Simplified the code for checking nodes and added simple shading

This commit is contained in:
2022-10-30 12:56:14 -04:00
parent 1d1aad04cf
commit 4c76fd1144
5 changed files with 79 additions and 55 deletions

View File

@@ -19,13 +19,13 @@ class NodeRenderer
int renderNode(int x, int y, int z)
{
Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z); // The block the node at (x, y, z) is in
//Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z); // The block the node at (x, y, z) is in
glColor3f(1.0F, 1.0F, 1.0F);
glBegin(GL_QUADS);
// Front
if(blockManager.mapBlocks[block.x][block.z].isAir(x - block.x * 16, y, z - block.z * 16 - 1))
if(blockManager.getNodeAt(x, y, z - 1))
{
glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
@@ -33,18 +33,19 @@ class NodeRenderer
glTexCoord2f(1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glColor3f(.6F, .6F, .6F); // Bottom vertices
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
//glColor3f(.0F, .0F, .8F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glColor3f(1.0F, 1.0F, 1.0F);
}
glColor3f(1.0F, 1.0F, 1.0F);
// Back
if(blockManager.mapBlocks[block.x][block.z].isAir(x - block.x * 16, y, z - block.z * 16 + 1))
if(blockManager.getNodeAt(x, y, z + 1))
{
glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
@@ -52,47 +53,55 @@ class NodeRenderer
glTexCoord2f(1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
glColor3f(.6F, .6F, .6F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glColor3f(1.0F, 1.0F, 1.0F);
}
// Right
if(blockManager.mapBlocks[block.x][block.z].isAir(x - block.x * 16 + 1, y, z - block.z * 16))
if(blockManager.getNodeAt(x + 1, y, z));
{
glTexCoord2f(1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glColor3f(.6F, .6F, .6F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
}
// Left
if(blockManager.mapBlocks[block.x][block.z].isAir(x - block.x * 16 - 1, y, z - block.z * 16))
if(blockManager.getNodeAt(x - 1, y, z));
{
glTexCoord2f(1.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glColor3f(.6F, .6F, .6F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
}
// Bottom
if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x - block.x * 16, y - 1, z - block.z * 16) == 0)
if(blockManager.getNodeAt(x, y - 1, z));
{
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
@@ -108,7 +117,7 @@ class NodeRenderer
}
// Top
if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x - block.x * 16, y + 1, z - block.z * 16) == 0)
if(blockManager.getNodeAt(x, y + 1, z));
{
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);