mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-04-10 06:14:07 +08:00
chore: remove dead code
This commit is contained in:
@@ -37,7 +37,7 @@ void updateMoveCamera() {
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void cameraInit() {
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void cameraInit() {
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cameraPos = glm::vec3(0.0f, 0.0f, 5.0f);
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cameraPos = glm::vec3(0.0f, 2.0f, 0.0f);
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}
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}
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void changeView(float offsetX, float offsetY) {
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void changeView(float offsetX, float offsetY) {
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140
src/main.cpp
140
src/main.cpp
@@ -23,62 +23,59 @@ bool blockPresent[WORLD_SIZE_X][WORLD_SIZE_Z] = {false};
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GLuint renderingProgram;
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GLuint renderingProgram;
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GLuint vao[numVAOs];
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GLuint vao[numVAOs];
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GLuint vbo[numVBOs];
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GLuint vbo[numVBOs];
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GLuint pyrTexture;
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GLuint mvLoc, projLoc;
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float cubLocX, cubLocY, cubLocZ;
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float pyLocX, pyLocY, pyLocZ;
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GLuint mvLoc, projLoc, tfLoc;
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int width ,height;
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int width ,height;
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float aspect;
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float aspect;
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glm::mat4 pMat, vMat, mMat, mvMat;
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glm::mat4 pMat, vMat, mMat, mvMat;
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float inc = 0.01f;
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float inc = 0.01f;
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float tf = 0.0f;
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float tf = 0.0f;
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glm::mat4 tMat, rMat, sMat;
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glm::mat4 tMat, rMat;
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std::vector<GLuint> grass_block_texture(6);
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std::vector<GLuint> grass_block_texture(6);
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void setupVertices(void) {
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void setupVertices(void) {
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float verticesPos[108] = {
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float verticesPos[108] = {
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// ===== 前面 (z = +1) =====
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// ===== front (z = +1) =====
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-0.5f, -0.5f, 0.5f, // 左下
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-0.5f, -0.5f, 0.5f, // bottom left
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-0.5f, 0.5f, 0.5f, // 左上
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-0.5f, 0.5f, 0.5f, // top left
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0.5f, 0.5f, 0.5f, // 右上
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0.5f, 0.5f, 0.5f, // top right
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0.5f, 0.5f, 0.5f, // 右上
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0.5f, 0.5f, 0.5f, // top right
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0.5f, -0.5f, 0.5f, // 右下
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0.5f, -0.5f, 0.5f, // bottom right
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-0.5f, -0.5f, 0.5f, // 左下
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-0.5f, -0.5f, 0.5f, // bottom left
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// ===== 右面 (x = +1) =====
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// ===== right (x = +1) =====
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0.5f, -0.5f, 0.5f, // 前下
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0.5f, -0.5f, 0.5f, // bottom front
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0.5f, -0.5f, -0.5f, // 后下
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0.5f, -0.5f, -0.5f, // bottom back
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0.5f, 0.5f, -0.5f, // 后上
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0.5f, 0.5f, -0.5f, // top back
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0.5f, 0.5f, -0.5f, // 后上
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0.5f, 0.5f, -0.5f, // top back
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0.5f, 0.5f, 0.5f, // 前上
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0.5f, 0.5f, 0.5f, // top front
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0.5f, -0.5f, 0.5f, // 前下
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0.5f, -0.5f, 0.5f, // bottom front
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// ===== 后面 (z = -1) =====
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// ===== back (z = -1) =====
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-0.5f, -0.5f, -0.5f, // 左下
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-0.5f, -0.5f, -0.5f, // bottom left
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0.5f, -0.5f, -0.5f, // 右下
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0.5f, -0.5f, -0.5f, // bottom right
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0.5f, 0.5f, -0.5f, // 右上
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0.5f, 0.5f, -0.5f, // top right
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0.5f, 0.5f, -0.5f, // 右上
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0.5f, 0.5f, -0.5f, // top right
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-0.5f, 0.5f, -0.5f, // 左上
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-0.5f, 0.5f, -0.5f, // top left
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-0.5f, -0.5f, -0.5f, // 左下
