Added camera and introduced lighting.
This commit is contained in:
parent
26881c1520
commit
c541e4e054
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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 org.lwjgl.system.MemoryUtil;
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import java.io.IOException;
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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.glfw.GLFW.*;
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import static org.lwjgl.opengl.GL46.*;
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import static org.lwjgl.opengl.GL46.*;
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public class Aos2Client {
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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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System.out.println("LWJGL Version: " + Version.getVersion());
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GLFWErrorCallback.createPrint(System.err).set();
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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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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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});
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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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glfwSetInputMode(windowHandle, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
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glfwSetWindowPos(windowHandle, 50, 50);
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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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glEnable(GL_DEPTH_TEST);
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glCullFace(GL_BACK);
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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 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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ChunkMesh mesh = new ChunkMesh(chunk);
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int shaderProgram = createShaderProgram();
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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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while (!glfwWindowShouldClose(windowHandle)) {
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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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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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mesh.draw();
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glfwSwapBuffers(windowHandle);
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glfwSwapBuffers(windowHandle);
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glfwPollEvents();
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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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}
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Callbacks.glfwFreeCallbacks(windowHandle);
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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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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 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.util.ArrayList;
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import java.nio.IntBuffer;
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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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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.vaoId = glGenVertexArrays();
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this.eboId = glGenBuffers();
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this.eboId = glGenBuffers();
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var meshData = chunk.generateMesh();
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long start = System.currentTimeMillis();
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System.out.println(meshData.first().size());
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var meshData = generateMesh(chunk);
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FloatBuffer vertexBuffer = BufferUtils.createFloatBuffer(3 * meshData.first().size());
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long dur = System.currentTimeMillis() - start;
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for (var vertex : meshData.first()) {
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System.out.println("Generated chunk mesh in " + dur + " ms");
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vertexBuffer.put(vertex.x);
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this.indiciesCount = meshData.second().length;
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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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glBindBuffer(GL_ARRAY_BUFFER, vboId);
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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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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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glBindVertexArray(vaoId);
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// Vertex position floats.
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glEnableVertexAttribArray(0);
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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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}
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public void draw() {
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public void draw() {
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in vec3 vertexPosition;
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in vec3 vertexPosition;
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in vec3 vertexColor;
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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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out vec4 fragmentColor;
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void main() {
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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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}
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#version 460 core
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#version 460 core
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layout (location = 0) in vec3 vertexPositionIn;
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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 projectionTransform;
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uniform mat4 viewTransform;
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uniform mat4 viewTransform;
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out vec3 vertexPosition;
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out vec3 vertexPosition;
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out vec3 vertexColor;
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out vec3 vertexColor;
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out vec3 vertexNormal;
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void main() {
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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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gl_Position = projectionTransform * viewTransform * vec4(vertexPositionIn, 1.0);
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vertexPosition = vertexPositionIn;
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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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}
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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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}
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@ -1,87 +1,53 @@
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package nl.andrewl.aos_core.model;
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package nl.andrewl.aos_core.model;
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import nl.andrewl.aos_core.Pair;
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import org.joml.Vector3f;
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import org.joml.Vector3f;
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import org.joml.Vector3i;
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import org.joml.Vector3i;
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import java.util.ArrayList;
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import java.util.Arrays;
|
import java.util.Arrays;
|
||||||
import java.util.List;
|
import java.util.Random;
|
||||||
|
|
||||||
public class Chunk {
|
public class Chunk {
|
||||||
/**
|
/**
|
||||||
* The size of a chunk, in terms of the number of blocks on one axis of the cube.
|
* 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) {
|
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;
|
int idx = x * SIZE * SIZE + y * SIZE + z;
|
||||||
if (idx < 0 || idx >= SIZE * SIZE * SIZE) return 0;
|
return blocks[idx];
|
||||||
return blocks[x * SIZE * SIZE + y * SIZE + z];
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public byte getBlockAt(Vector3i localPosition) {
|
public byte getBlockAt(Vector3i localPosition) {
|
||||||
return getBlockAt(localPosition.x, localPosition.y, localPosition.z);
|
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() {
|
public byte[] getBlocks() {
|
||||||
return blocks;
|
return blocks;
|
||||||
}
|
}
|
||||||
|
|
||||||
public Pair<List<Vector3f>, List<Integer>> generateMesh() {
|
@Override
|
||||||
List<Vector3f> vertexList = new ArrayList<>();
|
public String toString() {
|
||||||
List<Integer> indexList = new ArrayList<>();
|
StringBuilder sb = new StringBuilder();
|
||||||
int elementIdx = 0;
|
for (int y = 0; y < SIZE; y++) {
|
||||||
for (int x = 0; x < SIZE; x++) {
|
sb.append("y=").append(y).append('\n');
|
||||||
for (int y = 0; y < SIZE; y++) {
|
for (int z = 0; z < SIZE; z++) {
|
||||||
for (int z = 0; z < SIZE; z++) {
|
for (int x = 0; x < SIZE; x++) {
|
||||||
byte block = getBlockAt(x, y, z);
|
sb.append(String.format("%02X ", 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
|
|
||||||
}
|
}
|
||||||
|
sb.append('\n');
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
return sb.toString();
|
||||||
return new Pair<>(vertexList, indexList);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public static Chunk of(byte value) {
|
public static Chunk of(byte value) {
|
||||||
|
@ -90,8 +56,16 @@ public class Chunk {
|
||||||
return c;
|
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) {
|
public static Vector3f getColor(byte blockValue) {
|
||||||
float v = blockValue / 128.0f;
|
float v = blockValue / 127.0f;
|
||||||
return new Vector3f(v);
|
return new Vector3f(v);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue