Lots of additional comments, terrain shifted by 0.3f
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@ -4,7 +4,6 @@
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#include "ext.hpp"
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#include "ext.hpp"
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#include <iostream>
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#include <iostream>
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#include <cmath>
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#include <cmath>
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#include <vector>
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#include "Shader_Loader.h"
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#include "Shader_Loader.h"
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#include "Render_Utils.h"
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#include "Render_Utils.h"
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@ -228,7 +227,7 @@ void Terraingen() {
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for (int y = 0; y < size; y++)
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for (int y = 0; y < size; y++)
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{
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{
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//Generating noise for point based on time
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//Generating noise, based on x and y coordinates
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float noise = glm::simplex(glm::vec2(
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float noise = glm::simplex(glm::vec2(
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(x - size / 2) * scaleA,
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(x - size / 2) * scaleA,
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(y - size / 2) * scaleA
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(y - size / 2) * scaleA
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@ -237,7 +236,7 @@ void Terraingen() {
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noise = (noise + 1) / 2;
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noise = (noise + 1) / 2;
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//x, y, z of a point
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//x, y, z of a point
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vertices.push_back(glm::vec3(
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vertices.push_back(glm::vec3(
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((x - size / 2) * scaleB)+5,
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((x - size / 2) * scaleB)+5.3f,
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((noise * 1.2f)-0.65f),
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((noise * 1.2f)-0.65f),
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(y - size / 2) * scaleB
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(y - size / 2) * scaleB
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));
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));
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@ -299,8 +298,8 @@ void Terraingen() {
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}
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}
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//function with chatGPT help
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//function pregenerated by chatGPT
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//A function to write terrain into a file
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//Converst the 3 arrays (vertives, indices and normals) into a Wavefront .obj file, in a f v//vn shortened format
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void WriteOBJ(const std::string& GeneratedTerrain) {
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void WriteOBJ(const std::string& GeneratedTerrain) {
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// Open the output file
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// Open the output file
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std::ofstream outFile(GeneratedTerrain);
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std::ofstream outFile(GeneratedTerrain);
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@ -1013,7 +1012,7 @@ void init(GLFWwindow* window)
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loadModelToContext("./models/algae3.obj", models::algae3Context);
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loadModelToContext("./models/algae3.obj", models::algae3Context);
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//model created manually
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//model created manually
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loadModelToContext("./models/glassWindow.obj", models::glassWindowContext);
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loadModelToContext("./models/glassWindow.obj", models::glassWindowContext);
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//model created manually(by generating)
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//model created automatically within code
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loadModelToContext("./models/GeneratedTerrain.obj", models::ProcedurallyGT);
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loadModelToContext("./models/GeneratedTerrain.obj", models::ProcedurallyGT);
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@ -1085,23 +1084,6 @@ void init(GLFWwindow* window)
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);
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);
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}
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}
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//
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//
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/*
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glGenVertexArrays(1, &TerrainVAO);
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glGenBuffers(1, &TerrainVBO);
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glGenBuffers(1, &TerrainIBO);
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glBindVertexArray(TerrainVAO);
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glBindBuffer(GL_ARRAY_BUFFER, TerrainVBO);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), vertices.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, TerrainIBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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//glBindBuffer(GL_ARRAY_BUFFER, 0);
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//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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*/
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}
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}
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void shutdown(GLFWwindow* window)
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void shutdown(GLFWwindow* window)
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