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584332788d
...
a516f29be1
18
Makefile
18
Makefile
@ -1,18 +1,17 @@
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CXX = g++
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CXX = g++
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CXXFLAGS = -O3 -Isrc
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CXXFLAGS = -g -Isrc
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LD = ld
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LD = ld
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||||||
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LINKFLAGS = -lGL -lglfw
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LINKFLAGS = -lGL -lglfw
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CC = gcc
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CC = gcc
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CCFLAGS = -O3 -Isrc
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CCFLAGS = -g -Isrc
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XNOECRAFT_CPP_SRCS = $(shell find src/ -name '*.cpp')
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XNOECRAFT_CPP_SRCS = $(shell find src/ -name '*.cpp')
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XNOECRAFT_C_SRCS = $(shell find src/ -name '*.c')
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XNOECRAFT_C_SRCS = $(shell find src/ -name '*.c')
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XNOECRAFT_RES = $(shell find res/ -type f)
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XNOECRAFT_RES = $(shell find res/ -type f)
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XNOECRAFT_OBJS = $(patsubst src/%.cpp,build/%.o,$(XNOECRAFT_CPP_SRCS)) $(patsubst src/%.c,build/%.o,$(XNOECRAFT_C_SRCS)) $(patsubst res/%.dat,build/%.o,$(XNOECRAFT_RES))
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XNOECRAFT_OBJS = $(patsubst src/%.cpp,build/%.o,$(XNOECRAFT_CPP_SRCS)) $(patsubst src/%.c,build/%.o,$(XNOECRAFT_C_SRCS)) $(patsubst res/%.dat,build/%.o,$(XNOECRAFT_RES))
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XNOECRAFT_OBJS_WIN = $(patsubst src/%.cpp,build/%.wo,$(XNOECRAFT_CPP_SRCS)) $(patsubst src/%.c,build/%.wo,$(XNOECRAFT_C_SRCS)) $(patsubst res/%.dat,build/%.o,$(XNOECRAFT_RES))
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XNOECRAFT_SRC_DIRS = $(shell find src/* -type d)
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XNOECRAFT_SRC_DIRS = $(shell find src/* -type d)
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XNOECRAFT_RES_DIRS = $(shell find res/* -type d)
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XNOECRAFT_RES_DIRS = $(shell find res/* -type d)
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@ -20,11 +19,9 @@ XNOECRAFT_OBJ_DIRS = $(patsubst src/%,build/%,$(XNOECRAFT_SRC_DIRS)) $(patsubst
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.PHONY = all cleanbuild clean prepare
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.PHONY = all cleanbuild clean prepare
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run: all
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all: prepare build/xnoecraft
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./build/xnoecraft
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./build/xnoecraft
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all: prepare build/xnoecraft build/xnoecraft.exe
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cleanbuild: clean prepare build/xnoecraft
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cleanbuild: clean prepare build/xnoecraft
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clean:
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clean:
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@ -35,21 +32,12 @@ prepare: $(XNOECRAFT_OBJ_DIRS)
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build/xnoecraft: $(XNOECRAFT_OBJS)
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build/xnoecraft: $(XNOECRAFT_OBJS)
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$(CXX) $(LINKFLAGS) -o $@ $^
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$(CXX) $(LINKFLAGS) -o $@ $^
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build/xnoecraft.exe: $(XNOECRAFT_OBJS_WIN)
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x86_64-w64-mingw32-g++ -static -static-libgcc -static-libstdc++ $^ -lglfw3 -lgdi32 -lssp -o $@
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build/%.o: src/%.cpp
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build/%.o: src/%.cpp
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$(CXX) $(CXXFLAGS) -o $@ -c $<
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$(CXX) $(CXXFLAGS) -o $@ -c $<
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build/%.o: src/%.c
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build/%.o: src/%.c
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$(CC) $(CCFLAGS) -o $@ -c $<
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$(CC) $(CCFLAGS) -o $@ -c $<
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build/%.wo: src/%.cpp
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x86_64-w64-mingw32-g++ $(CXXFLAGS) -o $@ -c $<
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build/%.wo: src/%.c
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x86_64-w64-mingw32-gcc $(CCFLAGS) -o $@ -c $<
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build/%.o: res/%.dat
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build/%.o: res/%.dat
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$(LD) -r -b binary $< -o $@
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$(LD) -r -b binary $< -o $@
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@ -2,8 +2,6 @@
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Instructions on how to build:
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Instructions on how to build:
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- Install GLFW
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- Install GLFW via your Package manager
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- Install GLM
