbors) {
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glm::ivec3 dir = neighborPair.first;
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const float* face = neighborPair.second;
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if (voxels.count(pos + dir) == 0) {
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int nx = x + dir.x;
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int ny = y + dir.y;
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int nz = z + dir.z;
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|
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bool neighbour_is_solid = false;
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// in-bounds neighbor -> check data
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if (nx >= 0 && nx < SIZE && ny >= 0 && ny < SIZE && nz >= 0 && nz < SIZE) {
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// std::cout << "Accessing " << nx << ", " << ny << ", " << nz << std::endl;
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neighbour_is_solid = (data[index(nx, ny, nz)] != VoxelKind::Air);
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} else {
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// neighbour out of this chunk: treat as air (exposed face)
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// or call into World to query adjacent chunk here
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neighbour_is_solid = false;
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}
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|
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if (!neighbour_is_solid) {
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addFace(pos, face, static_cast<float>(kind), vboData, eboData);
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}
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}
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@@ -125,12 +143,3 @@ void Chunk::generateMesh() {
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// Now, upload this data to our mesh object
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mesh->uploadData(vboData, eboData);
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}
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void Chunk::regenerateMesh() {
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std::cout << "[REGENERATE] Regenerating mesh with " << voxels.size() << " voxels" << std::endl;
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if (!voxels.empty()) {
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auto first = voxels.begin();
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std::cout << "[REGENERATE] First voxel at local: (" << first->first.x << ", " << first->first.y << ", " << first->first.z << ")" << std::endl;
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}
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this->generateMesh();
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}
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+53
-5
@@ -1,21 +1,28 @@
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||||
#ifndef CHUNK_H
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#define CHUNK_H
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#include <cstdint>
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#include <unordered_map>
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#include <memory>
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||||
#include <array>
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#include <algorithm>
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#include <iostream>
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|
||||
#include <glm/glm.hpp>
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|
||||
#include "Mesh.h"
|
||||
|
||||
enum VoxelKind {
|
||||
enum class VoxelKind : uint8_t {
|
||||
Air,
|
||||
Dirt,
|
||||
Grass,
|
||||
Stone
|
||||
};
|
||||
|
||||
const int CHUNK_SIZE = 32;
|
||||
|
||||
// Hash function for glm::ivec3 to use with unordered_set
|
||||
// Still used in World.h
|
||||
namespace std {
|
||||
template <>
|
||||
struct hash<glm::ivec3> {
|
||||
@@ -33,18 +40,59 @@ namespace std {
|
||||
|
||||
class Chunk {
|
||||
public:
|
||||
std::unordered_map<glm::ivec3, VoxelKind> voxels;
|
||||
|
||||
Chunk();
|
||||
Chunk(std::unordered_map<glm::ivec3, VoxelKind> voxels);
|
||||
|
||||
Mesh* getMesh(); // Returns pointer, can be null if not generated yet
|
||||
|
||||
void generateMesh();
|
||||
void regenerateMesh();
|
||||
|
||||
// Accessors
|
||||
inline VoxelKind get(int x, int y, int z) const {
|
||||
return data[index(x, y, z)];
|
||||
}
|
||||
inline VoxelKind get(glm::ivec3 pos) const {
|
||||
// std::cout << "Getting Pos (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl;
|
||||
return data[index(pos.x, pos.y, pos.z)];
|
||||
}
|
||||
|
||||
// Mutators
|
||||
inline void set(int x, int y, int z, VoxelKind v) {
|
||||
data[index(x, y, z)] = v;
|
||||
empty_checked = false; // Invalidate cache
|
||||
mesh_dirty = true; // Mark mesh as needing regeneration
|
||||
}
|
||||
inline void set(glm::ivec3 pos, VoxelKind v) {
|
||||
// std::cout << "Setting Pos (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl;
|
||||
data[index(pos.x, pos.y, pos.z)] = v;
|
||||
empty_checked = false; // Invalidate cache
|
||||
mesh_dirty = true; // Mark mesh as needing regeneration
|
||||
}
|
||||
|
||||
// Other
|
||||
inline bool isEmpty() const {
|
||||
if (!empty_checked) {
|
||||
is_empty = std::all_of(data.begin(), data.end(), [](VoxelKind k){
|
||||
return k == VoxelKind::Air;
|
||||
});
|
||||
empty_checked = true;
|
||||
}
|
||||
return is_empty;
|
||||
}
|
||||
|
||||
private:
|
||||
static constexpr int SIZE = CHUNK_SIZE;
|
||||
static constexpr int TOTAL = SIZE * SIZE * SIZE;
|
||||
std::array<VoxelKind, TOTAL> data;
|
||||
|
||||
std::unique_ptr<Mesh> mesh; // Nullable mesh
|
||||
mutable bool is_empty = true; // Cache empty state
|
||||
mutable bool empty_checked = false; // Track if we've checked
|
||||
bool mesh_dirty = true; // Track if mesh needs regeneration
|
||||
|
||||
static inline constexpr int index(int x, int y, int z) noexcept {
|
||||
return x + (y * SIZE) + (z * SIZE * SIZE);
|
||||
}
|
||||
};
|
||||
|
||||
#endif CHUNK_H
|
||||
#endif // CHUNK_H
|
||||
@@ -0,0 +1,71 @@
|
||||
#ifndef FRUSTUM_H
|
||||
#define FRUSTUM_H
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
struct Plane {
|
||||
glm::vec3 normal = { 0.0f, 1.0f, 0.0f };
|
||||
float distance = 0.0f;
|
||||
|
||||
// Distance from point to plane (positive = in front, negative = behind)
|
||||
float distanceToPoint(const glm::vec3& point) const {
|
||||
return glm::dot(normal, point) + distance;
|
||||
}
|
||||
};
|
||||
|
||||
struct AABB {
|
||||
glm::vec3 min;
|
||||
glm::vec3 max;
|
||||
|
||||
// Get center point
|
||||
glm::vec3 getCenter() const {
|
||||
return (min + max) * 0.5f;
|
||||
}
|
||||
|
||||
// Get positive extents (half-size)
|
||||
glm::vec3 getExtents() const {
|
||||
return (max - min) * 0.5f;
|
||||
}
|
||||
};
|
||||
|
||||
struct Frustum {
|
||||
Plane topFace;
|
||||
Plane bottomFace;
|
||||
Plane rightFace;
|
||||
Plane leftFace;
|
||||
Plane farFace;
|
||||
Plane nearFace;
|
||||
|
||||
// Test if AABB is in frustum (returns true if visible)
|
||||
bool isAABBVisible(const AABB& aabb) const {
|
||||
// For each plane, check if the AABB is completely behind it
|
||||
// If it's behind any plane, it's outside the frustum
|
||||
return isOnOrForwardPlane(topFace, aabb) &&
|
||||
isOnOrForwardPlane(bottomFace, aabb) &&
|
||||
isOnOrForwardPlane(rightFace, aabb) &&
|
||||
isOnOrForwardPlane(leftFace, aabb) &&
|
||||
isOnOrForwardPlane(farFace, aabb) &&
|
||||
isOnOrForwardPlane(nearFace, aabb);
|
||||
}
|
||||
|
||||
private:
|
||||
// Check if AABB is on or in front of plane
|
||||
bool isOnOrForwardPlane(const Plane& plane, const AABB& aabb) const {
|
||||
// Get the positive vertex (furthest point in direction of normal)
