Simplified the code for checking nodes and added simple shading
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1d1aad04cf
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4c76fd1144
@ -1,5 +1,5 @@
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# depslib dependency file v1.0
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1667141044 source:c:\development\xtreemminer\main.cpp
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1667147634 source:c:\development\xtreemminer\main.cpp
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<stdlib.h>
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<GL/glut.h>
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"Utilities.h"
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@ -12,12 +12,12 @@
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"FastNoiseLite.h"
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<random>
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1667140765 c:\development\xtreemminer\include\noderenderer.h
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1667148817 c:\development\xtreemminer\include\noderenderer.h
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"Base.h"
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"MapBlock.h"
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<GL/glut.h>
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1667141085 c:\development\xtreemminer\include\mapblock.h
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1667148643 c:\development\xtreemminer\include\mapblock.h
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"Base.h"
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<math.h>
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@ -27,7 +27,7 @@
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"MapBlock.h"
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"Base.h"
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1667096344 c:\development\xtreemminer\include\texturehandler.h
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1667148859 c:\development\xtreemminer\include\texturehandler.h
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"stb_image.h"
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"Base.h"
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@ -10,8 +10,7 @@
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class MapBlock
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{
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public:
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int blockX;
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int blockZ;
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int mapBlock[65536];
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MapBlock()
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{
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@ -25,33 +24,6 @@ class MapBlock
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mapBlock[256 * y + z * 16 + x] = id;
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}
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bool isAir(int x, int y, int z)
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{
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return getNodeAt(x, y, z) == 0;
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}
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int getNodeAt(int x, int y, int z)
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{
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return x < 16 && z < 16 && x >= 0 && z >= 0 ? mapBlock[256 * y + z * 16 + x] : 1;
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}
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protected:
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private:
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int mapBlock[65536];
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};
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class BlockManager
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{
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public:
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MapBlock mapBlocks[16][16]; // 8 x 8 blocks
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BlockManager()
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{
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}
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private:
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};
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@ -70,10 +42,42 @@ class BlockUtilities
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pos2d.z = floor(z / 16);
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return pos2d;
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}
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};
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class BlockManager
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{
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public:
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MapBlock mapBlocks[16][16]; // 16 x 16 blocks
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BlockManager()
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{
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}
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int getNodeAt(int x, int y, int z)
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{
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//if(x < 16 && x >= 0 && z < 16 && z >= 0)
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//{
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Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
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return mapBlocks[block.x][block.z].mapBlock[256 * y + z * 16 + x];
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// else
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// {
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//return mapBlocks[BlockUtilities::getBlockFromNodeCoordinates(x, z).x][BlockUtilities::getBlockFromNodeCoordinates(x, z).z];
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//return 0;
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//}
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}
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bool isAir(int x, int y, int z)
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{
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return getNodeAt(x, y, z) == 0;
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}
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private:
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};
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#endif
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@ -19,13 +19,13 @@ class NodeRenderer
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int renderNode(int x, int y, int z)
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{
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Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z); // The block the node at (x, y, z) is in
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//Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z); // The block the node at (x, y, z) is in
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glColor3f(1.0F, 1.0F, 1.0F);
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glBegin(GL_QUADS);
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// Front
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if(blockManager.mapBlocks[block.x][block.z].isAir(x - block.x * 16, y, z - block.z * 16 - 1))
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if(blockManager.getNodeAt(x, y, z - 1))
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{
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + .0F, y + 1.0F, z + .0F);
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@ -33,18 +33,19 @@ class NodeRenderer
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glTexCoord2f(1.0F, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
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glColor3f(.6F, .6F, .6F); // Bottom vertices
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glTexCoord2f(1.0F, 1.0F);
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glVertex3f(x + 1.0F, y + .0F, z + .0F);
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//glColor3f(.0F, .0F, .8F);
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glTexCoord2f(.0F, 1.0F);
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glVertex3f(x + .0F, y + .0F, z + .0F);
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glColor3f(1.0F, 1.0F, 1.0F);
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}
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glColor3f(1.0F, 1.0F, 1.0F);
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// Back
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if(blockManager.mapBlocks[block.x][block.z].isAir(x - block.x * 16, y, z - block.z * 16 + 1))
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if(blockManager.getNodeAt(x, y, z + 1))
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{
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
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@ -52,47 +53,55 @@ class NodeRenderer
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glTexCoord2f(1.0F, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
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glColor3f(.6F, .6F, .6F);
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glTexCoord2f(1.0F, 1.0F);
