diff options
| author | Aaditya Dhruv <[email protected]> | 2026-01-31 17:17:25 -0600 |
|---|---|---|
| committer | Aaditya Dhruv <[email protected]> | 2026-01-31 17:17:25 -0600 |
| commit | b20a6103cb202c1721aa2d300b1e7bdafef3366d (patch) | |
| tree | bdf75ec1a9ac33a23f38b8bddf997f83873b7f53 /src/engine.c | |
| parent | 42401e4e1c34f9ddc7246550227281ec6aeeceac (diff) | |
Fix OpenGL vs local axis issue
- World coordinates is positive x to the left, positive y inwards,
positive z upwards
All math before sending data to OpenGL happens in these world
coordinates. For example, curr_chunk is in world coordinates. chunk
coordinates are also in world system. Only when we get/set data to
OpenGL functions do we perform the 2 step translation
- world y is negated and
- then flipped with world z
so { x, y, z } --> { x, z, -y } basically.
These translations are done for example when in the chunk->model
translation, converting camera coordinates (that are in opengl coords)
to world coords for curr_chunk data, and setting vertex positions in
chunk_load. These have been marked with "//OpenGL FLIP" so it's easy to
find
Diffstat (limited to 'src/engine.c')
| -rw-r--r-- | src/engine.c | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/src/engine.c b/src/engine.c index 314c4ed..551ab65 100644 --- a/src/engine.c +++ b/src/engine.c @@ -10,6 +10,7 @@ #include <SDL2/SDL_render.h> #include <bits/types/timer_t.h> #include <junk/vector.h> +#include <math.h> #include <stdio.h> #include <string.h> #include <time.h> @@ -56,7 +57,7 @@ int engine_init(struct engine *engine) { for (int i = -CHUNK_DISTANCE; i <= CHUNK_DISTANCE; i++) { for (int j = -CHUNK_DISTANCE; j <= CHUNK_DISTANCE; j++) { struct chunk* chunk; - int chunk_coord[2] = { engine->curr_chunk[0] + i, -engine->curr_chunk[1] + j }; + int chunk_coord[2] = { engine->curr_chunk[0] + i, engine->curr_chunk[1] + j }; world_get_chunk(engine->world, chunk_coord, &chunk); // Load chunk chunk_load(world, chunk, chunk_coord); @@ -68,11 +69,11 @@ int engine_init(struct engine *engine) { } void engine_update(struct engine* engine) { - int curr_chunk[2] = { (engine->camera->position[0] / CHUNK_WIDTH), (engine->camera->position[2]) / CHUNK_LENGTH }; + //NOTE: OpenGL FLIP + int curr_chunk[2] = { floorf(engine->camera->position[0] / (float)CHUNK_WIDTH), floorf(-engine->camera->position[2] / (float)CHUNK_LENGTH) }; // Chunk update struct chunk* c = {0}; - int coord[2] = { curr_chunk[0], curr_chunk[1] }; - world_get_chunk(engine->world, coord, &c); + world_get_chunk(engine->world, curr_chunk, &c); // We moved a chunk - load new chunks with chunk_load if (engine->curr_chunk[0] != curr_chunk[0] || engine->curr_chunk[1] != curr_chunk[1]) { @@ -85,7 +86,7 @@ void engine_update(struct engine* engine) { for (int i = -CHUNK_DISTANCE; i <= CHUNK_DISTANCE; i++) { for (int j = -CHUNK_DISTANCE; j <= CHUNK_DISTANCE; j++) { struct chunk* chunk; - int chunk_coord[2] = { engine->curr_chunk[0] + i, -engine->curr_chunk[1] + j }; + int chunk_coord[2] = { engine->curr_chunk[0] + i, engine->curr_chunk[1] + j }; world_get_chunk(engine->world, chunk_coord, &chunk); // unload chunk // TODO: Fix some VAO/VBO bug when negative y @@ -98,7 +99,7 @@ void engine_update(struct engine* engine) { for (int i = -CHUNK_DISTANCE; i <= CHUNK_DISTANCE; i++) { for (int j = -CHUNK_DISTANCE; j <= CHUNK_DISTANCE; j++) { struct chunk* chunk; - int chunk_coord[2] = { engine->curr_chunk[0] + i, -engine->curr_chunk[1] + j }; + int chunk_coord[2] = { engine->curr_chunk[0] + i, engine->curr_chunk[1] + j }; world_get_chunk(engine->world, chunk_coord, &chunk); // Load chunk chunk_load(engine->world, chunk, chunk_coord); @@ -131,6 +132,8 @@ void engine_start(struct engine* engine) { frames = 0; frame_last_time = now; fprintf(stderr, "FPS: %.2f\n", fps); + glm_vec3_print(engine->camera->position, stderr); + fprintf(stderr, "x: %d, y: %d\n", engine->curr_chunk[0], engine->curr_chunk[1]); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); @@ -148,10 +151,7 @@ void engine_start(struct engine* engine) { for (int i = -CHUNK_DISTANCE; i <= CHUNK_DISTANCE; i++) { for (int j = -CHUNK_DISTANCE; j <= CHUNK_DISTANCE; j++) { struct chunk* chunk = {0}; - // // Load chunk - // Ensure the y coordinate is negative, because in OpenGL +z-axis (y in chunk system) is towards - // user, so we want inwards to be positive, so flip sign - int chunk_coord[2] = { engine->curr_chunk[0] + i, -engine->curr_chunk[1] + j }; + int chunk_coord[2] = { engine->curr_chunk[0] + i, engine->curr_chunk[1] + j }; world_get_chunk(engine->world, chunk_coord, &chunk); chunk_draw(chunk, engine->shader, engine->texture); } |