|
||||
const glm::vec3 center = aabb.getCenter();
|
||||
const glm::vec3 extents = aabb.getExtents();
|
||||
|
||||
// Project extents onto plane normal to get the effective radius
|
||||
const float radius = extents.x * std::abs(plane.normal.x) +
|
||||
extents.y * std::abs(plane.normal.y) +
|
||||
extents.z * std::abs(plane.normal.z);
|
||||
|
||||
// Distance from center to plane
|
||||
const float dist = plane.distanceToPoint(center);
|
||||
|
||||
// AABB is visible if center is within radius distance from plane
|
||||
return dist >= -radius;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,87 @@
|
||||
#ifndef PERLIN_H
|
||||
#define PERLIN_H
|
||||
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
#include <random>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
|
||||
// Doesn't need to be super fast because assumedly I'm not making Perlin noise _that_ often
|
||||
std::vector<int> makePermutation() {
|
||||
std::vector<int> permutation;
|
||||
|
||||
for (int i = 0; i < 256; i++) {
|
||||
permutation.push_back(i);
|
||||
}
|
||||
|
||||
std::random_device rd;
|
||||
std::mt19937 g(rd());
|
||||
|
||||
std::shuffle(permutation.begin(), permutation.end(), g);
|
||||
|
||||
for (int i = 0; i < 256; i++) {
|
||||
permutation.push_back(permutation[i]);
|
||||
}
|
||||
|
||||
return permutation;
|
||||
}
|
||||
|
||||
glm::vec2 getConstantVector(int v) {
|
||||
int h = v & 3;
|
||||
|
||||
if (h == 0) {
|
||||
return glm::vec2(1.0f, 1.0f);
|
||||
} else if (h == 1) {
|
||||
return glm::vec2(-1.0f, 1.0f);
|
||||
} else if (h == 2) {
|
||||
return glm::vec2(-1.0f, -1.0f);
|
||||
}
|
||||
|
||||
return glm::vec2(1.0f, -1.0f);
|
||||
}
|
||||
|
||||
float fade(float t) {
|
||||
return ((6 * t - 15) * t + 10) * t * t * t;
|
||||
}
|
||||
|
||||
// linear interpolation
|
||||
float lerp(float t, float a1, float a2) {
|
||||
return a1 + t * (a2 - a1);
|
||||
}
|
||||
|
||||
float perlinNoise2D(const float x, const float y, const std::vector<int>& permutation) {
|
||||
const int X = (int)floorf(x) & 255;
|
||||
const int Y = (int)floorf(y) & 255;
|
||||
|
||||
const float xf = x - floorf(x);
|
||||
const float yf = y - floorf(y);
|
||||
|
||||
const glm::vec2 topRight = glm::vec2(xf - 1.0f, yf - 1.0f);
|
||||
const glm::vec2 topLeft = glm::vec2(xf, yf - 1.0f);
|
||||
const glm::vec2 bottomRight = glm::vec2(xf - 1.0f, yf);
|
||||
const glm::vec2 bottomLeft = glm::vec2(xf, yf);
|
||||
|
||||
const int valueTopRight = permutation[permutation[X+1]+Y+1];
|
||||
const int valueTopLeft = permutation[permutation[X]+Y+1];
|
||||
const int valueBottomRight = permutation[permutation[X+1]+Y];
|
||||
const int valueBottomLeft = permutation[permutation[X]+Y];
|
||||
|
||||
const auto dotTopRight = glm::dot(topRight, getConstantVector(valueTopRight));
|
||||
const auto dotTopLeft = glm::dot(topLeft, getConstantVector(valueTopLeft));
|
||||
const auto dotBottomRight = glm::dot(bottomRight, getConstantVector(valueBottomRight));
|
||||
const auto dotBottomLeft = glm::dot(bottomLeft, getConstantVector(valueBottomLeft));
|
||||
|
||||
const float u = fade(xf);
|
||||
const float v = fade(yf);
|
||||
|
||||
return lerp(
|
||||
u,
|
||||
lerp(v, dotBottomLeft, dotTopLeft),
|
||||
lerp(v, dotBottomRight, dotTopRight)
|
||||
);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,88 @@
|
||||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include "World.h"
|
||||
|
||||
const float PLAYER_HEIGHT = 1.8f;
|
||||
const float GRAVITY = 18.6f; // Should be in m/s^2 but it doesn't really work out with 9.8 so we double it
|
||||
|
||||
class Player
|
||||
{
|
||||
public:
|
||||
glm::vec3 position;
|
||||
|
||||
// Movement velocities
|
||||
glm::vec3 horizontal_velocity;
|
||||
glm::vec3 forward_velocity;
|
||||
glm::vec3 vertical_velocity;
|
||||
|
||||
bool grounded;
|
||||
float speed;
|
||||
|
||||
Player(float speed, glm::vec3 pos)
|
||||
{
|
||||
this->speed = speed;
|
||||
this->position = pos;
|
||||
|
||||
