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@@ -34,9 +34,8 @@
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// Srsly people who macro error codes are the devil
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#undef ERROR
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#include "Logger.h"
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#include "FrameWatcher.h"
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class Application: private Gui {
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class Application {
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public:
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const int WINDOW_X = 1536;
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@@ -72,8 +71,6 @@ private:
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Input input_handler;
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std::shared_ptr<WindowHandler> window_handler;
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FrameWatcher frame_watcher;
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// The sfml imgui wrapper I'm using requires Update be called with sf::Time
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// Might modify it to also accept seconds
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sf::Clock sf_delta_clock;
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@@ -93,9 +90,4 @@ private:
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delta_time = 0.0,
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accumulator_time = 0.0,
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current_time = 0.0;
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public:
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virtual void render_gui() override;
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virtual void update_gui() override;
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};
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@@ -26,7 +26,7 @@ public:
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int update(double delta_time);
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void look_at(sf::Vector3f position);
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void look_at_center();
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sf::Vector2f* get_direction_pointer();
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sf::Vector3f* get_position_pointer();
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@@ -57,12 +57,6 @@ namespace vr {
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NetworkJoystickMoved,
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NetworkJoystickConnected,
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NetworkJoystickDisconnected,
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Tick120Seconds,
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Tick60Seconds,
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Tick30Seconds,
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Tick20Seconds,
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Tick10Seconds,
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Tick5Seconds,
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Count
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};
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@@ -78,6 +72,8 @@ namespace vr {
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};
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class Closed : public Event {
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public:
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Closed() : Event(vr::Event::EventType::Closed) {};
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@@ -1,27 +0,0 @@
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#pragma once
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#include "Pub_Sub.h"
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class FrameWatcher : public VrEventPublisher{
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public:
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FrameWatcher();
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~FrameWatcher();
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void do_tick();
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private:
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float get_elapsed_time();
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float step_size = 0.0166f;
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double frame_time = 0.0;
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double elapsed_time = 0.0;
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double delta_time = 0.0;
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double accumulator_time = 0.0;
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double current_time = 0.0;
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};
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@@ -42,7 +42,7 @@ private:
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static std::list<Gui*> renderable_container;
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protected:
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bool rendering = true;
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bool rendering = false;
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// Derived class will handle imgui calls
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};
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@@ -21,6 +21,8 @@ public:
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void consume_vr_events();
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void handle_held_keys();
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void dispatch_events();
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virtual void render_gui() override;
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virtual void update_gui() override;
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@@ -40,10 +42,6 @@ private:
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static const std::vector<std::string> key_strings;
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std::list<std::unique_ptr<vr::Event>> event_queue;
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protected:
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virtual void generate_events() override;
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};
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class WindowHandler : public VrEventSubscriber {
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@@ -23,9 +23,13 @@ public:
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void stop_recieving_from_clients();
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void generate_events();
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void dispatch_events();
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private:
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std::list<std::unique_ptr<vr::Event>> event_queue;
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std::vector<sf::TcpSocket*> client_sockets;
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sf::SocketSelector socket_selector;
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@@ -3,7 +3,6 @@
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#include <iostream>
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#include "Event.hpp"
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#include <memory>
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#include <list>
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class VrEventPublisher;
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@@ -23,19 +22,12 @@ class VrEventPublisher {
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public:
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virtual ~VrEventPublisher() {};
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virtual void subscribe(VrEventSubscriber *subscriber, vr::Event::EventType type) final;
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virtual void subscribe(VrEventSubscriber *subscriber, std::vector<vr::Event::EventType> type) final;
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virtual void unsubscribe(VrEventSubscriber *s, vr::Event::EventType c) final;
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virtual void subscribe(VrEventSubscriber *subscriber, vr::Event::EventType type);
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virtual void subscribe(VrEventSubscriber *subscriber, std::vector<vr::Event::EventType> type);
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virtual void unsubscribe(VrEventSubscriber *s, vr::Event::EventType c);
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virtual void notify_subscribers(std::unique_ptr<vr::Event> event);
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private:
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std::map<vr::Event::EventType, std::vector<VrEventSubscriber*>> subscribers;
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protected:
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virtual void notify_subscribers(std::unique_ptr<vr::Event> event) final;
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virtual void dispatch_events() final;
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virtual void generate_events() = 0;
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std::list<std::unique_ptr<vr::Event>> event_queue;
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};
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@@ -375,7 +375,7 @@ __kernel void raycaster(
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bool shadow_ray = false;
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// Andrew Woo's raycasting algo
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while (distance_traveled < max_distance && bounce_count < 4) {
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while (distance_traveled < max_distance && bounce_count < 2) {
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// Fancy no branch version of the logic step
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face_mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
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@@ -387,7 +387,6 @@ __kernel void raycaster(
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voxel_data = 5;
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voxel.xyz -= voxel_step.xyz * face_mask.xyz;
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first_strike = mix(fog_color, voxel_color, 1.0 - max(distance_traveled / 700.0f, (float)0));
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break;
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}
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@@ -538,10 +537,10 @@ __kernel void raycaster(
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texture_atlas,
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convert_int2(tile_face_position * convert_float2(*atlas_dim / *tile_dim)) +
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convert_int2((float2)(3, 4) * convert_float2(*atlas_dim / *tile_dim))
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).xyz/4;
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).xyz/2;
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voxel_color -= 0.3f;
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max_distance = 700;
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voxel_color.w += 0.3f;
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max_distance = 500;
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distance_traveled = 0;
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float3 hit_pos = convert_float3(voxel) + face_position;
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@@ -110,43 +110,17 @@ bool Application::game_loop() {
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// Time keeping
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elapsed_time = elap_time();
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// time between this and the last frame
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delta_time = elapsed_time - current_time;
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// Setup the time for the next tick
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current_time = elapsed_time;
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// If the delta exceeded 0.2f, then limit the max lag we'll allow
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// 1 / float is how you get the fps. 0.2f == 5fps
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if (delta_time > 0.2f)
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delta_time = 0.2f;
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// Add the the physics accumulator our delta
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accumulator_time += delta_time;
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// We want to keep our physics at a constant step size but we have a variable frame rate.
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// 0.016 == physics preferred timestep
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// 0.030 == average 30 fps frame rate
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// we must run the physics step ~twice every render frame to keep consistency
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int count = 0;
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while ((accumulator_time - step_size) >= step_size) {
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count++;
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accumulator_time -= step_size;
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// do physics at step size rate
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for (int i = 0; i < 1000; i++) {
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int x = 9;
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int r = i + x * 4;
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current_time = elapsed_time;
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}
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// ==== DELTA TIME LOCKED ====
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}
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std::cout << count << "\n";
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// ==== FPS LOCKED ====
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window->clear(sf::Color::Black);
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@@ -172,31 +146,21 @@ bool Application::game_loop() {
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fps.draw();
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Gui::do_render();
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ImGui::Render();
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// ImGUI messes up somthing in the SFML GL state, so we need a single draw call to right things
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// then we can move on to flip the screen buffer via display
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window->draw(sf::CircleShape(0));
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window->display();
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar;
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bool window_show = true;
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if (ImGui::BeginMenuBar())
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{
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if (ImGui::BeginMenu("Menu"))
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{
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ImGui::Button("asdoifjasodif");
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ImGui::EndMenu();
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}
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ImGui::EndMenuBar();
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}