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- Install GLM via your Package manager
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- Install MinGW cross compiler
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- Install GLFW MinGW
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- `make`
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- `make`
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@ -22,4 +22,16 @@ void main() {
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float intensity = clamp(dot(to_sun_vector, normal_pass), 0.25, 1.0);
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float intensity = clamp(dot(to_sun_vector, normal_pass), 0.25, 1.0);
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color.xyz *= intensity;
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color.xyz *= intensity;
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//vec3 to_camera_vector = normalize(camera_position_pass - position_pass);
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//vec3 reflection = reflect(-to_sun_vector, normal_pass);
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//float specular_intensity = max(dot(to_camera_vector, reflection), 0.0);
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//specular_intensity = pow(specular_intensity, shine_dampener);
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//specular_intensity *= reflectivity;
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//if (dot(normal_pass, to_camera_vector) >= 0.3)
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//color.xyz += vec3(1.0, 1.0, 1.0) * specular_intensity;
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}
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}
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@ -10,14 +10,14 @@ private:
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glm::mat4 projection_matrix;
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glm::mat4 projection_matrix;
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float field_of_view;
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float field_of_view;
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glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f);
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glm::vec3 rotation = glm::vec3(0.0f, 0.0f, 0.0f);
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int width;
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int width;
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int height;
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int height;
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void update_projection_matrix(int width, int height);
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void update_projection_matrix(int width, int height);
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public:
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public:
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glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f);
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glm::vec3 rotation = glm::vec3(0.0f, 0.0f, 0.0f);
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Camera();
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Camera();
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Camera(int width, int height);
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Camera(int width, int height);
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@ -31,37 +31,12 @@ void Chunk::set_block(int x, int y, int z, int block) {
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}
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}
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int Chunk::get_block(int x, int y, int z) {
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int Chunk::get_block(int x, int y, int z) {
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if (x < 0 || x >= Chunk::horiz_size)
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return 0;
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if (z < 0 || z >= Chunk::horiz_size)
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return 0;
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if (y < 0 || y >= Chunk::vert_size)
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if (y < 0 || y >= Chunk::vert_size)
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return 0;
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return 0;
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if (x < 0) {
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Chunk* c;
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if (c = World::get_chunk(this->x-1, this->z))
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return c->get_block(Chunk::horiz_size-1, y, z);
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else
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return 0;
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} else if (x >= Chunk::horiz_size) {
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Chunk* c;
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if (c = World::get_chunk(this->x+1, this->z))
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return c->get_block(0, y, z);
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else
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return 0;
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}
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if (z < 0) {
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Chunk* c;
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if (c = World::get_chunk(this->x, this->z-1))
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return c->get_block(x, y, Chunk::horiz_size-1);
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else
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return 0;
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} else if (z >= Chunk::horiz_size) {
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Chunk* c;
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if (c = World::get_chunk(this->x, this->z+1))
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return c->get_block(x, y, 0);