this->horizontal_velocity = glm::vec3(0.0f);
|
||||
this->forward_velocity = glm::vec3(0.0f);
|
||||
this->vertical_velocity = glm::vec3(0.0f);
|
||||
|
||||
this->grounded = false;
|
||||
}
|
||||
|
||||
void move(World* world, float time) // time passed in seconds since last move
|
||||
{
|
||||
glm::vec3 velocity = this->forward_velocity + this->horizontal_velocity + this->vertical_velocity;
|
||||
glm::vec3 position_delta = (velocity * time);
|
||||
|
||||
// AABB Algorithm
|
||||
glm::vec3 aabb_dims = glm::vec3(0.8f, 1.8f, 0.8f);
|
||||
glm::vec3 aabb_half_dims = aabb_dims / 2.0f;
|
||||
glm::vec3 aabb_center_offset = glm::vec3(0.0f, aabb_dims.y / 2.0f, 0.0f);
|
||||
|
||||
bool y_axis_collided = false;
|
||||
|
||||
for (int axis = 0; axis < 3; axis++) {
|
||||
glm::vec3 target_position = this->position;
|
||||
target_position[axis] += position_delta[axis];
|
||||
|
||||
glm::vec3 aabb_center = target_position + aabb_center_offset;
|
||||
glm::vec3 adjusted_center = aabb_center + glm::vec3(0.5f, 0.5f, 0.5f);
|
||||
glm::vec3 min = glm::floor(adjusted_center - aabb_half_dims);
|
||||
glm::vec3 max = glm::ceil(adjusted_center + aabb_half_dims);
|
||||
|
||||
bool collided = false;
|
||||
for (int x = min.x; x < max.x && !collided; x++) {
|
||||
for (int y = min.y; y < max.y && !collided; y++) {
|
||||
for (int z = min.z; z < max.z && !collided; z++) {
|
||||
glm::ivec3 calculated_position = glm::ivec3(x, y, z);
|
||||
if (world->get_voxel(calculated_position) != VoxelKind::Air) {
|
||||
collided = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!collided) {
|
||||
this->position[axis] = target_position[axis];
|
||||
} else if (axis == 1) {
|
||||
y_axis_collided = true;
|
||||
grounded = true;
|
||||
this->vertical_velocity.y = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
if (!y_axis_collided) {
|
||||
this->vertical_velocity.y -= GRAVITY * time;
|
||||
grounded = false;
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec3 getEyePosition() const {
|
||||
return position + glm::vec3(0.0f, PLAYER_HEIGHT, 0.0f);
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
+48
-34
@@ -1,4 +1,5 @@
|
||||
#include "World.h"
|
||||
#include "Perlin.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
@@ -20,51 +21,67 @@ glm::ivec3 floor_divide(glm::ivec3 value, int divisor) {
|
||||
return result;
|
||||
}
|
||||
|
||||
World::World() {}
|
||||
World::World() {
|
||||
this->noise_permutation = makePermutation();
|
||||
}
|
||||
|
||||
void World::set_voxel(glm::ivec3 position, std::optional<VoxelKind> kind) {
|
||||
void World::set_voxel(glm::ivec3 position, VoxelKind kind) {
|
||||
glm::ivec3 chunk_position = floor_divide(position, CHUNK_SIZE);
|
||||
glm::ivec3 local_position = positive_modulo(position, CHUNK_SIZE);
|
||||
|
||||
std::cout << "[SET_VOXEL] World pos: (" << position.x << ", " << position.y << ", " << position.z << ")" << std::endl;
|
||||
std::cout << "[SET_VOXEL] Chunk pos: (" << chunk_position.x << ", " << chunk_position.y << ", " << chunk_position.z << ")" << std::endl;
|
||||
std::cout << "[SET_VOXEL] Local pos: (" << local_position.x << ", " << local_position.y << ", " << local_position.z << ")" << std::endl;
|
||||
// std::cout << "[SET_VOXEL] World pos: (" << position.x << ", " << position.y << ", " << position.z << ")" << std::endl;
|
||||
// std::cout << "[SET_VOXEL] Chunk pos: (" << chunk_position.x << ", " << chunk_position.y << ", " << chunk_position.z << ")" << std::endl;
|
||||
// std::cout << "[SET_VOXEL] Local pos: (" << local_position.x << ", " << local_position.y << ", " << local_position.z << ")" << std::endl;
|
||||
|
||||
Chunk * chunk = get_or_create_chunk(chunk_position);
|
||||
if (!kind.has_value()) {
|
||||
chunk->voxels.erase(chunk->voxels.find(local_position));
|
||||
} else {
|
||||
chunk->voxels[local_position] = kind.value();
|
||||
}
|
||||
chunk->set(local_position, kind);
|
||||
|
||||
chunk->regenerateMesh();
|
||||
// No need to call regenerateMesh() - the dirty flag will trigger regeneration on next getMesh()
|
||||
}
|
||||
|
||||
Chunk* World::get_or_create_chunk(glm::ivec3 chunk_position) {
|
||||
if (this->chunks.count(chunk_position) == 0) {
|
||||
|
||||
// Fill in new chunk with a flat plane of voxels at y=0
|
||||
std::unordered_map<glm::ivec3, VoxelKind> voxels;
|
||||
if (chunk_position.y == 0) {
|
||||
for (int z = 0; z < CHUNK_SIZE; z++) {
|
||||
// Fill in new chunk with a flat plane of voxels at y=0
|
||||
auto [it, inserted] = this->chunks.try_emplace(chunk_position);
|
||||
Chunk& chunk = it->second;
|
||||
|
||||
if (inserted) {
|
||||
|
||||
const float scale = 0.05f; // smaller = smoother, larger = more variation
|
||||
const float heightMultiplier = 20.0f; // Maximum terrian height variation
|
||||
const int baseHeight = 0; // Sea Level
|
||||
|
||||
for (int z = 0; z < CHUNK_SIZE; z++) {
|
||||
for (int x = 0; x < CHUNK_SIZE; x++) {
|
||||
glm::ivec3 world_pos = chunk_position * CHUNK_SIZE + glm::ivec3(x, 0, z);
|
||||
|
||||
float noise = perlinNoise2D(world_pos.x * scale, world_pos.z * scale, this->noise_permutation);
|
||||
|
||||
float normalizedNoise = (noise + 1.0f) * 0.5f;
|
||||
int terrainHeight = baseHeight + (int)(normalizedNoise * heightMultiplier);
|
||||
|
||||
for (int y = 0; y < CHUNK_SIZE; y++) {
|
||||
for (int x = 0; x < CHUNK_SIZE; x++) {
|
||||
glm::ivec3 offset = glm::ivec3(x, y, z);
|
||||
glm::ivec3 world_voxel_position = chunk_position * CHUNK_SIZE + offset;
|
||||
glm::ivec3 offset = glm::ivec3(x, y, z);
|
||||
glm::ivec3 world_voxel_position = chunk_position * CHUNK_SIZE + offset;
|
||||
|
||||
if (world_voxel_position.y == 0) {
|
||||
voxels[offset] = VoxelKind::Dirt;
|
||||
} else if (world_voxel_position.y < 0) {
|
||||
voxels[offset] = VoxelKind::Stone;
|
||||
}
|
||||
VoxelKind kind;
|
||||
if (world_voxel_position.y < terrainHeight - 3) {
|
||||
kind = VoxelKind::Stone;
|
||||
} else if (world_voxel_position.y < terrainHeight) {
|
||||
kind = VoxelKind::Dirt; // Near surface
|
||||
} else if (world_voxel_position.y == terrainHeight) {
|
||||
kind = VoxelKind::Grass; // Surface block (could be grass)
|
||||
} else {
|
||||
kind = VoxelKind::Air; // Above terrain
|
||||
}
|
||||
|
||||
chunk.set(offset, kind);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this->chunks[chunk_position] = Chunk(voxels);
|
||||
}
|
||||
return &this->chunks[chunk_position];
|
||||
|
||||
return &chunk;
|
||||
}
|
||||
|
||||
std::optional<std::pair<glm::ivec3, glm::ivec3>> World::raycast_voxel(glm::vec3 start, glm::vec3 direction, float max_dist) {
|
||||
@@ -133,7 +150,7 @@ std::optional<std::pair<glm::ivec3, glm::ivec3>> World::raycast_voxel(glm::vec3
|
||||
|
||||
// std::cout << "[RAYCAST] Iteration " << iterations << " at voxel (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl;
|
||||
|
||||
if (this->get_voxel(pos).has_value()) {
|
||||
if (this->get_voxel(pos) != VoxelKind::Air) {
|
||||
// std::cout << "[RAYCAST] Hit voxel at (" << pos.x << ", " << pos.y << ", " << pos.z << ") after " << iterations << " iterations" << std::endl;
|
||||
// std::cout << "[RAYCAST] Returning normal: (" << -last_move.x << ", " << -last_move.y << ", " << -last_move.z << ")" << std::endl;
|
||||
return std::make_pair(pos, -last_move);
|
||||
@@ -162,14 +179,11 @@ std::optional<std::pair<glm::ivec3, glm::ivec3>> World::raycast_voxel(glm::vec3
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
std::optional<VoxelKind> World::get_voxel(glm::ivec3 position) {
|
||||
VoxelKind World::get_voxel(glm::ivec3 position) {
|
||||
glm::ivec3 chunk_position = floor_divide(position, CHUNK_SIZE);
|
||||
glm::ivec3 local_position = positive_modulo(position, CHUNK_SIZE);
|
||||
|
||||
Chunk* chunk = this->get_or_create_chunk(chunk_position);
|
||||
auto it = chunk->voxels.find(local_position);
|
||||
if (it != chunk->voxels.end()) {
|
||||
return it->second;
|
||||
}
|
||||
return std::nullopt;
|
||||
|
||||
return chunk->get(local_position);
|
||||
}
|
||||
+6
-2
@@ -3,6 +3,7 @@
|
||||
|
||||