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float Application::elap_time() {
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static std::chrono::time_point<std::chrono::system_clock> start;
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static bool started = false;
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if (!started) {
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start = std::chrono::system_clock::now();
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started = true;
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}
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std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
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std::chrono::duration<double> elapsed_time = now - start;
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return static_cast<float>(elapsed_time.count());
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}
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void Application::render_gui() {
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ImGui::Begin("Window");
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ImGui::InputText("filename", screenshot_buf, 128);
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if (ImGui::Button("Take Screen shot")) {
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@@ -227,8 +191,69 @@ void Application::render_gui() {
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}
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ImGui::End();
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ImGui::Begin("Controller debugger");
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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static ImVec4 col = ImVec4(1.0f, 0.0f, 1.0f, 1.0f);
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const ImVec2 p = ImGui::GetCursorScreenPos();
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const ImU32 col32 = ImColor(col);
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std::vector<float> axis_values = {
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sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::X) / 2,
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sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::Y) / 2,
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sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::U) / 2,
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sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::R) / 2,
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sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::Z) / 2,
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sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::V) / 2
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};
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ImGui::Columns(3, "Axis's"); // 4-ways, with border
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ImGui::Separator();
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ImGui::Text("X Y"); ImGui::NextColumn();
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ImGui::Text("U R"); ImGui::NextColumn();
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ImGui::Text("Z V"); ImGui::NextColumn();
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ImGui::Separator();
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for (int i = 0; i < 3; i++) {
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float offset = ImGui::GetColumnWidth(i);
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draw_list->AddLine(ImVec2(p.x + 0 + offset * i, p.y + 50), ImVec2(p.x + 100 + offset * i, p.y + 50), col32, 1.0);
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draw_list->AddLine(ImVec2(p.x + 50 + offset * i, p.y + 0), ImVec2(p.x + 50 + offset * i, p.y + 100), col32, 1.0);
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draw_list->AddCircleFilled(ImVec2(p.x + axis_values[2 * i] + 50 + offset * i, p.y + axis_values[2 * i + 1] + 50), 6, col32, 32);
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ImGui::Dummy(ImVec2(100, 100));
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ImGui::NextColumn();
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}
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void Application::update_gui() {
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ImGui::End();
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//ImGui::ShowTestWindow();
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ImGui::Render();
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// ImGUI messes up somthing in the SFML GL state, so we need a single draw call to right things
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// then we can move on to flip the screen buffer via display
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window->draw(sf::CircleShape(0));
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window->display();
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}
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}
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float Application::elap_time() {
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static std::chrono::time_point<std::chrono::system_clock> start;
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static bool started = false;
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if (!started) {
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start = std::chrono::system_clock::now();
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started = true;
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}
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std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
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std::chrono::duration<double> elapsed_time = now - start;
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return static_cast<float>(elapsed_time.count());
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}
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@@ -97,7 +97,7 @@ void Camera::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Even
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default_impulse = 1.0f;
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}
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else if (held_event->code == sf::Keyboard::C) {
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look_at(sf::Vector3f(128, 128, 10));
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look_at_center();
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}
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else if (held_event->code == sf::Keyboard::Q) {
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add_relative_impulse(Camera::DIRECTION::DOWN, default_impulse);
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@@ -230,10 +230,9 @@ void Camera::update_gui() {
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rendering = true;
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}
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void Camera::look_at(sf::Vector3f position)
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{
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void Camera::look_at_center() {
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direction = CartToNormalizedSphere(position - this->position);
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direction = CartToNormalizedSphere(sf::Vector3f(60, 60, 35) - position);
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}
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sf::Vector2f* Camera::get_direction_pointer() {
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@@ -1,48 +0,0 @@
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#include "FrameWatcher.h"
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#include <chrono>
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FrameWatcher::FrameWatcher() {
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}
