Added camera and introduced lighting.
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			@ -13,12 +13,13 @@ import org.lwjgl.opengl.GLUtil;
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import org.lwjgl.system.MemoryUtil;
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import java.io.IOException;
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import java.util.Random;
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import static org.lwjgl.glfw.GLFW.*;
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import static org.lwjgl.opengl.GL46.*;
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public class Aos2Client {
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	public static void main(String[] args) throws IOException {
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	public static void main(String[] args) throws IOException, InterruptedException {
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		System.out.println("LWJGL Version: " + Version.getVersion());
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		GLFWErrorCallback.createPrint(System.err).set();
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		if (!glfwInit()) throw new IllegalStateException("Could not initialize GLFW");
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			@ -34,7 +35,7 @@ public class Aos2Client {
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			}
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		});
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		glfwSetInputMode(windowHandle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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//		glfwSetInputMode(windowHandle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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		glfwSetInputMode(windowHandle, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
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		glfwSetWindowPos(windowHandle, 50, 50);
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			@ -51,10 +52,15 @@ public class Aos2Client {
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		glEnable(GL_DEPTH_TEST);
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		glCullFace(GL_BACK);
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		Chunk chunk = Chunk.of((byte) 64);
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		Chunk chunk = Chunk.random(new Random(1));
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		Camera cam = new Camera();
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		cam.setPosition(0, 3, 0);
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		float angle = 0;
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		chunk.setBlockAt(0, 15, 0, (byte) 0);
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		chunk.setBlockAt(1, 15, 0, (byte) 0);
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		chunk.setBlockAt(2, 15, 0, (byte) 0);
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		chunk.setBlockAt(2, 15, 1, (byte) 0);
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		Matrix4f projectionTransform = new Matrix4f().perspective(70, 800 / 600.0f, 0.01f, 100.0f);
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		Matrix4f viewTransform = new Matrix4f()
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				.lookAt(new Vector3f(-5, 50, -10), new Vector3f(8, 0, 8), new Vector3f(0, 1, 0));
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		ChunkMesh mesh = new ChunkMesh(chunk);
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		int shaderProgram = createShaderProgram();
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			@ -66,12 +72,15 @@ public class Aos2Client {
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		while (!glfwWindowShouldClose(windowHandle)) {
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			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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			glUniformMatrix4fv(viewTransformUniform, false, viewTransform.get(new float[16]));
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			glUniformMatrix4fv(viewTransformUniform, false, cam.getViewTransformData());
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			mesh.draw();
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			glfwSwapBuffers(windowHandle);
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			glfwPollEvents();
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			angle += Math.PI / 48;
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			Thread.sleep(40);
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			cam.setOrientation((float) (Math.PI), 0);
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		}
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		Callbacks.glfwFreeCallbacks(windowHandle);
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			@ -0,0 +1,9 @@
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package nl.andrewl.aos2_client;
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import org.joml.Vector3f;
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public record BlockVertexData(
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		Vector3f position,
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		Vector3f color,
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		Vector3f normal
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) {}
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			@ -0,0 +1,41 @@
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package nl.andrewl.aos2_client;
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import nl.andrewl.aos_core.MathUtils;
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import org.joml.Matrix4f;
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import org.joml.Vector2f;
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import org.joml.Vector3f;
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public class Camera {
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	private final Vector3f position;
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	private final Vector2f orientation;
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	private final Matrix4f viewTransform;
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	private final float[] viewTransformData = new float[16];
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	public Camera() {
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		this.position = new Vector3f();
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		this.orientation = new Vector2f();
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		this.viewTransform = new Matrix4f();
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	}
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	public float[] getViewTransformData() {
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		return viewTransformData;
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	}
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	public void setPosition(float x, float y, float z) {
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		position.set(x, y, z);
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		updateViewTransform();
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	}
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	public void setOrientation(float x, float y) {
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		orientation.set(MathUtils.normalize(x, 0, Math.PI * 2), MathUtils.normalize(y, 0, Math.PI * 2));
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		updateViewTransform();
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	}
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	private void updateViewTransform() {
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		viewTransform.identity();
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		viewTransform.rotate(-orientation.x, new Vector3f(1, 0, 0));
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		viewTransform.rotate(-orientation.y, new Vector3f(0, 1, 0));
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		viewTransform.translate(position.x, position.y, position.z);
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		viewTransform.get(viewTransformData);
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	}
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}
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			@ -1,10 +1,12 @@
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package nl.andrewl.aos2_client;