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else
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return 0;
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}
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return this->blocks[y * Chunk::horiz_size * Chunk::horiz_size + z * Chunk::horiz_size + x];
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return this->blocks[y * Chunk::horiz_size * Chunk::horiz_size + z * Chunk::horiz_size + x];
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}
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}
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@ -102,6 +77,7 @@ Chunk::~Chunk() {
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void Chunk::generate() {
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void Chunk::generate() {
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std::chrono::high_resolution_clock clock;
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std::chrono::high_resolution_clock clock;
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if (mesh_version < current_version) {
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auto t1 = clock.now();
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auto t1 = clock.now();
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mesh_version++;
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mesh_version++;
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@ -194,6 +170,7 @@ void Chunk::generate() {
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std::chrono::duration<double> d = (t2 - t1);
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std::chrono::duration<double> d = (t2 - t1);
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std::cerr << "Generated chunk in " << d.count() << " seconds.\n";
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std::cerr << "Generated chunk in " << d.count() << " seconds.\n";
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}
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}
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}
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bool Chunk::outdated() {
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bool Chunk::outdated() {
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13
src/chunk.h
13
src/chunk.h
@ -9,9 +9,6 @@
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#include <iostream>
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#include <iostream>
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class Chunk {
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class Chunk {
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public:
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static constexpr int horiz_size = 16;
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static constexpr int vert_size = 256;
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private:
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private:
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GLuint VAO = 0;
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GLuint VAO = 0;
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GLuint VBOs[4];
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GLuint VBOs[4];
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@ -19,7 +16,14 @@ private:
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int mesh_version=0;
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int mesh_version=0;
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int current_version=1;
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int current_version=1;
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static constexpr int horiz_size = 16;
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static constexpr int vert_size = 256;
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int blocks[horiz_size * horiz_size * vert_size];
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int blocks[horiz_size * horiz_size * vert_size];
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inline void set_block(int x, int y, int z, int block);
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inline int get_block(int x, int y, int z);
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public:
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public:
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int x;
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int x;
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int z;
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int z;
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@ -36,9 +40,6 @@ public:
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glm::mat4 get_transformation_matrix();
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glm::mat4 get_transformation_matrix();
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void select();
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void select();
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void set_block(int x, int y, int z, int block);
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int get_block(int x, int y, int z);
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};
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};
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#endif
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#endif
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64
src/main.cpp
64
src/main.cpp
@ -34,69 +34,25 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
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key_states[key] = 0;
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key_states[key] = 0;
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}
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}
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float vel_forward, vel_y, vel_right;
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void loop(float deltatime, GLFWwindow* w) {
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void loop(float deltatime, GLFWwindow* w) {
|