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glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
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glTexCoord2f(.0F, 1.0F);
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glVertex3f(x + .0F, y + .0F, z + 1.0F);
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glColor3f(1.0F, 1.0F, 1.0F);
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}
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// Right
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if(blockManager.mapBlocks[block.x][block.z].isAir(x - block.x * 16 + 1, y, z - block.z * 16))
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if(blockManager.getNodeAt(x + 1, y, z));
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{
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glTexCoord2f(1.0F, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
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glColor3f(.6F, .6F, .6F);
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glTexCoord2f(1.0F, 1.0F);
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glVertex3f(x + 1.0F, y + .0F, z + .0F);
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glTexCoord2f(.0F, 1.0F);
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glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
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glColor3f(1.0F, 1.0F, 1.0F);
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
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}
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// Left
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if(blockManager.mapBlocks[block.x][block.z].isAir(x - block.x * 16 - 1, y, z - block.z * 16))
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if(blockManager.getNodeAt(x - 1, y, z));
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{
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glTexCoord2f(1.0F, .0F);
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glVertex3f(x + .0F, y + 1.0F, z + .0F);
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glColor3f(.6F, .6F, .6F);
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glTexCoord2f(1.0F, 1.0F);
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glVertex3f(x + .0F, y + .0F, z + .0F);
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glTexCoord2f(.0F, 1.0F);
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glVertex3f(x + .0F, y + .0F, z + 1.0F);
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glColor3f(1.0F, 1.0F, 1.0F);
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
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}
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// Bottom
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if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x - block.x * 16, y - 1, z - block.z * 16) == 0)
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if(blockManager.getNodeAt(x, y - 1, z));
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{
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + 1.0F, y + .0F, z + .0F);
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@ -108,7 +117,7 @@ class NodeRenderer
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}
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// Top
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if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x - block.x * 16, y + 1, z - block.z * 16) == 0)
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if(blockManager.getNodeAt(x, y + 1, z));
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{
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
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void getTextureForNode(int x, int y, int z)
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{
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Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
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if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x - block.x * 16, y, z - block.z * 16) == 1)
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//Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
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if(blockManager.getNodeAt(x, y, z) == 1)
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{
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glBindTexture(GL_TEXTURE_2D, textures);
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}
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else if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x - block.x * 16, y, z - block.z * 16) == 2)
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else if(blockManager.getNodeAt(x, y, z) == 2)
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{
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glBindTexture(GL_TEXTURE_2D, textures1);
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}
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31
main.cpp
31
main.cpp
@ -55,7 +55,7 @@ void display()
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// The if statement below checks if the node at the coordinate is greater than 0 (0 = air), the x and z coordinates
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// need to be have block.[AXIS] * 16 subtracted from them so that the coordinates passed to the function are local
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// block coordinates instead of global node coordinates (e.g. 1, and not 17)
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if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x - block.x * 16, y, z - block.z * 16) > 0)
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if(blockManager.getNodeAt(x, y, z) > 0)
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{
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textureHandler.getTextureForNode(x, y, z);
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renderer.renderNode(x, y, z);
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@ -172,21 +172,30 @@ int main(int argc, char **argv)
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glutInitWindowSize(800, 600);
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glutCreateWindow("XtreemNodes Engine - By MCL Software and Cube Software");
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glClearColor(.2, .7, .8 , 255);
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glClearColor(.4, .7, .8 , 255);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_TEXTURE_2D);
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/*glEnable(GL_CULL_FACE);
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glCullFace(GL_FRONT);
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glFrontFace(GL_CCW);*/
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//glEnable(GL_CULL_FACE);
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//glCullFace(GL_FRONT);
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//glFrontFace(GL_CCW);
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// Load textures
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textureHandler.loadAllTextures();
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FastNoiseLite fnl;
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fnl.SetSeed(1337);
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fnl.SetNoiseType(FastNoiseLite::NoiseType_OpenSimplex2);
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fnl.SetFrequency(.01F);
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FastNoiseLite perlin, os, cellular;
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int seed = 1338;
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perlin.SetSeed(seed);
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perlin.SetNoiseType(FastNoiseLite::NoiseType_Perlin);
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perlin.SetFrequency(.01F);
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os.SetSeed(seed);
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os.SetNoiseType(FastNoiseLite::NoiseType_OpenSimplex2);
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os.SetFrequency(.01F);
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cellular.SetSeed(seed);
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cellular.SetNoiseType(FastNoiseLite::NoiseType_Cellular);
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cellular.SetFrequency(.1F);
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for(int bx = 0; bx < 16; bx++)
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{
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@ -196,7 +205,9 @@ int main(int argc, char **argv)
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{
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for(int z = 0; z < 16; z++)
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{
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for(int y = 0; y < 48 * abs(fnl.GetNoise((float)x + (16 * bx), (float)z + (16 * bz))) + 2; y++)
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float cX = (float)x + (16 * bx);
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float cZ = (float)z + (16 * bz);
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for(int y = 0; y < 48 * abs(perlin.GetNoise(cX, cZ)) + (cellular.GetNoise(cX, cZ)) + 2; y++)
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{
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blockManager.mapBlocks[bx][bz].addNode(y > 30 ? 1 : 2, 0, x, y, z);
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}
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