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import nl.andrewl.aos_core.Pair;
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import nl.andrewl.aos_core.model.Chunk;
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import org.lwjgl.BufferUtils;
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import org.joml.Vector3f;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.stream.Stream;
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import static org.lwjgl.opengl.GL46.*;
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			@ -20,31 +22,130 @@ public class ChunkMesh {
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		this.vaoId = glGenVertexArrays();
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		this.eboId = glGenBuffers();
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		var meshData = chunk.generateMesh();
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		System.out.println(meshData.first().size());
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		FloatBuffer vertexBuffer = BufferUtils.createFloatBuffer(3 * meshData.first().size());
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		for (var vertex : meshData.first()) {
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			vertexBuffer.put(vertex.x);
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			vertexBuffer.put(vertex.y);
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			vertexBuffer.put(vertex.z);
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		}
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		vertexBuffer.flip();
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		IntBuffer indexBuffer = BufferUtils.createIntBuffer(meshData.second().size());
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		for (var index : meshData.second()) {
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			indexBuffer.put(index);
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		}
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		indexBuffer.flip();
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		this.indiciesCount = meshData.second().size();
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		long start = System.currentTimeMillis();
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		var meshData = generateMesh(chunk);
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		long dur = System.currentTimeMillis() - start;
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		System.out.println("Generated chunk mesh in " + dur + " ms");
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		this.indiciesCount = meshData.second().length;
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		glBindBuffer(GL_ARRAY_BUFFER, vboId);
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		glBufferData(GL_ARRAY_BUFFER, vertexBuffer, GL_STATIC_DRAW);
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		glBufferData(GL_ARRAY_BUFFER, meshData.first(), GL_STATIC_DRAW);
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		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eboId);
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		glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexBuffer, GL_STATIC_DRAW);
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		glBufferData(GL_ELEMENT_ARRAY_BUFFER, meshData.second(), GL_STATIC_DRAW);
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		glBindVertexArray(vaoId);
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		// Vertex position floats.
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		glEnableVertexAttribArray(0);
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		glVertexAttribPointer(0, 3, GL_FLOAT, false, 3 * Float.BYTES, 0);
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		glVertexAttribPointer(0, 3, GL_FLOAT, false, 9 * Float.BYTES, 0);
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		// Vertex color floats.
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		glEnableVertexAttribArray(1);
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		glVertexAttribPointer(1, 3, GL_FLOAT, false, 9 * Float.BYTES, 3 * Float.BYTES);
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		// Vertex normal floats.
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		glEnableVertexAttribArray(2);
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		glVertexAttribPointer(2, 3, GL_FLOAT, false, 9 * Float.BYTES, 6 * Float.BYTES);
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	}
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	private Pair<float[], int[]> generateMesh(Chunk c) {
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		List<BlockVertexData> vertexList = new ArrayList<>();
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		List<Integer> indexList = new ArrayList<>();
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		int idx = 0;
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		for (int x = 0; x < Chunk.SIZE; x++) {
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			for (int y = 0; y < Chunk.SIZE; y++) {
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				for (int z = 0; z < Chunk.SIZE; z++) {
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					byte block = c.getBlockAt(x, y, z);
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					if (block == 0) continue;
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					Vector3f color = Chunk.getColor(block);
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					var A = new Vector3f(x, y + 1, z);
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					var B = new Vector3f(x, y + 1, z + 1);
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					var C = new Vector3f(x + 1, y + 1, z + 1);
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					var D = new Vector3f(x + 1, y + 1, z);
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					var E = new Vector3f(x, y, z);
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					var F = new Vector3f(x, y, z + 1);
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					var G = new Vector3f(x + 1, y, z + 1);
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					var H = new Vector3f(x + 1, y, z);
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					// Top
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					if (c.getBlockAt(x, y + 1, z) == 0) {
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						var norm = new Vector3f(0, 1, 0);
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						vertexList.addAll(Stream.of(A, B, C, D).map(v -> new BlockVertexData(v, color, norm)).toList());
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						indexList.addAll(List.of(
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								idx, idx + 1, idx + 3,
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								idx + 3, idx + 1, idx + 2
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						));
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						idx += 4;
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					}
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					// Bottom
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					if (c.getBlockAt(x, y - 1, z) == 0) {
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						var norm = new Vector3f(0, -1, 0);
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						vertexList.addAll(Stream.of(E, F, G, H).map(v -> new BlockVertexData(v, color, norm)).toList());
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						indexList.addAll(List.of(
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								idx + 3, idx + 1, idx,
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								idx + 1, idx + 3, idx + 2
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						));
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						idx += 4;
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					}
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					// Positive z
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					if (c.getBlockAt(x, y, z + 1) == 0) {
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						var norm = new Vector3f(0, 0, 1);
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						vertexList.addAll(Stream.of(B, F, G, C).map(v -> new BlockVertexData(v, color, norm)).toList());
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						indexList.addAll(List.of(
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								idx + 3, idx, idx + 1,
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								idx + 3, idx + 1, idx + 2
