Esempio n. 1
0
void Chunk::init()
{
	if (!isInit)
	{
		// Create the blocks
		m_blocks = new Block**[CHUNK_SIZE];
	
		for (int i = 0; i < CHUNK_SIZE; i++)
		{
			m_blocks[i] = new Block*[CHUNK_SIZE];

			for (int j = 0; j < CHUNK_SIZE; j++)
			{
				m_blocks[i][j] = new Block[CHUNK_SIZE];
			}
		}
		if (!wasInit){
			int R = distribution(randEngine);
			int G = distribution(randEngine);
			int B = distribution(randEngine);
			m_color = Color8(R, G, B, 255);
			wasInit = true;
		}
		shouldUpdate = true;
		isInit = true;
	}
}
Esempio n. 2
0
int main()
{
	if (!glfwInit()) // Initialize glfw and check for errors.
	{
		Debug_Log("glfw failed to init");
	}

	Window m_window; // Create a window.
	if (m_window.init(WINDOW_WITDH, WINDOW_HEIGHT)) // Initialize the window.
	{
		Debug_Log(m_window.getTitle() << " window has been initiated");
	}

	if (glewInit()) // Initialize glew and check for errors, please note that you must init glew after creating a window and initializing it, and before using any gl calls.
	{
		Debug_Log("glew failed to init");
	}

	InputManager m_inputManager; // Create an input manager object
	m_inputManager.init(m_window.getWindowHandler()); // Init it

	GLProgram m_program;// Create a GLProgram object for debug purposes
	m_program.loadShaders("Shaders/Shader.vert", "Shaders/Shader.frag"); // test if the shaders compile

	GLuint m_vao; /// this is the vertex array object, unimportant for now, and the program can run without it.
	glGenVertexArrays(1, &m_vao);
	glBindVertexArray(m_vao);

	Vertex2D verts[6];
	verts[0].setPosition(0.0f, 1.0f);
	verts[0].setColor(Color8(255, 255, 0));
	verts[1].setPosition(1.0f, 0.0f);
	verts[1].setColor(Color8(255, 0, 255));
	verts[2].setPosition(0.0f, 0.0f);
	verts[2].setColor(Color8(0, 255, 0));
	verts[3].setPosition(1.0f, 0.0f);
	verts[3].setColor(Color8(0, 0, 255));
	verts[4].setPosition(1.0f, 1.0f);
	verts[4].setColor(Color8(0, 255, 255));
	verts[5].setPosition(0.0f, 1.0f);
	verts[5].setColor(Color8(255, 0, 0));

	
	Debug_Log("size of vertecies" << sizeof(verts));
	Debug_Log(sizeof(Vertex3D));


	GLuint m_vbo; ///< this is the vertex buffer object.
	glGenBuffers(1, &m_vbo);
	glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
	glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);

	/*

	VERTEX:1
		POSITION - 1 
		COLOR - 1
		TEXTURE-COORD -1 
	VERTEX:2
		POSITION-1
		COLOR-1
		TEXTURE-COORD-1
	
	*/

	//glUseProgram(m_program.getID()); 
	m_program.addAttribute("vertexPos", 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)offsetof(Vertex2D,position));
	m_program.addAttribute("vertexColor", 3, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex2D), (void*)offsetof(Vertex2D, color));

	glm::mat4 projection; /*= glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.0f);*/
	glm::mat4 view; /*glm::lookAt(glm::vec3(0.0, -5.0, 0.0), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 0.0, 1.0));*/
	glm::mat4 model;/* = glm::mat4(1.0f);*/
	glm::mat4 MVP = projection * view * model;
	GLint mvpLocation = glGetUniformLocation(m_program.getID(), "MVP");
	glUniformMatrix4fv(mvpLocation, 1, GL_FALSE, glm::value_ptr(MVP));

	while (!m_window.shouldWindowClose()) // The game loop.
	{
		m_inputManager.update();

		if(m_inputManager.isKeyPressed(KEYS::ESC)) // Check if pressed escape.
		{	
			m_window.setWindowClose(); // Close the window if you press the escape button.
		}
		glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // set the background color
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		
		m_program.use();
		glDrawArrays(GL_TRIANGLES, 0, 6);
		m_program.unuse();

		m_window.update(); // Update the window.
	}
	glDeleteBuffers(1, &m_vbo);
	glDeleteVertexArrays(1, &m_vao);
	m_program.deleteProgram();
	m_window.destroy();
	return 0;
}
Esempio n. 3
0
void Chunk::draw(Renderer* renderer, glm::vec2 &ChunkPos, BlockClicked &currentBlock)
{
	Color8 colors[] {Color8(102, 51, 0, 255), Color8(124, 252, 0, 255), Color8(255, 255, 255, 255) };

	//Debug_Log("Chunk is drawing");

	for (int i = 0; i < CHUNK_SIZE; i++)
	{
		for (int j = 0; j < CHUNK_SIZE; j++)
		{

			for (int k = 0; k < CHUNK_SIZE; k++)
			{
				bool shouldDraw = true;
				Color8 blockColor = colors[0];
				//	bool isGrass = false;

				if (!m_blocks[i][j][k].getActive())
				{
					shouldDraw = false;
				}
				bool jPositive = false;
				if (shouldDraw)
				{
					bool iNegative = false;
					if (i > 0)
						iNegative = m_blocks[i - 1][j][k].getActive();

					bool iPositive = false;
					if (i < CHUNK_SIZE - 1)
						iPositive = m_blocks[i + 1][j][k].getActive();
					bool jNegative = false;
					if (j > 0)
						jNegative = m_blocks[i][j - 1][k].getActive();
					if (j < CHUNK_SIZE - 1)
						jPositive = m_blocks[i][j + 1][k].getActive();

					bool kNegative = false;
					if (k > 0)
						kNegative = m_blocks[i][j][k - 1].getActive();

					bool kPositive = false;
					if (k < CHUNK_SIZE - 1)
						kPositive = m_blocks[i][j][k + 1].getActive();
					if (iNegative && iPositive && jNegative &&jPositive && kNegative && kPositive)
					{
						shouldDraw = false;
					}

					if (!jPositive)
					{
						blockColor = colors[1];

