perlin noise
This commit is contained in:
parent
48ecd8d9e8
commit
186ea5f204
7 changed files with 279 additions and 61 deletions
33
const.h
33
const.h
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@ -1,15 +1,25 @@
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#ifndef V_CONST_H
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#define V_CONST_H
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#include "linmath.h"
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typedef struct Vertex {
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float pos[3];
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} Vertex;
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vec3 pos;
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} Vertex;
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#define CHUNK_LENGTH 64 //32
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#define CHUNK_RADIUS_H 8
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#define CHUNK_RADIUS_V 4
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typedef struct VertexI {
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int pos[3];
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} VertexI;
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typedef struct Vertex2 {
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vec2 pos;
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} Vertex2;
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#define CHUNK_LENGTH 16
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#define CHUNK_RADIUS_H 4//8
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#define CHUNK_RADIUS_V 4 //4
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#define CTRI_ALL BLOCK_ALL * 18 * sizeof(Vertex)
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#define TEXT_GAP_H 1 / 3.0
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#define TEXT_GAP_V 1 / 1.0
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@ -18,5 +28,16 @@ typedef struct Vertex {
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#define CHUNK_ALL CHUNK_DIAMETER_H *CHUNK_DIAMETER_H *CHUNK_DIAMETER_V
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#define BLOCK_ALL CHUNK_LENGTH *CHUNK_LENGTH *CHUNK_LENGTH
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#define CBLOCK_ALL BLOCK_ALL *CHUNK_ALL
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#define CBUF_ALL 25
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#define CTRI_ALL CBLOCK_ALL * 18 * sizeof(Vertex)
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typedef struct Chunk {
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unsigned char exists;
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unsigned int x;
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unsigned int y;
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unsigned int z;
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unsigned int blocks[BLOCK_ALL];
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} Chunk;
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#endif
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126
cubes.c
126
cubes.c
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@ -1,28 +1,35 @@
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#include "const.h"
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//#include <stdio.h>
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#include <stdlib.h>
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#include "gen.h"
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#include <pthread.h>
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#include <stdio.h>
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// placeholder function
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int cubeExists(int x, int y, int z) {
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srand(x ^ y ^ z);
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return ((rand() % 3 == 0) && y == 1);
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}
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struct args {
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Vertex *cube;
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VertexI pos;
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int is_text;
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int a;
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int i;
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};
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void gen_face(Vertex *cube, int i, int x, int y, int z, int j, int is_text) {
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Vertex a = {{x, y, z}};
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void gen_face(Vertex *cube, int i, int x, int y, int z, int x2, int y2, int z2,
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int j, int is_text, Chunk dat) {
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VertexI a = {{x, y, z}};
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Vertex a2 = {{x, y, z}};
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if (is_text) {
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a.pos[i]--;
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int exists =
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cubeExists(x, y, z) != cubeExists(a.pos[0], a.pos[1], a.pos[2]);
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a.pos[0] = exists ? TEXT_GAP_H * i : -1.0;
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a.pos[1] = exists ? TEXT_GAP_V * i : -1.0;
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a.pos[2] = 0;
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int exists = 0;
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exists = (cube_exists(x, y, z, dat) !=
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cube_exists(a.pos[0], a.pos[1], a.pos[2], dat));
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a2.pos[0] = exists ? TEXT_GAP_H * i : -1.0;
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a2.pos[1] = exists ? TEXT_GAP_V * i : -1.0;
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a2.pos[2] = 0;
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}
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Vertex b = a;
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Vertex c = a;
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Vertex d = a;
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Vertex b = a2;
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Vertex c = a2;
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Vertex d = a2;
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if (is_text) {
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b.pos[0] += TEXT_GAP_H;
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@ -36,7 +43,7 @@ void gen_face(Vertex *cube, int i, int x, int y, int z, int j, int is_text) {
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d.pos[(i == 2) ? 1 : 2]++;
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}
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cube[j] = a;
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cube[j] = a2;
