Fix some oversights
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b43b69a749
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de21aa399e
@ -38,17 +38,12 @@ SOFTWARE.
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#include "server/server.hpp"
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#include "server/server.hpp"
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#endif
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#endif
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// greedy meshing debug test
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//#include <iostream>
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#include "../engine/greedy_meshing.hpp"
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using namespace polygun::screens;
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using namespace polygun::screens;
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static int x_d, y_d, z_d;
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static int x_d, y_d, z_d;
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static int id_d;
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static int id_d;
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static std::vector<float> vertices;
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static void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) {
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static void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) {
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// limit from 0 to size of polygun::world::nodes array change to sizeof and use id_d as a current node id
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// limit from 0 to size of polygun::world::nodes array change to sizeof and use id_d as a current node id
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if(yoffset > 0) {
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if(yoffset > 0) {
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@ -95,18 +90,7 @@ void GameSessionScreen::begin() {
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m_chunk_shader->load_from_file("chunk");
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m_chunk_shader->load_from_file("chunk");
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m_node_mesh = m_engine->get_master_renderer().create_mesh();
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m_node_mesh = m_engine->get_master_renderer().create_mesh();
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/*
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update_mesh();
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engine::greedy_meshing greedy;
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engine::vertices_indices mesh = greedy.generate_mesh(greedy.merge(m_chnk), m_chnk);
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m_node_mesh->load_from_memory(mesh.vertices, mesh.indices);
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*/
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engine::vertices_indices mesh = m_greedy.generate_mesh(m_greedy.merge(m_chnk), m_chnk);
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for (int i = 0; i < mesh.vertices.size(); i++) {
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vertices.push_back(mesh.vertices[i].x);
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vertices.push_back(mesh.vertices[i].y);
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vertices.push_back(mesh.vertices[i].z);
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}
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m_node_mesh->load_from_memory(vertices, mesh.indices);
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for(int i = 0; i< sizeof(world::nodes) / sizeof(world::nodes[0]); i++) {
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for(int i = 0; i< sizeof(world::nodes) / sizeof(world::nodes[0]); i++) {
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m_texture_atlas[i] = m_engine->get_master_renderer().create_texture();
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m_texture_atlas[i] = m_engine->get_master_renderer().create_texture();
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@ -208,9 +192,10 @@ void GameSessionScreen::render() {
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// camera fov
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// camera fov
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ImGui::InputFloat(_("FOV"), &m_camera.m_fov);
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ImGui::InputFloat(_("FOV"), &m_camera.m_fov);
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if (ImGui::Button(_("Place Block")))
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if (ImGui::Button(_("Place Block"))) {
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m_chnk.add_node(id_d, glm::vec3(x_d, y_d, z_d));
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m_chnk.add_node(id_d, glm::vec3(x_d, y_d, z_d));
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update_mesh();
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update_mesh();
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}
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ImGui::NewLine();
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ImGui::NewLine();
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@ -418,12 +403,12 @@ void GameSessionScreen::show_imgui_error_message(const std::string& title, const
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}
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}
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void GameSessionScreen::update_mesh(){
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void GameSessionScreen::update_mesh(){
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std::vector<float> vertices;
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engine::vertices_indices mesh = m_greedy.generate_mesh(m_greedy.merge(m_chnk), m_chnk);
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engine::vertices_indices mesh = m_greedy.generate_mesh(m_greedy.merge(m_chnk), m_chnk);
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m_node_mesh = m_engine->get_master_renderer().create_mesh();
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for (int i = 0; i < mesh.vertices.size(); i++) {
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for (int i = 0; i < mesh.vertices.size(); i++) {
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vertices.push_back(mesh.vertices[i].x);
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vertices.push_back(mesh.vertices[i].x);
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vertices.push_back(mesh.vertices[i].y);
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vertices.push_back(mesh.vertices[i].y);
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vertices.push_back(mesh.vertices[i].z);
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vertices.push_back(mesh.vertices[i].z);
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}
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}
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m_node_mesh->load_from_memory(vertices, mesh.indices);
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m_node_mesh->load_from_memory(vertices, mesh.indices);
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}
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}
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@ -34,7 +34,7 @@ SOFTWARE.
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#include "game/engine/player_camera.hpp"
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#include "game/engine/player_camera.hpp"
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#include "game/world/chunk.hpp"
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#include "game/world/chunk.hpp"
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#include "../engine/greedy_meshing.hpp"
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#include "game/engine/greedy_meshing.hpp"
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namespace polygun::renderer {
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namespace polygun::renderer {
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class Shader;
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class Shader;
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@ -90,4 +90,4 @@ namespace polygun::screens {
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};
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};
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}
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}
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#endif // POLYGUN_SCREENS_GAME_SESSION_SCREEN_HPP
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#endif // POLYGUN_SCREENS_GAME_SESSION_SCREEN_HPP
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