Simplified the code for checking nodes and added simple shading
This commit is contained in:
@@ -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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@@ -52,13 +52,13 @@ class TextureHandler
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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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