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-rw-r--r--src/engine.c20
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);
}