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						));
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						idx += 4;
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					}
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					// Negative z
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					if (c.getBlockAt(x, y, z - 1) == 0) {
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						var norm = new Vector3f(0, 0, -1);
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						vertexList.addAll(Stream.of(A, E, H, D).map(v -> new BlockVertexData(v, color, norm)).toList());
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						indexList.addAll(List.of(
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								idx, idx + 3, idx + 2,
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								idx + 2, idx + 1, idx
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						));
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						idx += 4;
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					}
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					// Positive x
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					if (c.getBlockAt(x + 1, y, z) == 0) {
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						var norm = new Vector3f(1, 0, 0);
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						vertexList.addAll(Stream.of(C, G, H, D).map(v -> new BlockVertexData(v, color, norm)).toList());
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						indexList.addAll(List.of(
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								idx + 3, idx, idx + 1,
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								idx + 3, idx + 1, idx + 2
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						));
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						idx += 4;
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					}
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					// Negative x
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					if (c.getBlockAt(x - 1, y, z) == 0) {
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						var norm = new Vector3f(-1, 0, 0);
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						vertexList.addAll(Stream.of(A, E, F, B).map(v -> new BlockVertexData(v, color, norm)).toList());
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						indexList.addAll(List.of(
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								idx + 3, idx, idx + 1,
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								idx + 3, idx + 1, idx + 2
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						));
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						idx += 4;
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					}
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				}
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			}
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		}
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		float[] vertexData = new float[9 * vertexList.size()];
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		int vertexDataIdx = 0;
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		for (var vertex : vertexList) {
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			vertexData[vertexDataIdx++] = vertex.position().x;
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			vertexData[vertexDataIdx++] = vertex.position().y;
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			vertexData[vertexDataIdx++] = vertex.position().z;
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			vertexData[vertexDataIdx++] = vertex.color().x;
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			vertexData[vertexDataIdx++] = vertex.color().y;
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			vertexData[vertexDataIdx++] = vertex.color().z;
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			vertexData[vertexDataIdx++] = vertex.normal().x;
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			vertexData[vertexDataIdx++] = vertex.normal().y;
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			vertexData[vertexDataIdx++] = vertex.normal().z;
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		}
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		int[] indexData = indexList.stream().mapToInt(v -> v).toArray();
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		System.out.printf("Generated chunk mesh: %d vertices, %d indexes%n", vertexList.size(), indexData.length);
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		return new Pair<>(vertexData, indexData);
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	}
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	public void draw() {
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			@ -2,9 +2,18 @@
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in vec3 vertexPosition;
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in vec3 vertexColor;
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in vec3 vertexNormal;
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out vec4 fragmentColor;
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void main() {
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    fragmentColor = vec4(vertexColor, 1.0);
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    vec3 lightDirection = vec3(0.0, -1.0, -0.5);// TODO: Add this via a uniform.
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    vec3 lightColor = vec3(1.0, 1.0, 0.9); // TODO: Add this via a uniform.
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    vec3 ambientComponent = vec3(0.1, 0.1, 0.1);
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    vec3 diffuseComponent = max(dot(vertexNormal, lightDirection), 0.0) * lightColor;
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    // No specular component.
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    fragmentColor = vec4((ambientComponent + diffuseComponent) * vertexColor, 1.0);
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    //fragmentColor = vec4((vertexNormal + 1) / 2.0, 1.0);
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}
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			@ -1,15 +1,20 @@
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#version 460 core
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layout (location = 0) in vec3 vertexPositionIn;
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layout (location = 1) in vec3 vertexColorIn;
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layout (location = 2) in vec3 vertexNormalIn;
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uniform mat4 projectionTransform;
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uniform mat4 viewTransform;
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out vec3 vertexPosition;
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out vec3 vertexColor;
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out vec3 vertexNormal;
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void main() {
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    // TODO: Add model transform uniform.
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    gl_Position = projectionTransform * viewTransform * vec4(vertexPositionIn, 1.0);
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    vertexPosition = vertexPositionIn;
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    vertexColor = vec3(1.0, 0.5, 0.5);
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    vertexColor = vertexColorIn;
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    vertexNormal = vertexNormalIn;
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}
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			@ -0,0 +1,9 @@
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package nl.andrewl.aos_core;
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public class MathUtils {
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	public static double normalize(double value, double start, double end) {
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		final double width = end - start;
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		final double offsetValue = value - start;
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		return offsetValue - (Math.floor(offsetValue / width) * width) + start;
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	}
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}
 | 
			
