private VoxelChunkManager()
        {
            chunks = new Dictionary<Tuple<int, int>, VoxelChunk>();
            chunksToMesh = new Dictionary<Tuple<int, int>, VoxelChunk>();
            chunkLoadQueue = new Queue<Tuple<int, int>>();
            noise = new OpenSimplexNoise(2);
            frustum = new Frustum();
            chunkScalingMatrix = Matrix4.CreateScaling(new Vector3(ChunkWidth, ChunkHeight, ChunkDepth));

            chunkShader = new ShaderProgram(chunkvertexshader, chunkfragmentshader);
            chunkShader["lightDirection"].SetValue(new Vector3(-0.75, -0.5, -1).Normalize());
        }
 /// <summary>
 /// Returns true if the AxisAlignedBoundingBox is within the frustum.  Cheats by using spherical representation of the bounding box.
 /// </summary>
 /// <param name="f">The Frustum to check for intersections with</param>
 /// <returns>True if the spherical representation of the AxisAlignedBoundingBox is withing the frustum</returns>
 public bool Intersects(Frustum f)
 {
     return f.Intersects(this);
 }
Example #3
0
        static void Main(string[] args)
        {
            timefromstart = System.Diagnostics.Stopwatch.StartNew();
            Console.WriteLine("Initializing GLUT - {0}s", getTimeFromStart().ToString());
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH);
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("kVoxGame");
            Console.WriteLine("GLUT window created - {0}s", getTimeFromStart().ToString());

            //Callbacks
            Glut.glutIdleFunc(OnRenderFrame);
            Glut.glutDisplayFunc(OnDisplay);

            //Mouse
            Glut.glutMouseFunc(OnMouse);
            Glut.glutMotionFunc(OnMove);

            //Keyboard
            Glut.glutKeyboardFunc(OnKeyboardDown);
            Glut.glutKeyboardUpFunc(OnKeyboardUp);

            Console.WriteLine("GLUT callbacks binded - {0}s", getTimeFromStart().ToString());

            Gl.Enable(EnableCap.DepthTest);
            Gl.Enable(EnableCap.Blend);
            Gl.Enable(EnableCap.Multisample);
            Gl.Enable(EnableCap.SampleAlphaToCoverage);
            Gl.Enable(EnableCap.FragmentLightingSgix);
            Gl.Enable(EnableCap.CullFace);

            Console.WriteLine("GL Enables enabled :D - {0}s", getTimeFromStart().ToString());

            skydomeTexture = new Texture("skydome.jpg");

            //Gl.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
            // create main shader program
            terrainSP = new ShaderProgram(terrainVS, terrainFS);
            terrainSP.Use();
            terrainSP["color"].SetValue(new Vector3(0, 0.8, 0));
            projectionMatrix = Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f);
            terrainSP["projection_matrix"].SetValue(projectionMatrix);
            terrainSP["model_matrix"].SetValue(Matrix4.CreateTranslation(new Vector3(0, 0, 0)) * Matrix4.CreateRotation(new Vector3(0, 0, 0), 0.0f));
            Console.WriteLine("Shader program (main) compiled and data injected - {0}s", getTimeFromStart().ToString());

            // create main skybox program
            skyboxSP = new ShaderProgram(skyboxVS, skyboxFS);
            skyboxSP.Use();
            skyboxSP["color"].SetValue(new Vector3(0.2, 1.0, 1.0));
            skyboxSP["resolution"].SetValue(new Vector2(width, height));
            projectionMatrix = Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f);
            skyboxSP["projection_matrix"].SetValue(projectionMatrix);
            skyboxSP["model_matrix"].SetValue(Matrix4.CreateTranslation(new Vector3(0, 0, 0)) * Matrix4.CreateRotation(new Vector3(0, 0, 0), 0.0f));
            Console.WriteLine("Shader program (skybox) compiled and data injected - {0}s", getTimeFromStart().ToString());

            //Setup camera
            camera = new Camera(new Vector3(0, 0, 10), Quaternion.Identity);
            camera.SetDirection(new Vector3(0, 0, -1));

            Console.WriteLine("Cam setup complete - {0}s", getTimeFromStart().ToString());

            watch = System.Diagnostics.Stopwatch.StartNew();
            chunks = new VoxelChunk[4];
            //instance few voxel chunks
            chunks[0] = new VoxelChunk(0,0);
            chunks[1] = new VoxelChunk(0, 32);
            chunks[2] = new VoxelChunk(32, 0);
            chunks[3] = new VoxelChunk(32, 32);
            Console.WriteLine("Chunks added to array - {0}s", getTimeFromStart().ToString());

            //init frustum
            frustum = new Frustum();
            frustum.UpdateFrustum(projectionMatrix, camera.ViewMatrix);
            Console.WriteLine("starting main GLUT loop - {0}s", getTimeFromStart().ToString());

            Glut.glutMainLoop();
        }
Example #4
0
 /// <summary>
 /// Returns true if the AxisAlignedBoundingBox is within the frustum.
 /// Cheats by using spherical representation of the bounding box.
 /// </summary>
 /// <param name="f">The Frustum to check for intersections with.</param>
 /// <returns>True if the spherical representation of the AxisAlignedBoundingBox is withing the frustum.</returns>
 public bool Intersects(Frustum f)
 {
     return(f.Intersects(this));
 }