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FrameWatcher::~FrameWatcher()
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{
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|
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}
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void FrameWatcher::do_tick() {
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elapsed_time = get_elapsed_time();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if (delta_time > 0.2f)
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delta_time = 0.2f;
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accumulator_time += delta_time;
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while ((accumulator_time - step_size) >= step_size) {
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accumulator_time -= step_size;
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// ==== DELTA TIME LOCKED ====
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}
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}
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float FrameWatcher::get_elapsed_time() {
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static std::chrono::time_point<std::chrono::system_clock> start;
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static bool started = false;
|
||||
|
||||
if (!started) {
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start = std::chrono::system_clock::now();
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started = true;
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}
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||||
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||||
std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
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||||
std::chrono::duration<double> elapsed_time = now - start;
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return static_cast<float>(elapsed_time.count());
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}
|
||||
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||||
@@ -112,6 +112,16 @@ void Input::handle_held_keys() {
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||||
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||||
}
|
||||
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||||
void Input::dispatch_events() {
|
||||
|
||||
while (event_queue.size() != 0) {
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notify_subscribers(std::move(event_queue.front()));
|
||||
event_queue.pop_front();
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||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Input::render_gui() {
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||||
|
||||
ImGui::Begin("Input Debugger");
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||||
@@ -386,7 +396,4 @@ const std::vector<std::string> Input::key_strings = {
|
||||
"Pause"
|
||||
};
|
||||
|
||||
void Input::generate_events() {
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||||
}
|
||||
|
||||
|
||||
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||||
@@ -26,6 +26,14 @@ void NetworkInput::recieve_from_clients()
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||||
|
||||
}
|
||||
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||||
void NetworkInput::dispatch_events()
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||||
{
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||||
while (event_queue.size() != 0) {
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||||
notify_subscribers(std::move(event_queue.front()));
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||||
event_queue.pop_front();
|
||||
}
|
||||
}
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||||
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||||
void NetworkInput::threaded_client_listener(int port) {
|
||||
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||||
listener.listen(port);
|
||||
|
||||
@@ -42,10 +42,3 @@ void VrEventPublisher::notify_subscribers(std::unique_ptr<vr::Event> event) {
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void VrEventPublisher::dispatch_events() {
|
||||
while (event_queue.size() != 0) {
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||||
notify_subscribers(std::move(event_queue.front()));
|
||||
event_queue.pop_front();
|
||||
}
|
||||
}
|
||||
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||||
@@ -215,7 +215,7 @@ void Old_Map::generate_terrain() {
|
||||
|
||||
for (int x = dimensions.x / 2; x < dimensions.x / 2 + dimensions.x / 64; x++) {
|
||||
for (int y = dimensions.x / 2; y < dimensions.y / 2 + dimensions.x / 64; y++) {
|
||||
for (int z = 5; z < 15; z++) {
|
||||
for (int z = 0; z < 5; z++) {
|
||||
|
||||
voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 6;
|
||||
}
|
||||
@@ -249,63 +249,63 @@ void Old_Map::generate_terrain() {
|
||||
|
||||
// Hand code in some constructions
|
||||
|
||||
//std::vector<std::vector<int>> maze =
|
||||
// generate_maze(sf::Vector2i(8, 8), sf::Vector2i(0, 0));
|
||||
std::vector<std::vector<int>> maze =
|
||||
generate_maze(sf::Vector2i(8, 8), sf::Vector2i(0, 0));
|
||||
|
||||
//for (int x = 0; x < maze.size(); x++) {
|
||||
// for (int y = 0; y < maze.at(0).size(); y++) {
|
||||
//
|
||||
// switch(maze.at(x).at(y)) {
|
||||
//
|
||||
// case 1: { // North
|
||||
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 5;
|
||||
// //voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
// break;
|
||||
// }
|
||||
// case 2: { // South
|
||||
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 5;
|
||||
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
// //voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
// break;
|
||||
// }
|
||||
// case 3: { // East
|
||||
// voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
// voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
|
||||
// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
// break;
|
||||
// }
|
||||
// case 4: { // West
|
||||
// voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
|
||||
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
// voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
// //voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
// //voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
// break;
|
||||
// }
|
||||
//
|
||||
// }
|
||||
//
|
||||
//
|
||||
for (int x = 0; x < maze.size(); x++) {
|
||||
for (int y = 0; y < maze.at(0).size(); y++) {
|
||||
|
||||
switch(maze.at(x).at(y)) {
|
||||
|
||||
case 1: { // North
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 5;
|
||||
//voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
break;
|
||||
}
|
||||
case 2: { // South
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 5;
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
//voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
break;
|
||||
}
|
||||
case 3: { // East
|
||||
voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
|
||||
//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
break;
|
||||
}
|
||||
case 4: { // West
|
||||
voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
//voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
//voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//for (int x = 0; x < dimensions.x; x++) {
|
||||
// for (int y = 0; y < dimensions.y; y++) {
|
||||
// voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6;
|
||||
// }
|
||||
//}
|
||||
|
||||
|
||||
////for (int x = 0; x < dimensions.x; x++) {
|
||||
//// for (int y = 0; y < dimensions.y; y++) {
|
||||
//// voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6;
|
||||
//// }
|
||||
////}
|
||||
|
||||
//set_voxel(sf::Vector3i(45, 70, 6), 6);
|
||||
//set_voxel(sf::Vector3i(47, 70, 6), 6);
|
||||
//set_voxel(sf::Vector3i(100, 100, 50), 1);
|
||||
set_voxel(sf::Vector3i(45, 70, 6), 6);
|
||||
set_voxel(sf::Vector3i(47, 70, 6), 6);
|
||||
set_voxel(sf::Vector3i(100, 100, 50), 1);
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user