		||||
| 
						 | 
				
			
			@ -1,87 +1,53 @@
 | 
			
		|||
package nl.andrewl.aos_core.model;
 | 
			
		||||
 | 
			
		||||
import nl.andrewl.aos_core.Pair;
 | 
			
		||||
import org.joml.Vector3f;
 | 
			
		||||
import org.joml.Vector3i;
 | 
			
		||||
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
import java.util.Arrays;
 | 
			
		||||
import java.util.List;
 | 
			
		||||
import java.util.Random;
 | 
			
		||||
 | 
			
		||||
public class Chunk {
 | 
			
		||||
	/**
 | 
			
		||||
	 * The size of a chunk, in terms of the number of blocks on one axis of the cube.
 | 
			
		||||
	 */
 | 
			
		||||
	public static final byte SIZE = 16;
 | 
			
		||||
	public static final int SIZE = 16;
 | 
			
		||||
	public static final int TOTAL_SIZE = SIZE * SIZE * SIZE;
 | 
			
		||||
 | 
			
		||||
	private final byte[] blocks = new byte[SIZE * SIZE * SIZE];
 | 
			
		||||
	private final byte[] blocks = new byte[TOTAL_SIZE];
 | 
			
		||||
 | 
			
		||||
	public byte getBlockAt(int x, int y, int z) {
 | 
			
		||||
		if (x < 0 || x >= SIZE || y < 0 || y >= SIZE || z < 0 || z >= SIZE) return 0;
 | 
			
		||||
		int idx = x * SIZE * SIZE + y * SIZE + z;
 | 
			
		||||
		if (idx < 0 || idx >= SIZE * SIZE * SIZE) return 0;
 | 
			
		||||
		return blocks[x * SIZE * SIZE + y * SIZE + z];
 | 
			
		||||
		return blocks[idx];
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public byte getBlockAt(Vector3i localPosition) {
 | 
			
		||||
		return getBlockAt(localPosition.x, localPosition.y, localPosition.z);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public void setBlockAt(int x, int y, int z, byte value) {
 | 
			
		||||
		if (x < 0 || x >= SIZE || y < 0 || y >= SIZE || z < 0 || z >= SIZE) return;
 | 
			
		||||
		int idx = x * SIZE * SIZE + y * SIZE + z;
 | 
			
		||||
		blocks[idx] = value;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public byte[] getBlocks() {
 | 
			
		||||
		return blocks;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public Pair<List<Vector3f>, List<Integer>> generateMesh() {
 | 
			