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cube[j + 1] = b;
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cube[j + 2] = c;
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cube[j + 3] = c;
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@ -44,24 +51,79 @@ void gen_face(Vertex *cube, int i, int x, int y, int z, int j, int is_text) {
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cube[j + 5] = d;
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}
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void gen_cubes(Vertex *cube, int x, int y, int z, int is_text) {
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int i = 0;
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for (int y2 = y; y2 < y + CHUNK_LENGTH; y2++) {
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int y3 = y2;
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for (int x2 = x; x2 < x + CHUNK_LENGTH; x2++) {
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int x3 = x2;
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for (int z2 = z; z2 < z + CHUNK_LENGTH; z2++) {
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int z3 = z2;
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void *gen_chunk(void *args) {
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struct args args2 = ((struct args *)args)[0];
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if (is_text) {
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x3 = y3 = z3 = 0;
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}
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int i = args2.i;
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int x2 = args2.pos.pos[0];
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int y2 = args2.pos.pos[1];
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int z2 = args2.pos.pos[2];
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Vertex *cube = args2.cube;
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int is_text = args2.is_text;
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Chunk chunk =
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fetch_chunk(x2 / CHUNK_LENGTH, y2 / CHUNK_LENGTH, z2 / CHUNK_LENGTH);
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gen_face(cube, 0, x2, y2, z2, i, is_text);
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gen_face(cube, 1, x2, y2, z2, i + 6, is_text);
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gen_face(cube, 2, x2, y2, z2, i + 12, is_text);
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printf("progress on this thread (%i / %i)\n", args2.a, CHUNK_ALL);
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purge_chunks();
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for (int y4 = 0; y4 < CHUNK_LENGTH; y4++) {
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for (int x4 = 0; x4 < CHUNK_LENGTH; x4++) {
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for (int z4 = 0; z4 < CHUNK_LENGTH; z4++) {
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int y3 = y2 + y4;
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int x3 = x2 + x4;
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int z3 = z2 + z4;
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gen_face(cube, 0, x3, y3, z3, x4, y4, z4, i, is_text, chunk);
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gen_face(cube, 1, x3, y3, z3, x4, y4, z4, i + 6, is_text, chunk);
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gen_face(cube, 2, x3, y3, z3, x4, y4, z4, i + 12, is_text, chunk);
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i += 18;
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}
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}
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}
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return NULL;
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}
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void gen_cubes(Vertex *cube, int x, int y, int z, int is_text) {
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int i = 0;
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int a = 0;
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x *= CHUNK_LENGTH;
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y *= CHUNK_LENGTH;
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z *= CHUNK_LENGTH;
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pthread_t thread_id[24];
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for (int y2 = y - CHUNK_RADIUS_H * CHUNK_LENGTH;
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y2 <= y + CHUNK_RADIUS_H * CHUNK_LENGTH; y2 += CHUNK_LENGTH) {
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for (int x2 = x - CHUNK_RADIUS_H * CHUNK_LENGTH;
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x2 <= x + CHUNK_RADIUS_H * CHUNK_LENGTH; x2 += CHUNK_LENGTH) {
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for (int z2 = z - CHUNK_RADIUS_V * CHUNK_LENGTH;
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z2 <= z + CHUNK_RADIUS_V * CHUNK_LENGTH; z2 += CHUNK_LENGTH) {
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VertexI pos = {{x2, y2, z2}};
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struct args args = {cube, pos, is_text, a, i};
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gen_chunk((void *)&args);
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i += CHUNK_LENGTH * CHUNK_LENGTH * CHUNK_LENGTH * 18;
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/* buggy
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pthread_create(&(thread_id[i]), NULL, gen_chunk, (void *)&args);
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if (i == 23) {
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for (int k = 0; k < 24; k++) {
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pthread_join((thread_id[k]), NULL);
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}
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i = 0;
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} else {
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i++;
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}
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*/
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a++;
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}
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}
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}
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}
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3
cubes.h
3
cubes.h
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#include "const.h"
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void gen_cubes(Vertex *cube, int x, int y, int z, int is_text);
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void gen_cubes(Vertex *cube, int x, int y, int z, int is_text);
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void gen_face(Vertex *cube, int i, int x, int y, int z, int j, int is_text);
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131
gen.c
Normal file
131
gen.c
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#include "const.h"
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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Chunk *chunks = NULL;
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int lastI = 0;
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double interpolate(double a0, double a1, double w) {
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return (a1 - a0) * (3.0 - w * 2.0) * w * w + a0;
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}
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int hash_combine(int a, int b) { return b + 0x9e3779b9 + (a << 6) + (a >> 2); }
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Vertex2 perlin_grad(int x, int y) {
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srand(x);
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int x_hash = rand();
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srand(y);
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int y_hash = rand();
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double random = hash_combine(x_hash, y_hash) * (M_PI / ~(~0u >> 1));
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Vertex2 out = {cos(random), sin(random)};
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return out;
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}
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double perlin_dot(double ix, double iy, double x, double y) {
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Vertex2 grad = perlin_grad(ix, iy);
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double dx = x - (double)ix;
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double dy = y - (double)iy;
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return (dx * grad.pos[0] + dy * grad.pos[1]);
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}
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double perlin_calc(double x, double y, double s) {
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x /= s;
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y /= s;
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int x0 = (int)floor(x);
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int x1 = x0 + 1;
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int y0 = (int)floor(y);
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int y1 = y0 + 1;
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float sx = x - (float)x0;
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float sy = y - (float)y0;
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float n0, n1, ix0, ix1, value;
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n0 = perlin_dot(x0, y0, x, y);
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n1 = perlin_dot(x1, y0, x, y);
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ix0 = interpolate(n0, n1, sx);
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n0 = perlin_dot(x0, y1, x, y);
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n1 = perlin_dot(x1, y1, x, y);
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ix1 = interpolate(n0, n1, sx);
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value = interpolate(ix0, ix1, sy);
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return value;
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}
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Chunk fetch_chunk(int x, int y, int z) {
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if (chunks == NULL) {
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chunks = calloc(CBUF_ALL, sizeof(Chunk));
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}
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Chunk chunk;
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int i, j;
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for (j = 0; j < CBUF_ALL; j++) {
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i = (j + lastI) % CBUF_ALL;
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chunk = chunks[i];
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if (chunk.x == x && chunk.y == y && chunk.z == z && chunk.exists) {
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// lastI = i;
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return chunk;
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}
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}
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for (j = CBUF_ALL - 1; j >= 0; j--) {
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i = j;
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chunk = chunks[i];
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if (!chunk.exists)
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break;
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}
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lastI = i;
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if (i > CBUF_ALL - 1)
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i = CBUF_ALL - 1;
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chunk.exists = 1;
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chunk.x = x;
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chunk.y = y;
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chunk.z = z;
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int c = 0;
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for (int x2 = 0; x2 < CHUNK_LENGTH; x2++) {
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int x3 = x2 + x * CHUNK_LENGTH;
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for (int z2 = 0; z2 < CHUNK_LENGTH; z2++) {
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int z3 = z2 + z * CHUNK_LENGTH;
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double hp = (perlin_calc(x3, z3, 256.0) * 128.0);
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int h = hp + 64;
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for (int y2 = 0; y2 < CHUNK_LENGTH; y2++) {
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int y3 = y2 + y * CHUNK_LENGTH;
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chunk.blocks[c] = (y3 < h);
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c++;
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}
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}
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}
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chunks[i] = chunk;
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return chunk;
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}
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void purge_chunks() {
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free(chunks);
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chunks = calloc(CBUF_ALL, sizeof(Chunk));
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}
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int cube_exists(int x, int y, int z, Chunk dat) {
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if (x < 0 || y < 0 || z < 0) return 0;
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if (dat.exists == 0 || dat.x != (x / CHUNK_LENGTH) || dat.y != (y / CHUNK_LENGTH) || dat.z != (z / CHUNK_LENGTH) )
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dat =
