mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-04-10 06:14:07 +08:00
feat: initialize game world
This commit is contained in:
159
src/main.cpp
159
src/main.cpp
@@ -17,7 +17,9 @@
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constexpr int numVAOs = 1;
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constexpr int numVBOs = 3;
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constexpr int WORLD_SIZE_X = 32;
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constexpr int WORLD_SIZE_Z = 32;
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bool blockPresent[WORLD_SIZE_X][WORLD_SIZE_Z] = {false};
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GLuint renderingProgram;
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GLuint vao[numVAOs];
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GLuint vbo[numVBOs];
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@@ -31,52 +33,52 @@ glm::mat4 pMat, vMat, mMat, mvMat;
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float inc = 0.01f;
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float tf = 0.0f;
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glm::mat4 tMat, rMat, sMat;
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std::vector<GLuint> grass_block_texture(6);
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void setupVertices(void) {
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float verticesPos[108] = {
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// ===== 后面 (z = -1) =====
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-1.0f, -1.0f, -1.0f, // 左下
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1.0f, -1.0f, -1.0f, // 右下
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1.0f, 1.0f, -1.0f, // 右上
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1.0f, 1.0f, -1.0f, // 右上
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-1.0f, 1.0f, -1.0f, // 左上
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-1.0f, -1.0f, -1.0f, // 左下
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// ===== 前面 (z = +1) =====
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-1.0f, -1.0f, 1.0f, // 左下
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-1.0f, 1.0f, 1.0f, // 左上
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1.0f, 1.0f, 1.0f, // 右上
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1.0f, 1.0f, 1.0f, // 右上
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1.0f, -1.0f, 1.0f, // 右下
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-1.0f, -1.0f, 1.0f, // 左下
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// ===== 左面 (x = -1) =====
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-1.0f, -1.0f, -1.0f, // 后下
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-1.0f, -1.0f, 1.0f, // 前下
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-1.0f, 1.0f, 1.0f, // 前上
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-1.0f, 1.0f, 1.0f, // 前上
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-1.0f, 1.0f, -1.0f, // 后上
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-1.0f, -1.0f, -1.0f, // 后下
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-0.5f, -0.5f, 0.5f, // 左下
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-0.5f, 0.5f, 0.5f, // 左上
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0.5f, 0.5f, 0.5f, // 右上
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0.5f, 0.5f, 0.5f, // 右上
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0.5f, -0.5f, 0.5f, // 右下
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-0.5f, -0.5f, 0.5f, // 左下
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// ===== 右面 (x = +1) =====
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1.0f, -1.0f, 1.0f, // 前下
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1.0f, -1.0f, -1.0f, // 后下
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1.0f, 1.0f, -1.0f, // 后上
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1.0f, 1.0f, -1.0f, // 后上
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1.0f, 1.0f, 1.0f, // 前上
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1.0f, -1.0f, 1.0f, // 前下
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0.5f, -0.5f, 0.5f, // 前下
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0.5f, -0.5f, -0.5f, // 后下
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0.5f, 0.5f, -0.5f, // 后上
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0.5f, 0.5f, -0.5f, // 后上
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0.5f, 0.5f, 0.5f, // 前上
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0.5f, -0.5f, 0.5f, // 前下
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// ===== 后面 (z = -1) =====
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-0.5f, -0.5f, -0.5f, // 左下
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0.5f, -0.5f, -0.5f, // 右下
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0.5f, 0.5f, -0.5f, // 右上
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0.5f, 0.5f, -0.5f, // 右上
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-0.5f, 0.5f, -0.5f, // 左上
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-0.5f, -0.5f, -0.5f, // 左下
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// ===== 左面 (x = -1) =====
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-0.5f, -0.5f, -0.5f, // 后下
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-0.5f, -0.5f, 0.5f, // 前下
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-0.5f, 0.5f, 0.5f, // 前上
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-0.5f, 0.5f, 0.5f, // 前上
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-0.5f, 0.5f, -0.5f, // 后上
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-0.5f, -0.5f, -0.5f, // 后下
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// ===== 上面 (y = +1) =====
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-1.0f, 1.0f, -1.0f, // 后左
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1.0f, 1.0f, -1.0f, // 后右
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1.0f, 1.0f, 1.0f, // 前右
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1.0f, 1.0f, 1.0f, // 前右
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-1.0f, 1.0f, 1.0f, // 前左
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-1.0f, 1.0f, -1.0f, // 后左
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-0.5f, 0.5f, -0.5f, // 后左
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0.5f, 0.5f, -0.5f, // 后右
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0.5f, 0.5f, 0.5f, // 前右
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0.5f, 0.5f, 0.5f, // 前右
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-0.5f, 0.5f, 0.5f, // 前左
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-0.5f, 0.5f, -0.5f, // 后左
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// ===== 下面 (y = -1) =====
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-1.0f, -1.0f, 1.0f, // 前左
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1.0f, -1.0f, 1.0f, // 前右
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1.0f, -1.0f, -1.0f, // 后右
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1.0f, -1.0f, -1.0f, // 后右
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-1.0f, -1.0f, -1.0f, // 后左
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-1.0f, -1.0f, 1.0f // 前左
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-0.5f, -0.5f, 0.5f, // 前左
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0.5f, -0.5f, 0.5f, // 前右
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0.5f, -0.5f, -0.5f, // 后右
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0.5f, -0.5f, -0.5f, // 后右
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-0.5f, -0.5f, -0.5f, // 后左
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-0.5f, -0.5f, 0.5f // 前左
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};
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float tex_coords[72] {
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@@ -166,7 +168,23 @@ void init(GLFWwindow* window) {
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glViewport(0, 0, width, height);
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pMat = glm::perspective(glm::radians(60.0f), aspect, 0.1f, 1000.0f);
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pyrTexture = loadTexture("assets/texture/block/grass_block/top.png");
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grass_block_texture[0] = loadTexture("assets/texture/block/grass_block/front.png");
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grass_block_texture[1] = loadTexture("assets/texture/block/grass_block/right.png");
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grass_block_texture[2] = loadTexture("assets/texture/block/grass_block/back.png");
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grass_block_texture[3] = loadTexture("assets/texture/block/grass_block/left.png");
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grass_block_texture[4] = loadTexture("assets/texture/block/grass_block/top.png");
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grass_block_texture[5] = loadTexture("assets/texture/block/grass_block/base.png");
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for (int i = 0; i < 6; i++) {
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glBindTexture(GL_TEXTURE_2D, grass_block_texture[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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setupVertices();
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}
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@@ -191,6 +209,12 @@ void display(GLFWwindow* window, double currentTime) {
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updateMoveCamera();
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for (int i = 0; i < WORLD_SIZE_X; i++) {
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for (int j = 0; j < WORLD_SIZE_Z; j++) {
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blockPresent[i][j] = true;
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}
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}
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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@@ -216,11 +240,7 @@ void display(GLFWwindow* window, double currentTime) {
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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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mMat = glm::translate(glm::mat4(1.0f), glm::vec3(pyLocX, pyLocY, pyLocZ));
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vMat = getCameraLookAt();
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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(projLoc, 1 ,GL_FALSE, glm::value_ptr(pMat));
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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@@ -232,18 +252,49 @@ void display(GLFWwindow* window, double currentTime) {
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glEnableVertexAttribArray(1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, pyrTexture);
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for (int x = -16; x < 16; x++) {
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for (int z = -16; z < 16; z++) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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int ix = x + 16;
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int iz = z + 16;
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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mMat = glm::translate(glm::mat4(1.0f), glm::vec3((float)x, 0.0f, (float)z));
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vMat = getCameraLookAt();
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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(projLoc, 1 ,GL_FALSE, glm::value_ptr(pMat));
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//glPointSize(30.0f);
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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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drawFace[0] = false;
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}
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if (x < 15 && blockPresent[ix + 1][iz]) {
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drawFace[1] = false;
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}
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if (z > -16 && blockPresent[ix][iz + 1]) {
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drawFace[2] = false;
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}
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if (x > -16 && blockPresent[ix - 1][iz]) {
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drawFace[3] = false;
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}
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for (int face = 0; face < 6; face++) {
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if (!drawFace[face]) {
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continue;
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}
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glBindTexture(GL_TEXTURE_2D, grass_block_texture[face]);
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//glPointSize(30.0f);
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glDrawArrays(GL_TRIANGLES, face * 6, 6);
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}
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}
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}
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
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