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-0.5f, -0.5f, -0.5f, // bottom left
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// ===== 左面 (x = -1) =====
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// ===== left (x = -1) =====
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-0.5f, -0.5f, -0.5f, // 后下
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-0.5f, -0.5f, -0.5f, // bottom back
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-0.5f, -0.5f, 0.5f, // 前下
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-0.5f, -0.5f, 0.5f, // bottom front
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-0.5f, 0.5f, 0.5f, // 前上
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-0.5f, 0.5f, 0.5f, // top front
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-0.5f, 0.5f, 0.5f, // 前上
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-0.5f, 0.5f, 0.5f, // top front
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-0.5f, 0.5f, -0.5f, // 后上
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-0.5f, 0.5f, -0.5f, // top back
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-0.5f, -0.5f, -0.5f, // 后下
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-0.5f, -0.5f, -0.5f, // bottom back
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// ===== 上面 (y = +1) =====
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// ===== top (y = +1) =====
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-0.5f, 0.5f, -0.5f, // 后左
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-0.5f, 0.5f, -0.5f, // back left
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0.5f, 0.5f, -0.5f, // 后右
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0.5f, 0.5f, -0.5f, // back right
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0.5f, 0.5f, 0.5f, // 前右
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0.5f, 0.5f, 0.5f, // front right
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0.5f, 0.5f, 0.5f, // 前右
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0.5f, 0.5f, 0.5f, // front right
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-0.5f, 0.5f, 0.5f, // 前左
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-0.5f, 0.5f, 0.5f, // front left
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-0.5f, 0.5f, -0.5f, // 后左
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-0.5f, 0.5f, -0.5f, // back left
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// ===== 下面 (y = -1) =====
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// ===== bottom (y = -1) =====
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-0.5f, -0.5f, 0.5f, // 前左
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-0.5f, -0.5f, 0.5f, // front left
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0.5f, -0.5f, 0.5f, // 前右
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0.5f, -0.5f, 0.5f, // front right
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0.5f, -0.5f, -0.5f, // 后右
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0.5f, -0.5f, -0.5f, // back right
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0.5f, -0.5f, -0.5f, // 后右
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0.5f, -0.5f, -0.5f, // back right
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-0.5f, -0.5f, -0.5f, // 后左
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-0.5f, -0.5f, -0.5f, // back left
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-0.5f, -0.5f, 0.5f // 前左
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-0.5f, -0.5f, 0.5f // front left
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};
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};
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float tex_coords[72] {
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float tex_coords[72] {
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@@ -155,13 +152,10 @@ GLuint createShaderProgram() {
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void init(GLFWwindow* window) {
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void init(GLFWwindow* window) {
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renderingProgram = createShaderProgram();
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renderingProgram = createShaderProgram();
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cubLocX = 0.0f;
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mvLoc = glGetUniformLocation(renderingProgram, "mv_matrix");
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cubLocY = -2.0f;
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projLoc = glGetUniformLocation(renderingProgram, "proj_matrix");
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cubLocZ = 0.0f;
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pyLocX = 0.0f;
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pyLocY = -2.0f;
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pyLocZ = -20.0f;
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cameraInit();
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cameraInit();
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glfwGetFramebufferSize(window, &width, &height);
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glfwGetFramebufferSize(window, &width, &height);
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aspect = (float)width / (float)height;
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aspect = (float)width / (float)height;
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@@ -220,27 +214,7 @@ void display(GLFWwindow* window, double currentTime) {
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glClear(GL_DEPTH_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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glUseProgram(renderingProgram);
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glUseProgram(renderingProgram);
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mvLoc = glGetUniformLocation(renderingProgram, "mv_matrix");
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projLoc = glGetUniformLocation(renderingProgram, "proj_matrix");
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/*
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cameraX += inc;
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if (cameraX > 1.0f) {
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inc = -inc;
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}
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if (cameraX < -1.0f) {
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inc = -inc;
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}
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*/