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fetch_chunk((x / CHUNK_LENGTH), (y / CHUNK_LENGTH), (z / CHUNK_LENGTH));
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int h = dat.blocks[(y % CHUNK_LENGTH) + (z % CHUNK_LENGTH) * CHUNK_LENGTH +
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(x % CHUNK_LENGTH) * CHUNK_LENGTH * CHUNK_LENGTH];
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return h;
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}
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5
gen.h
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5
gen.h
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#include "const.h"
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int cube_exists(int x, int y, int z, Chunk dat);
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Chunk fetch_chunk(int x, int y, int z);
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void purge_chunks();
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@ -1,4 +1,5 @@
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// https://github.com/glfw/glfw/blob/master/deps/linmath.h
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// adapted from
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// https://github.com/datenwolf/linmath.h
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#ifndef LINMATH_H
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#define LINMATH_H
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39
main.c
39
main.c
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// adapted from
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// https://github.com/glfw/glfw/blob/master/examples/triangle-opengl.c
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#define GLAD_GL_IMPLEMENTATION
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#include "gl.h"
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#define GLFW_INCLUDE_NONE
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static const char *vertex_shader_text =
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"#version 330\n"
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"layout (location = 0) in vec3 vPos;"
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"layout (location = 1) in vec3 vOff;"
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"uniform mat4 MVP;\n"
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"out vec2 vTex;\n"
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"layout (location = 0) in vec3 v_pos;"
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"layout (location = 1) in vec3 v_off;"
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"uniform mat4 mvp;\n"
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"out vec2 v_tex;\n"
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"void main()\n"
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"{\n"
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" gl_Position = MVP * vec4(vPos, 1.0);\n"
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" vTex=vec2(vOff);\n"
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" gl_Position = mvp * vec4(v_pos, 1.0);\n"
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" v_tex=vec2(v_off);\n"
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"}\n";
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static const char *fragment_shader_text =
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"#version 330\n"
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"out vec4 color;\n"
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"in vec2 vTex;\n"
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"uniform sampler2D texSampler;\n"
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"in vec2 v_tex;\n"
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"uniform sampler2D sampler_tex;\n"
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"void main()\n"
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"{\n"
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//" color=vec4(vTex.rg,0.5,0.5);\n"
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" if (vTex.x < 0.0 || vTex.y < 0.0) { discard; }\n"
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" color=vec4(texture(texSampler, vTex).rgb,0.5);\n"
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//" color=vec4(v_tex.rg,0.5,0.5);\n"
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" if (v_tex.x < 0.0 || v_tex.y < 0.0) { discard; }\n"
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" color=vec4(texture(sampler_tex, v_tex).rgb,0.5);\n"
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"}\n";
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int isCursor = 0;
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@ -87,9 +84,8 @@ int main(void) {
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Vertex *cube = malloc(CTRI_ALL);
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Vertex *text = malloc(CTRI_ALL);
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gen_cubes(cube, 0, 0, 0, 0);
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gen_cubes(text, 0, 0, 0, 1);
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gen_cubes(cube, 1024,0,1024, 0);
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gen_cubes(text, 1024,0,1024, 1);
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GLuint vertex_buffer[2];
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GLuint vertex_array;
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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GLint tex_location = glGetUniformLocation(program, "texSampler");
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GLint mvp_location = glGetUniformLocation(program, "MVP");
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GLint tex_location = glGetUniformLocation(program, "sampler_tex");
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GLint mvp_location = glGetUniformLocation(program, "mvp");
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unsigned char *pixels;
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@ -136,7 +132,7 @@ int main(void) {
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glfwSetKeyCallback(window, key_callback);
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glfwSetCursorPosCallback(window, cursor_position_callback);
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vec3 pos = {0, 0, 0};
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vec3 pos = {1024*CHUNK_LENGTH, 0, 1024*CHUNK_LENGTH};
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int x = 0, y = 25, z = 0;
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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@ -195,13 +191,14 @@ int main(void) {
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat *)&mvp);
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glBindVertexArray(vertex_array);
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glDrawArrays(GL_TRIANGLES, 0, BLOCK_ALL * 18);
|
||||
glDrawArrays(GL_TRIANGLES, 0, CBLOCK_ALL * 18);
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
free(cube);
|
||||
free(text);
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue