Fixed a bug in the meshing

This commit is contained in:
Eric-Paul Ickhorn 2023-10-11 10:41:58 +02:00
parent 8f5c9cef39
commit 201f222083
3 changed files with 42 additions and 13 deletions

View File

@ -34,7 +34,7 @@ float triangle_vertices[108] =
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
@ -43,7 +43,7 @@ float triangle_vertices[108] =
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
@ -110,9 +110,9 @@ void render()
mat4x4_perspective(projection_matrix, 120, 1200 / 800, 0.0001f, 1000.0f);
mat4x4_translate(view_matrix, -tc_camera_position.x, -tc_camera_position.y, tc_camera_position.z);
// mat4x4_rotate_X(view_matrix, view_matrix, tc_camera_rotation.x);
// mat4x4_rotate_Y(view_matrix, view_matrix, tc_camera_rotation.y);
// mat4x4_rotate_Z(view_matrix, view_matrix, tc_camera_rotation.z);
mat4x4_rotate_X(view_matrix, view_matrix, tc_camera_rotation.x);
mat4x4_rotate_Y(view_matrix, view_matrix, tc_camera_rotation.y);
mat4x4_rotate_Z(view_matrix, view_matrix, tc_camera_rotation.z);
glUseProgram(tc_game_state_g.renderer.draw_shader.program_id);
@ -123,7 +123,7 @@ void render()
glUniformMatrix4fv(view_uniform_location, 1, GL_FALSE, &view_matrix[0][0]);
// printf("%d\n", view_uniform_location);
// render_block(block);
render_block(block);
tc_draw_world(&tc_game_state_g.main_world);
SDL_GL_SwapWindow(tc_game_state_g.renderer.window);
@ -135,6 +135,8 @@ bool go_left = false;
bool go_right = false;
bool go_forward = false;
bool go_backwards = false;
bool rotate_left = false;
bool rotate_right = false;
bool update()
{
@ -158,6 +160,16 @@ bool update()
} break;
case SDL_KEYDOWN:
if(event.key.keysym.scancode == SDL_SCANCODE_Q)
{
rotate_left = true;
}
if(event.key.keysym.scancode == SDL_SCANCODE_E)
{
rotate_right = true;
}
if(event.key.keysym.scancode == SDL_SCANCODE_W)
{
go_forward = true;
@ -192,6 +204,16 @@ bool update()
case SDL_KEYUP:
if(event.key.keysym.scancode == SDL_SCANCODE_Q)
{
rotate_left = false;
}
if(event.key.keysym.scancode == SDL_SCANCODE_E)
{
rotate_right = false;
}
if(event.key.keysym.scancode == SDL_SCANCODE_W)
{
go_forward = false;
@ -255,6 +277,17 @@ bool update()
{
tc_camera_position.z -= 0.25;
}
if(rotate_left)
{
tc_camera_rotation.y += 1.0f / (3.1415 * 2);
}
if(rotate_right)
{
tc_camera_rotation.y -= 1.0f / (3.1415 * 2);
}
return true;
}

View File

@ -28,7 +28,7 @@ float tc_block_vertices[108] =
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
@ -37,7 +37,7 @@ float tc_block_vertices[108] =
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
@ -59,7 +59,6 @@ float tc_block_vertices[108] =
-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, -0.5f
};
uint32_t tc_count_chunk_vertices(tc_chunk_s *chunk)
{
uint32_t num_vertices = 0;
@ -131,7 +130,7 @@ void tc_meshize_chunk(tc_chunk_s *chunk)
}
memcpy(
&chunk->vertex_positions[vertex_index],
&chunk->vertex_positions[vertex_index*3],
block_positions,
sizeof(float) * 36 * 3
);

View File

@ -94,9 +94,6 @@ tc_chunk_s * tc_new_chunk(tc_world_s *world, float x, float y, float z)
glBindBuffer(GL_ARRAY_BUFFER, chunk->vertex_data);
glBufferData(GL_ARRAY_BUFFER, chunk->num_vertices * 3 * sizeof(float), chunk->vertex_positions, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *) 0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
tc_add_chunk(world, chunk);