#include <unordered_map>
|
||||
#include <optional>
|
||||
#include <vector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
@@ -15,13 +16,16 @@ class World
|
||||
|
||||
World();
|
||||
|
||||
void set_voxel(glm::ivec3 position, std::optional<VoxelKind> kind);
|
||||
void set_voxel(glm::ivec3 position, VoxelKind kind);
|
||||
|
||||
std::optional<std::pair<glm::ivec3, glm::ivec3>> raycast_voxel(glm::vec3 start, glm::vec3 direction, float max_dist);
|
||||
|
||||
std::optional<VoxelKind> get_voxel(glm::ivec3 position);
|
||||
VoxelKind get_voxel(glm::ivec3 position);
|
||||
|
||||
Chunk* get_or_create_chunk(glm::ivec3 chunk_position);
|
||||
|
||||
private:
|
||||
std::vector<int> noise_permutation;
|
||||
};
|
||||
|
||||
#endif WORLD_H
|
||||
+71
-42
@@ -5,6 +5,7 @@
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include "Shader.h"
|
||||
#include "Player.h"
|
||||
#include "Camera.h"
|
||||
#include "Object3D.h"
|
||||
#include "World.h"
|
||||
@@ -30,12 +31,15 @@ const float Z_NEAR = 0.1f;
|
||||
bool WIREFRAME_MODE = !true;
|
||||
const float FOV = 110.0f;
|
||||
|
||||
const int VIEW_DISTANCE = 4; // In Chunks
|
||||
const std::string VERSION = "0.9.1";
|
||||
|
||||
const int VIEW_DISTANCE = 4;
|
||||
|
||||
bool W_pressed, S_pressed, A_pressed, D_pressed = false;
|
||||
|
||||
glm::mat4 projection = glm::mat4(1.0f);
|
||||
Camera camera = Camera(CAMERA_SPEED, glm::vec3(0.0f, 1.85f, 0.0f));
|
||||
Player player = Player(CAMERA_SPEED, glm::vec3(0.0f, 20.0f, 0.0f));
|
||||
Camera camera = Camera(&player);
|
||||
|
||||
// Targeted block for highlighting
|
||||
std::optional<glm::ivec3> targeted_block = std::nullopt;
|
||||
@@ -141,25 +145,25 @@ void processInput(GLFWwindow *window)
|
||||
// Forward / Backward
|
||||
if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
{
|
||||
camera.forward_velocity = camera.speed * glm::vec3(camera.target.x, 0.0f, camera.target.z);
|
||||
player.forward_velocity = player.speed * glm::vec3(camera.target.x, 0.0f, camera.target.z);
|
||||
W_pressed = true;
|
||||
}
|
||||
|
||||
if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
{
|
||||
camera.forward_velocity = -camera.speed * glm::vec3(camera.target.x, 0.0f, camera.target.z);
|
||||
player.forward_velocity = -player.speed * glm::vec3(camera.target.x, 0.0f, camera.target.z);
|
||||
S_pressed = true;
|
||||
}
|
||||
|
||||
|
||||
if(glfwGetKey(window, GLFW_KEY_S) == GLFW_RELEASE && S_pressed)
|
||||
{
|
||||
camera.forward_velocity = glm::vec3(0.0f);
|
||||
player.forward_velocity = glm::vec3(0.0f);
|
||||
S_pressed = false;
|
||||
}
|
||||
if(glfwGetKey(window, GLFW_KEY_W) == GLFW_RELEASE && W_pressed)
|
||||
{
|
||||
camera.forward_velocity = glm::vec3(0.0f);
|
||||
player.forward_velocity = glm::vec3(0.0f);
|
||||
W_pressed = false;
|
||||
}
|
||||
|
||||
@@ -167,44 +171,44 @@ void processInput(GLFWwindow *window)
|
||||
// Horizontal
|
||||
if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
{
|
||||
camera.horizontal_velocity = -glm::normalize(glm::cross(glm::vec3(camera.target.x, 0.0f, camera.target.z), camera.worldUp)) * camera.speed;
|
||||
player.horizontal_velocity = -glm::normalize(glm::cross(glm::vec3(camera.target.x, 0.0f, camera.target.z), camera.worldUp)) * player.speed;
|
||||
A_pressed = true;
|
||||
}
|
||||
if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
{
|
||||
camera.horizontal_velocity = glm::normalize(glm::cross(glm::vec3(camera.target.x, 0.0f, camera.target.z), camera.worldUp)) * camera.speed;
|
||||
player.horizontal_velocity = glm::normalize(glm::cross(glm::vec3(camera.target.x, 0.0f, camera.target.z), camera.worldUp)) * player.speed;
|
||||
D_pressed = true;
|
||||
}
|
||||
|
||||
|
||||
if(glfwGetKey(window, GLFW_KEY_A) == GLFW_RELEASE && A_pressed)
|
||||
{
|
||||
camera.horizontal_velocity = glm::vec3(0.0f);
|
||||
player.horizontal_velocity = glm::vec3(0.0f);
|
||||
A_pressed = false;
|
||||
}
|
||||
if(glfwGetKey(window, GLFW_KEY_D) == GLFW_RELEASE && D_pressed)
|
||||
{
|
||||
camera.horizontal_velocity = glm::vec3(0.0f);
|
||||
player.horizontal_velocity = glm::vec3(0.0f);
|
||||
D_pressed = false;
|
||||
}
|
||||
|
||||
|
||||
// Jump
|
||||
if(glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
// camera.velocity -= glm::normalize(glm::cross(camera.target, glm::normalize(glm::cross(camera.target, camera.worldUp)))) * camera.speed * 0.5f;
|
||||
// player.velocity -= glm::normalize(glm::cross(camera.target, glm::normalize(glm::cross(camera.target, camera.worldUp)))) * player.speed * 0.5f;
|
||||
{
|
||||
if (current_time - last_jump > JUMP_COOLDOWN && camera.grounded)
|
||||
if (current_time - last_jump > JUMP_COOLDOWN && player.grounded)
|
||||
{
|
||||
camera.vertical_velocity.y = JUMP_POWER;
|
||||
player.vertical_velocity.y = JUMP_POWER;
|
||||
last_jump = current_time;
|
||||
}
|
||||
}
|
||||
|
||||
// Sprint
|
||||
if(glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||
camera.speed = CAMERA_SPEED * 7.5;
|
||||
player.speed = CAMERA_SPEED * 7.5;
|
||||
if(glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_RELEASE)
|
||||
camera.speed = CAMERA_SPEED * 20;
|
||||
player.speed = CAMERA_SPEED * 20;
|
||||
|
||||
static bool left_mouse_pressed = false;
|
||||
static bool right_mouse_pressed = false;
|
||||
@@ -248,7 +252,7 @@ void processInput(GLFWwindow *window)
|
||||
auto [target_block, normal] = raycast_result.value();
|
||||
std::cout << "Hit block at: (" << target_block.x << ", " << target_block.y << ", " << target_block.z << ")" << std::endl;
|
||||
std::cout << "Removing block at: (" << target_block.x << ", " << target_block.y << ", " << target_block.z << ")" << std::endl;
|
||||
world.set_voxel(target_block, std::nullopt);
|
||||
world.set_voxel(target_block, VoxelKind::Air);
|
||||
} else {
|
||||
std::cout << "No block hit within range" << std::endl;
|
||||
}
|
||||
@@ -269,7 +273,7 @@ int main() {
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
// 2. --- Create a Window ---
|
||||
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Voxel Engine 0.6.1", NULL, NULL);
|
||||
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, ("Voxel Engine " + VERSION).c_str(), NULL, NULL);
|
||||
if (window == NULL) {
|
||||
std::cerr << "Failed to create GLFW window" << std::endl;
|
||||
glfwTerminate();
|
||||
@@ -391,8 +395,24 @@ int main() {
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
bool debug_printed = false;
|
||||
|
||||
// FPS counter variables
|
||||
double last_fps_update = glfwGetTime();
|
||||
int frame_count = 0;
|
||||
double fps = 0.0;
|
||||
|
||||
// 6. --- The Render Loop ---
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
// Update FPS counter
|
||||
double current_time = glfwGetTime();
|
||||
frame_count++;
|
||||
if (current_time - last_fps_update >= 1.0) {
|
||||
fps = frame_count / (current_time - last_fps_update);
|
||||
std::string title = "Voxel Engine " + VERSION + " | FPS: " + std::to_string((int)fps);
|
||||
glfwSetWindowTitle(window, title.c_str());
|
||||
frame_count = 0;
|
||||
last_fps_update = current_time;
|
||||
}
|
||||
|
||||
// Input (e.g., close window on ESC)
|
||||
processInput(window);
|
||||
|
||||
@@ -403,32 +423,40 @@ int main() {
|
||||
|
||||
shader.use();
|
||||
|
||||
// if (!debug_printed) {
|
||||
// std::cout << "\n=== RENDER DEBUG ===" << std::endl;
|
||||
// std::cout << "Camera pos: (" << camera.position.x << ", " << camera.position.y << ", " << camera.position.z << ")" << std::endl;
|
||||
// std::cout << "Camera target: (" << camera.target.x << ", " << camera.target.y << ", " << camera.target.z << ")" << std::endl;
|
||||
// // std::cout << "Number of chunks to draw: " << world.chunks.size() << std::endl;
|
||||
// }
|
||||
|
||||
// Generate chunks around the camera
|
||||
// Generate chunks around the player
|
||||
glm::ivec3 camera_chunk = glm::ivec3(
|
||||
std::floor(camera.position.x / CHUNK_SIZE),
|
||||
std::floor(camera.position.y / CHUNK_SIZE),
|
||||
std::floor(camera.position.z / CHUNK_SIZE)
|
||||