					}
					if ((currentBlock.blockX == i) && (currentBlock.blockY == j) && (currentBlock.blockZ == k))
					{
						blockColor = colors[2];
					}

				}
				if (rows.empty())
				{
					rows.emplace_back(k, k, blockColor, shouldDraw);
				}
				else
				{

					if ((!rows.back().color.isEquals(blockColor)) || (rows.back().shouldbeDrawn != shouldDraw))
					{
						rows.emplace_back(k, k, blockColor, shouldDraw);
					}
					else
					{
						rows.back().end = k;
					}
				}





			}
			for (int index = 0; index < rows.size(); index++)
			{
				rows[index].Update();
				//Debug_Log("position of the row is" << i << "," << j << "," << (int)rows[index].start << "," << (int)rows[index].end<<"  should be drawn "<<rows[index].shouldbeDrawn);
				if (rows[index].shouldbeDrawn)
				{
					glm::vec3 rowStart(ChunkPos.x + i, j, ChunkPos.y + rows[index].start);
					glm::vec3 scale(BLOCK_WIDTH, BLOCK_WIDTH, BLOCK_WIDTH*rows[index].length);
					renderer->draw(rowStart, scale, rows[index].color);
				}

			}
			rows.clear();
		}
	}
}
Esempio n. 4
0
int _tmain(int argc, _TCHAR* argv[])
{
	Camera* camera = &Camera();
	camera->position.x = 0;
	camera->position.y = 0;
	camera->position.z = 0;
	camera->viewPort.x = 240;
	camera->viewPort.y = 240;
	camera->focalDistance=100;
	camera->fogDistance=150;

	Scene* mainScene = new Scene(*camera);

	for(int i=0;i<=3;i++)
	{
		//for(int j=0;j<4;j++)
		{
			Color8 green; green.setColor(0, 255, 0, 255);
			Color8 red; red.setColor(255, 0, 0, 255);
			Color8 blue; blue.setColor(0, 0, 255, 255);
			Color8 white; white.setColor(255, 255, 255, 255);
			Vertice*v1=new Vertice(0, 0, 0, green);
			Vertice*v2=new Vertice(0, 50, 0, red);
			Vertice*v3=new Vertice(50, 0, 0, blue);

			Triangle* t = new Triangle(*v1, *v2, *v3);
			std::list<Triangle> tris;
			tris.push_back(*t);
			Object3D* triangle = new Object3D(MESH, tris, Vector3(i*50-50*2, 40, 20));
			//triangle->rotate(-PI/8*(i), 0, 0);
			//mainScene->addObject(triangle);
			
			/*Color8* yellow = &Color8(i*55, 255, 255, 255);
			Sphere* cube2 = &Sphere(20, &Vertice(i*30, 66, 0, *yellow));
			//cube2->scale(&Vector3(1, 2, 1));
	
			mainScene->addObject((Object3D*)cube2);*/
		}
	}

	Color8 white; white.setColor(255, 255, 255, 255);
	Object3D* plane = new Object3D(MESH, getPlane(30, white), Vector3(0, 0, 0));
	plane ->rotate(PI/2, 0, 0);
	//mainScene->addObject(plane);

	Color8 color2; color2.setColor(0, 0, 255, 255);
	Sphere* sphere = new Sphere(40,&Vertice(30, 30, 30, white));
	mainScene->addObject((Object3D*)sphere);

	Sphere* sphere2 = new Sphere(40,&Vertice(-30, 30, 60, white));
	mainScene->addObject((Object3D*)sphere2);

	Sphere* sphere6 = new Sphere(60,&Vertice(0, 0, 60, Color8(255, 0, 0, 255)));
	mainScene->addObject((Object3D*)sphere6);

	Cylinder* sphere3 = new Cylinder(&Vector3(0, 20, 50), &Vector3(0, 20, 0), 20, &Color8(255, 0, 0, 255));
	//mainScene->addObject((Object3D*)sphere3);
	
	Cylinder* sphere5 = new Cylinder(&Vector3(0, 0, 0), &Vector3(10, 30, 20), 10, &color2);
	//mainScene->addObject((Object3D*)sphere5);
	
	Cylinder* sphere4 = new Cylinder(&Vector3(-50, 0, 20), &Vector3(0, 0, 30), 20, &color2);
	//mainScene->addObject((Object3D*)sphere4);

	Light* light = new Light(DIRECTIONAL, Vector3(), Color8(255, 255, 255, 255), Vector3(1, 0, 0));
	//mainScene->addLight(light);

	Light* light2 = new Light(DIRECTIONAL, Vector3(), Color8(255, 255, 255, 255), Vector3(1, 1, 0));
	mainScene->addLight(light2);

	Renderer* renderer = new Renderer(*mainScene);
	ppm_image testImage = renderer->render(PERSPECTIVE);

	BmpExporter* exporter = new BmpExporter("test.bmp");
	
	exporter->export2(&testImage);

	return 0;
}