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float speed = 5.0f;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.2f, 0.6f, 0.7f, 1.0f);
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glClearColor(0.2f, 0.6f, 0.7f, 1.0f);
|
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std::cout << "Deltatime: " << deltatime << "\n";
|
std::cout << "Deltatime: " << deltatime << "\n";
|
||||||
|
|
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glm::vec3 old_position = c->get_position();
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float speed = 20.0f;
|
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glm::vec3 new_position = old_position;
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|
||||||
|
|
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glm::vec3 forward(
|
|
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glm::sin(c->rotation.y),
|
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0,
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|
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glm::cos(c->rotation.y)
|
|
||||||
);
|
|
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|
|
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glm::vec3 right(
|
|
||||||
glm::sin(c->rotation.y + 1.57f),
|
|
||||||
0,
|
|
||||||
glm::cos(c->rotation.y + 1.57f)
|
|
||||||
);
|
|
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|
|
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new_position.y += vel_y * deltatime;
|
|
||||||
if (world->collide(new_position.x, new_position.y-0.5f, new_position.z) || world->collide(new_position.x, new_position.y-1.5f, new_position.z)) {
|
|
||||||
vel_y = 0.0f;
|
|
||||||
new_position.y = old_position.y;
|
|
||||||
}
|
|
||||||
|
|
||||||
vel_forward = 0.0f;
|
|
||||||
vel_right = 0.0f;
|
|
||||||
if (key_states[GLFW_KEY_W])
|
if (key_states[GLFW_KEY_W])
|
||||||
vel_forward = -speed;
|
c->move_by(glm::vec3(0.0f, 0.0f, -speed) * deltatime);
|
||||||
if (key_states[GLFW_KEY_S])
|
|
||||||
vel_forward = speed;
|
|
||||||
if (key_states[GLFW_KEY_A])
|
if (key_states[GLFW_KEY_A])
|
||||||
vel_right = -speed;
|
c->move_by(glm::vec3(-speed, 0.0f, 0.0f) * deltatime);
|
||||||
|
if (key_states[GLFW_KEY_S])
|
||||||
|
c->move_by(glm::vec3(0.0f, 0.0f, speed) * deltatime);
|
||||||
if (key_states[GLFW_KEY_D])
|
if (key_states[GLFW_KEY_D])
|
||||||
vel_right = speed;
|
c->move_by(glm::vec3(speed, 0.0f, 0.0f) * deltatime);
|
||||||
if (key_states[GLFW_KEY_SPACE] && vel_y == 0.0f)
|
if (key_states[GLFW_KEY_SPACE])
|
||||||
vel_y = 6.0f;
|
c->change_position_by(glm::vec3(0.0f, speed, 0.0f) * deltatime);
|
||||||
|
if (key_states[GLFW_KEY_LEFT_SHIFT])
|
||||||
forward *= vel_forward;
|
c->change_position_by(glm::vec3(0.0f, -speed, 0.0f) * deltatime);
|
||||||
forward *= deltatime;
|
|
||||||
|
|
||||||
right *= vel_right;
|
|
||||||
right *= deltatime;
|
|
||||||
|
|
||||||
new_position += forward;
|
|
||||||
if (world->collide(new_position.x, new_position.y-0.5f, new_position.z) || world->collide(new_position.x, new_position.y-1.5f, new_position.z)) {
|
|
||||||
new_position.x = old_position.x;
|
|
||||||
new_position.z = old_position.z;
|
|
||||||
}
|
|
||||||
|
|
||||||
new_position += right;
|
|
||||||
if (world->collide(new_position.x, new_position.y-0.5f, new_position.z) || world->collide(new_position.x, new_position.y-1.5f, new_position.z)) {
|
|
||||||
new_position.x = old_position.x;
|
|
||||||
new_position.z = old_position.z;
|
|
||||||
}
|
|
||||||
|
|
||||||
c->set_position(new_position);
|
|
||||||
|
|
||||||
if (vel_y >= -50.0f)
|
|
||||||
vel_y -= 9.81f * deltatime;
|
|
||||||
|
|
||||||
double current_x_pos, current_y_pos;
|
double current_x_pos, current_y_pos;
|
||||||
glfwGetCursorPos(w, ¤t_x_pos, ¤t_y_pos);
|
glfwGetCursorPos(w, ¤t_x_pos, ¤t_y_pos);
|
||||||
|
@ -6,11 +6,10 @@ FastNoise World::noise;
|
|||||||
World::World() {
|
World::World() {
|
||||||
World::noise = FastNoise();
|
World::noise = FastNoise();
|
||||||
World::noise.SetNoiseType(FastNoise::Perlin);
|
World::noise.SetNoiseType(FastNoise::Perlin);
|
||||||
World::world = this;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void World::generate_around(int x, int z) {
|
void World::generate_around(int x, int z) {
|
||||||
int world_size_half = this->world_size;
|
int world_size_half = this->world_size / 2;
|
||||||
|
|
||||||
this->world_center = glm::vec2(x, z);
|
this->world_center = glm::vec2(x, z);
|
||||||
|
|
||||||
@ -24,6 +23,8 @@ void World::generate_around(int x, int z) {
|
|||||||
|
|
||||||
for (Chunk* c : this->chunks)
|
for (Chunk* c : this->chunks)
|
||||||
c->generate();
|
c->generate();
|
||||||
|
|
||||||
|
World::world = this;
|
||||||
}
|
}
|
||||||
|
|
||||||
void World::process(int x, int z) {
|
void World::process(int x, int z) {
|
||||||
@ -33,13 +34,12 @@ void World::process(int x, int z) {
|
|||||||
return;
|
return;
|
||||||
|
|
||||||
std::vector<Chunk*> new_chunks;
|
std::vector<Chunk*> new_chunks;
|
||||||
std::vector<Chunk*> to_generate;
|
|
||||||
|
|
||||||
// Player has moved from the world center.
|
// Player has moved from the world center.
|
||||||
|
|
||||||
// Determine world bounds.
|
// Determine world bounds.
|
||||||
|
|
||||||
int world_size_half = this->world_size;
|
int world_size_half = this->world_size / 2;
|
||||||
|
|
||||||
int x_low = x - world_size_half;
|
int x_low = x - world_size_half;
|
||||||
int x_high = x + world_size_half;
|
int x_high = x + world_size_half;
|
||||||
@ -68,36 +68,20 @@ void World::process(int x, int z) {
|
|||||||
|
|
||||||
Chunk* c = new Chunk(x + rel_x, z + rel_z);
|
Chunk* c = new Chunk(x + rel_x, z + rel_z);
|
||||||
new_chunks.push_back(c);
|
new_chunks.push_back(c);
|
||||||
to_generate.push_back(c);
|
|
||||||
this->location_map[std::tuple<int, int>(x + rel_x, z + rel_z)] = c;
|
this->location_map[std::tuple<int, int>(x + rel_x, z + rel_z)] = c;
|
||||||
|
|
||||||
// Remove and delete it.
|
// Remove and delete it.
|
||||||
this->location_map.erase(std::tuple<int, int>(chunk->x, chunk->z));
|
this->location_map.erase(std::tuple<int, int>(chunk->x, chunk->z));
|
||||||
delete chunk;
|
delete chunk;
|
||||||
} else {
|
} else {
|
||||||
// If it's in bounds, keep it
|
// If it's in bounds, keep it.
