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

@@ -55,7 +55,7 @@ void display()
// The if statement below checks if the node at the coordinate is greater than 0 (0 = air), the x and z coordinates
// need to be have block.[AXIS] * 16 subtracted from them so that the coordinates passed to the function are local
// block coordinates instead of global node coordinates (e.g. 1, and not 17)
if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x - block.x * 16, y, z - block.z * 16) > 0)
if(blockManager.getNodeAt(x, y, z) > 0)
{
textureHandler.getTextureForNode(x, y, z);
renderer.renderNode(x, y, z);
@@ -172,21 +172,30 @@ int main(int argc, char **argv)
glutInitWindowSize(800, 600);
glutCreateWindow("XtreemNodes Engine - By MCL Software and Cube Software");
glClearColor(.2, .7, .8 , 255);
glClearColor(.4, .7, .8 , 255);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
/*glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glFrontFace(GL_CCW);*/
//glEnable(GL_CULL_FACE);
//glCullFace(GL_FRONT);
//glFrontFace(GL_CCW);
// Load textures
textureHandler.loadAllTextures();
FastNoiseLite fnl;
fnl.SetSeed(1337);
fnl.SetNoiseType(FastNoiseLite::NoiseType_OpenSimplex2);
fnl.SetFrequency(.01F);
FastNoiseLite perlin, os, cellular;
int seed = 1338;
perlin.SetSeed(seed);
perlin.SetNoiseType(FastNoiseLite::NoiseType_Perlin);
perlin.SetFrequency(.01F);
os.SetSeed(seed);
os.SetNoiseType(FastNoiseLite::NoiseType_OpenSimplex2);
os.SetFrequency(.01F);
cellular.SetSeed(seed);
cellular.SetNoiseType(FastNoiseLite::NoiseType_Cellular);
cellular.SetFrequency(.1F);
for(int bx = 0; bx < 16; bx++)
{
@@ -196,7 +205,9 @@ int main(int argc, char **argv)
{
for(int z = 0; z < 16; z++)
{
for(int y = 0; y < 48 * abs(fnl.GetNoise((float)x + (16 * bx), (float)z + (16 * bz))) + 2; y++)
float cX = (float)x + (16 * bx);
float cZ = (float)z + (16 * bz);
for(int y = 0; y < 48 * abs(perlin.GetNoise(cX, cZ)) + (cellular.GetNoise(cX, cZ)) + 2; y++)
{
blockManager.mapBlocks[bx][bz].addNode(y > 30 ? 1 : 2, 0, x, y, z);
}