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glBindVertexArray(vao[0]);
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glBindVertexArray(vao[0]);
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//sMat = glm::scale(glm::mat4(1.0f), glm::vec3(0.3f, 0.3f, 0.3f));
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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@@ -252,13 +226,13 @@ void display(GLFWwindow* window, double currentTime) {
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(1);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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for (int x = -16; x < 16; x++) {
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for (int x = 0; x < WORLD_SIZE_X; x++) {
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for (int z = -16; z < 16; z++) {
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for (int z = 0; z < WORLD_SIZE_Z; z++) {
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int ix = x + 16;
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int wx = x - WORLD_SIZE_X / 2;
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int iz = z + 16;
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int wz = z - WORLD_SIZE_Z / 2;
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mMat = glm::translate(glm::mat4(1.0f), glm::vec3((float)x, 0.0f, (float)z));
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mMat = glm::translate(glm::mat4(1.0f), glm::vec3((float)wx, 0.0f, (float)wz));
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vMat = getCameraLookAt();
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vMat = getCameraLookAt();
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mvMat = vMat * mMat;
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mvMat = vMat * mMat;
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glUniformMatrix4fv(mvLoc, 1, GL_FALSE, glm::value_ptr(mvMat));
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glUniformMatrix4fv(mvLoc, 1, GL_FALSE, glm::value_ptr(mvMat));
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@@ -266,16 +240,16 @@ void display(GLFWwindow* window, double currentTime) {
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bool drawFace[6] = {true, true, true, true, true, true};
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bool drawFace[6] = {true, true, true, true, true, true};
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if (z < 15 && blockPresent[ix][iz + 1]) {
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if (z < WORLD_SIZE_Z - 1&& blockPresent[x][z + 1]) {
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drawFace[0] = false;
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drawFace[0] = false;
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}
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}
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if (x < 15 && blockPresent[ix + 1][iz]) {
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if (x < WORLD_SIZE_X - 1 && blockPresent[x + 1][z]) {
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drawFace[1] = false;
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drawFace[1] = false;
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}
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}
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if (z > -16 && blockPresent[ix][iz + 1]) {
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if (z > 0 && blockPresent[x][z - 1]) {
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drawFace[2] = false;
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drawFace[2] = false;
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}
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}
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if (x > -16 && blockPresent[ix - 1][iz]) {
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if (x > 0 && blockPresent[x - 1][z]) {
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drawFace[3] = false;
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drawFace[3] = false;
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}
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}
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@@ -1,7 +1,6 @@
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#version 430
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#version 430
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in vec2 tc;
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in vec2 tc;
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in vec4 varyingColor;
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out vec4 color;
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out vec4 color;
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layout (binding = 0) uniform sampler2D samp;
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layout (binding = 0) uniform sampler2D samp;
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@@ -12,14 +12,12 @@ mat4 buildTranslate(float x, float y, float z);
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uniform mat4 mv_matrix;
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uniform mat4 mv_matrix;
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uniform mat4 proj_matrix;
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uniform mat4 proj_matrix;
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out vec4 varyingColor;
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layout (binding = 0) uniform sampler2D samp;
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layout (binding = 0) uniform sampler2D samp;
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void main(void) {
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void main(void) {
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gl_Position = proj_matrix * mv_matrix * vec4(pos, 1.0);
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gl_Position = proj_matrix * mv_matrix * vec4(pos, 1.0);
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tc = texCoord;
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tc = texCoord;
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varyingColor = vec4(pos, 1.0) * 0.5 + vec4(0.5, 0.5, 0.5, 0.5);
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}
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}
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mat4 buildTranslate(float x, float y, float z) {
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mat4 buildTranslate(float x, float y, float z) {
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