2023-10-11 08:10:06 +00:00
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#include "world.h"
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#include "state.h"
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#include <linmath.h>
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#include <stdlib.h>
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tc_worldgen_s tc_default_terrain_generator_g;
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void tc_draw_chunk(tc_chunk_s *chunk)
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{
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mat4x4 model_matrix;
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2023-10-11 13:01:54 +00:00
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mat4x4_identity(model_matrix);
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mat4x4_translate_in_place(model_matrix, chunk->position.x*32, chunk->position.y*32, -chunk->position.z*32);
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2023-10-11 08:10:06 +00:00
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int model_matrix_uniform_location =
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glGetUniformLocation(tc_game_state_g.renderer.draw_shader.program_id, "model_matrix");
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glUniformMatrix4fv(model_matrix_uniform_location, 1, GL_FALSE, &model_matrix[0][0]);
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// glBindVertexArray(chunk->vao);
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glBindBuffer(GL_ARRAY_BUFFER, chunk->vertex_data);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *) 0);
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glEnableVertexAttribArray(0);
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2023-10-11 13:01:54 +00:00
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
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2 * sizeof(float),
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(void *) (sizeof(float) * 3 * chunk->num_vertices)
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);
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glEnableVertexAttribArray(1);
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(
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glGetUniformLocation(tc_game_state_g.renderer.draw_shader.program_id, "block_atlas"),
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0
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);
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glBindTexture(GL_TEXTURE_2D, tc_game_state_g.block_texture_atlas->gl_identifier);
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2023-10-11 08:10:06 +00:00
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glDrawArrays(GL_TRIANGLES, 0, chunk->num_vertices);
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glBindVertexArray(0);
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}
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void tc_init_world_generators()
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{
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tc_default_terrain_generator_g.name = "Default Terrain Generator";
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tc_default_terrain_generator_g.fn_generate_chunk = &tc_generate_default_terrain_chunk;
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}
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tc_world_s tc_init_worlds()
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{
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tc_init_world_generators();
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tc_world_s world;
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world.chunks_capacity = 256;
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world.num_chunks = 0;
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world.chunks = calloc(sizeof(tc_chunk_s *), world.chunks_capacity);
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world.worldgen = &tc_default_terrain_generator_g;
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return world;
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}
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void tc_set_block_in_chunk(
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tc_chunk_s *chunk,
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uint32_t x, uint32_t y, uint32_t z,
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tc_block_s block
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) {
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2023-10-11 13:01:54 +00:00
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chunk->blocks[x][y][z] = block.type_identifier;
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2023-10-11 08:10:06 +00:00
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}
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void tc_draw_world(tc_world_s *world)
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{
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uint32_t chunk_index = 0;
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while(chunk_index < world->num_chunks)
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{
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tc_draw_chunk(world->chunks[chunk_index]);
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++chunk_index;
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}
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}
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void tc_add_chunk(tc_world_s *world, tc_chunk_s *chunk)
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{
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if(world->num_chunks >= world->chunks_capacity)
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{
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world->chunks_capacity *= 2;
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world->chunks = realloc(world->chunks, sizeof(tc_chunk_s *) * world->chunks_capacity);
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}
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world->chunks[world->num_chunks] = chunk;
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++world->num_chunks;
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}
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// Creates & Generates a chunk and provides a pointer to it
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tc_chunk_s * tc_new_chunk(tc_world_s *world, float x, float y, float z)
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{
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tc_chunk_s *chunk = malloc(sizeof(tc_chunk_s));
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chunk->position.x = x;
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chunk->position.y = y;
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chunk->position.z = z;
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world->worldgen->fn_generate_chunk(world->worldgen, chunk);
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2023-10-12 06:18:43 +00:00
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puts("Meshizing"); fflush(stdout);
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2023-10-11 08:10:06 +00:00
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tc_meshize_chunk(chunk);
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2023-10-12 06:18:43 +00:00
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puts("Meshized"); fflush(stdout);
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2023-10-11 08:10:06 +00:00
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glGenVertexArrays(1, &chunk->vao);
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glBindVertexArray(chunk->vao);
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glGenBuffers(1, &chunk->vertex_data);
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glBindBuffer(GL_ARRAY_BUFFER, chunk->vertex_data);
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2023-10-11 13:01:54 +00:00
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glBufferData(GL_ARRAY_BUFFER, chunk->num_vertices * 5 * sizeof(float), NULL, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0,
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chunk->num_vertices * 3 * sizeof(float),
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chunk->vertex_positions
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);
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glBufferSubData(GL_ARRAY_BUFFER,
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chunk->num_vertices * 3 * sizeof(float),
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chunk->num_vertices * 2 * sizeof(float),
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chunk->vertex_uvs
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);
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2023-10-11 08:10:06 +00:00
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glBindVertexArray(0);
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tc_add_chunk(world, chunk);
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return chunk;
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}
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