		||||
		List<Vector3f> vertexList = new ArrayList<>();
 | 
			
		||||
		List<Integer> indexList = new ArrayList<>();
 | 
			
		||||
		int elementIdx = 0;
 | 
			
		||||
		for (int x = 0; x < SIZE; x++) {
 | 
			
		||||
			for (int y = 0; y < SIZE; y++) {
 | 
			
		||||
				for (int z = 0; z < SIZE; z++) {
 | 
			
		||||
					byte block = getBlockAt(x, y, z);
 | 
			
		||||
					if (block == 0) continue;
 | 
			
		||||
					// Top
 | 
			
		||||
					if (getBlockAt(x, y + 1, z) == 0) {
 | 
			
		||||
						vertexList.add(new Vector3f(x + 1, y, z));       // 0
 | 
			
		||||
						vertexList.add(new Vector3f(x, y, z));              // 1
 | 
			
		||||
						vertexList.add(new Vector3f(x, y, z + 1));       // 2
 | 
			
		||||
						vertexList.add(new Vector3f(x + 1, y, z + 1));// 3
 | 
			
		||||
 | 
			
		||||
						indexList.add(elementIdx);
 | 
			
		||||
						indexList.add(elementIdx + 1);
 | 
			
		||||
						indexList.add(elementIdx + 2);
 | 
			
		||||
 | 
			
		||||
						indexList.add(elementIdx + 2);
 | 
			
		||||
						indexList.add(elementIdx + 3);
 | 
			
		||||
						indexList.add(elementIdx);
 | 
			
		||||
 | 
			
		||||
						elementIdx += 4;
 | 
			
		||||
					}
 | 
			
		||||
					// Bottom
 | 
			
		||||
					if (getBlockAt(x, y - 1, z) == 0) {
 | 
			
		||||
						vertexList.add(new Vector3f(x + 1, y - 1, z));       // 0
 | 
			
		||||
						vertexList.add(new Vector3f(x, y - 1, z));              // 1
 | 
			
		||||
						vertexList.add(new Vector3f(x, y - 1, z + 1));       // 2
 | 
			
		||||
						vertexList.add(new Vector3f(x + 1, y - 1, z + 1));// 3
 | 
			
		||||
 | 
			
		||||
						indexList.add(elementIdx);
 | 
			
		||||
						indexList.add(elementIdx + 2);
 | 
			
		||||
						indexList.add(elementIdx + 1);
 | 
			
		||||
 | 
			
		||||
						indexList.add(elementIdx);
 | 
			
		||||
						indexList.add(elementIdx + 3);
 | 
			
		||||
						indexList.add(elementIdx + 2);
 | 
			
		||||
 | 
			
		||||
						elementIdx += 4;
 | 
			
		||||
					}
 | 
			
		||||
					// Positive z
 | 
			
		||||
					// Negative z
 | 
			
		||||
					// Positive x
 | 
			
		||||
					// Negative x
 | 
			
		||||
	@Override
 | 
			
		||||
	public String toString() {
 | 
			
		||||
		StringBuilder sb = new StringBuilder();
 | 
			
		||||
		for (int y = 0; y < SIZE; y++) {
 | 
			
		||||
			sb.append("y=").append(y).append('\n');
 | 
			
		||||
			for (int z = 0; z < SIZE; z++) {
 | 
			
		||||
				for (int x = 0; x < SIZE; x++) {
 | 
			
		||||
					sb.append(String.format("%02X ", getBlockAt(x, y, z)));
 | 
			
		||||
				}
 | 
			
		||||
				sb.append('\n');
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		return new Pair<>(vertexList, indexList);
 | 
			
		||||
		return sb.toString();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public static Chunk of(byte value) {
 | 
			
		||||
| 
						 | 
				
			
			@ -90,8 +56,16 @@ public class Chunk {
 | 
			
		|||
		return c;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public static Chunk random(Random rand) {
 | 
			
		||||
		Chunk c = new Chunk();
 | 
			
		||||
		for (int i = 0; i < TOTAL_SIZE; i++) {
 | 
			
		||||
			c.blocks[i] = (byte) rand.nextInt(1, 128);
 | 
			
		||||
		}
 | 
			
		||||
		return c;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public static Vector3f getColor(byte blockValue) {
 | 
			
		||||
		float v = blockValue / 128.0f;
 | 
			
		||||
		float v = blockValue / 127.0f;
 | 
			
		||||
		return new Vector3f(v);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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		Reference in New Issue