std::floor(player.position.x / CHUNK_SIZE),
|
||||
std::floor(player.position.y / CHUNK_SIZE),
|
||||
std::floor(player.position.z / CHUNK_SIZE)
|
||||
);
|
||||
|
||||
// Create frustum for culling from view-projection matrix
|
||||
glm::mat4 viewProj = projection * view;
|
||||
Frustum frustum = camera.createFrustumFromMatrix(viewProj);
|
||||
|
||||
// ---- PASS 1: Draw solid grey cubes ----
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(1.0, 1.0); // Push solid faces "back"
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
shader.setVec3("u_Color", glm::vec3(0.5, 0.5, 0.5));
|
||||
|
||||
for (int y = -VIEW_DISTANCE; y < VIEW_DISTANCE; y++) {
|
||||
for (int y = -2; y < 2; y++) { // Reduced from -VIEW_DISTANCE to VIEW_DISTANCE
|
||||
for (int z = -VIEW_DISTANCE; z < VIEW_DISTANCE; z++) {
|
||||
for (int x = -VIEW_DISTANCE; x < VIEW_DISTANCE; x++) {
|
||||
glm::ivec3 chunk_offset = glm::ivec3(x, y, z);
|
||||
glm::ivec3 chunk_pos = camera_chunk + chunk_offset;
|
||||
|
||||
// Create AABB for this chunk
|
||||
glm::vec3 chunkWorldPos = glm::vec3(chunk_pos * CHUNK_SIZE);
|
||||
AABB chunkAABB;
|
||||
chunkAABB.min = chunkWorldPos;
|
||||
chunkAABB.max = chunkWorldPos + glm::vec3(CHUNK_SIZE);
|
||||
|
||||
// Frustum culling - skip if chunk is not visible
|
||||
if (!frustum.isAABBVisible(chunkAABB)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
model = glm::translate(model, glm::vec3(chunk_pos * CHUNK_SIZE));
|
||||
glm::mat4 mvp = projection * view * model;
|
||||
@@ -437,18 +465,8 @@ int main() {
|
||||
Chunk* chunk = world.get_or_create_chunk(chunk_pos);
|
||||
|
||||
Mesh* chunk_mesh = chunk->getMesh();
|
||||
if (chunk_mesh) {
|
||||
// Debug: Log when rendering chunks with your placed block
|
||||
static bool logged_placed_block = false;
|
||||
if (!logged_placed_block && chunk->voxels.count(glm::ivec3(0, 1, 31)) > 0) {
|
||||
std::cout << "\n[RENDER] ===== FOUND PLACED BLOCK =====" << std::endl;
|
||||
std::cout << "[RENDER] Drawing chunk at pos (" << chunk_pos.x << ", " << chunk_pos.y << ", " << chunk_pos.z << ")" << std::endl;
|
||||
std::cout << "[RENDER] Translation: (" << (chunk_pos.x * CHUNK_SIZE) << ", " << (chunk_pos.y * CHUNK_SIZE) << ", " << (chunk_pos.z * CHUNK_SIZE) << ")" << std::endl;
|
||||
std::cout << "[RENDER] Final world position should be: (" << (chunk_pos.x * CHUNK_SIZE + 0) << ", " << (chunk_pos.y * CHUNK_SIZE + 1) << ", " << (chunk_pos.z * CHUNK_SIZE + 31) << ")" << std::endl;
|
||||
logged_placed_block = true;
|
||||
}
|
||||
if (chunk_mesh)
|
||||
chunk_mesh->draw();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -463,12 +481,23 @@ int main() {
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Just the lines
|
||||
shader.setVec3("u_Color", glm::vec3(1.0, 1.0, 1.0));
|
||||
|
||||
for (int y = -VIEW_DISTANCE; y < VIEW_DISTANCE; y++) {
|
||||
for (int y = -2; y < 2; y++) { // Reduced from -VIEW_DISTANCE to VIEW_DISTANCE
|
||||
for (int z = -VIEW_DISTANCE; z < VIEW_DISTANCE; z++) {
|
||||
for (int x = -VIEW_DISTANCE; x < VIEW_DISTANCE; x++) {
|
||||
glm::ivec3 chunk_offset = glm::ivec3(x, y, z);
|
||||
glm::ivec3 chunk_pos = camera_chunk + chunk_offset;
|
||||
|
||||
// Create AABB for this chunk
|
||||
glm::vec3 chunkWorldPos = glm::vec3(chunk_pos * CHUNK_SIZE);
|
||||
AABB chunkAABB;
|
||||
chunkAABB.min = chunkWorldPos;
|
||||
chunkAABB.max = chunkWorldPos + glm::vec3(CHUNK_SIZE);
|
||||
|
||||
// Frustum culling - skip if chunk is not visible
|
||||
if (!frustum.isAABBVisible(chunkAABB)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
model = glm::translate(model, glm::vec3(chunk_pos * CHUNK_SIZE));
|
||||
glm::mat4 mvp = projection * view * model;
|
||||
@@ -516,7 +545,7 @@ int main() {
|
||||
float time_since_last_move = end_time - move_time;
|
||||
if (time_since_last_move >= 0.017)
|
||||
{
|
||||
camera.move(&world, time_since_last_move);
|
||||
player.move(&world, time_since_last_move);
|
||||
move_time = end_time;
|
||||
}
|
||||
|
||||
|
||||
Reference in new issue
Block a user