|
||||||
new_chunks.push_back(chunk);
|
new_chunks.push_back(chunk);
|
||||||
|
|
||||||
// Determine if its mesh needs regeneration
|
|
||||||
if (x < this->world_center[0]) {
|
|
||||||
if (chunk->x == x_low+2 || chunk->x == x_high)
|
|
||||||
to_generate.push_back(chunk);
|
|
||||||
} else if (x > this->world_center[0]) {
|
|
||||||
if (chunk->x == x_low || chunk->x == x_high-2)
|
|
||||||
to_generate.push_back(chunk);
|
|
||||||
}
|
|
||||||
if (z < this->world_center[1]) {
|
|
||||||
if (chunk->z == z_low+2 || chunk->z == z_high)
|
|
||||||
to_generate.push_back(chunk);
|
|
||||||
} else if (z > this->world_center[1]) {
|
|
||||||
if (chunk->z == z_low || chunk->z == z_high-2)
|
|
||||||
to_generate.push_back(chunk);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Go through all the chunks and regenerate them if they are outdated
|
// Go through all the chunks and regenerate them if they are outdated
|
||||||
for (Chunk* chunk : to_generate)
|
for (Chunk* chunk : new_chunks)
|
||||||
|
if (chunk->outdated())
|
||||||
chunk->generate();
|
chunk->generate();
|
||||||
|
|
||||||
//new_chunks.swap(this->chunks);
|
//new_chunks.swap(this->chunks);
|
||||||
@ -111,8 +95,8 @@ float World::get_height_at(int x, int z) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
Chunk* World::get_chunk(int x, int z) {
|
Chunk* World::get_chunk(int x, int z) {
|
||||||
auto search = World::world->location_map.find(std::tuple<int, int>(x, z));
|
auto search = this->location_map.find(std::tuple<int, int>(x, z));
|
||||||
if (search == World::world->location_map.end())
|
if (search == this->location_map.end())
|
||||||
return 0;
|
return 0;
|
||||||
return std::get<1>(*search);
|
return std::get<1>(*search);
|
||||||
}
|
}
|
||||||
@ -129,26 +113,3 @@ void World::render(Camera* c, Shader* s) {
|
|||||||
glDrawElements(GL_TRIANGLES, chunk->vertex_count, GL_UNSIGNED_INT, 0);
|
glDrawElements(GL_TRIANGLES, chunk->vertex_count, GL_UNSIGNED_INT, 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bool World::collide(float x, float y, float z) {
|
|
||||||
int chunk_x = x / 16;
|
|
||||||
int chunk_z = z / 16;
|
|
||||||
|
|
||||||
int chunk_rel_x = (int)x % 16;
|
|
||||||
int chunk_rel_z = (int)z % 16;
|
|
||||||
|
|
||||||
if (chunk_rel_x < 0) {
|
|
||||||
chunk_rel_x += (Chunk::horiz_size-1);
|
|
||||||
chunk_x--;
|
|
||||||
}
|
|
||||||
if (chunk_rel_z < 0) {
|
|
||||||
chunk_rel_z += (Chunk::horiz_size-1);
|
|
||||||
chunk_z--;
|
|
||||||
}
|
|
||||||
|
|
||||||
Chunk* c;
|
|
||||||
if (!(c = get_chunk(chunk_x, chunk_z)))
|
|
||||||
return false;
|
|
||||||
|
|
||||||
return c->get_block(chunk_rel_x, y, chunk_rel_z);
|
|
||||||
}
|
|
@ -30,7 +30,7 @@ private:
|
|||||||
|
|
||||||
glm::ivec2 world_center;
|
glm::ivec2 world_center;
|
||||||
|
|
||||||
int world_size = 16;
|
int world_size = 32;
|
||||||
|
|
||||||
static World* world;
|
static World* world;
|
||||||
|
|
||||||
@ -41,11 +41,9 @@ public:
|
|||||||
void process(int x, int z);
|
void process(int x, int z);
|
||||||
|
|
||||||
static float get_height_at(int x, int z);
|
static float get_height_at(int x, int z);
|
||||||
static Chunk* get_chunk(int x, int z);
|
Chunk* get_chunk(int x, int z);
|
||||||
|
|
||||||
void render(Camera* c, Shader* s);
|
void render(Camera* c, Shader* s);
|
||||||
|
|
||||||
bool collide(float x, float y, float z);
|
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
Loading…
x
Reference in New Issue
Block a user