WTF
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cpp-voxel-engine/.vscode/c_cpp_properties.json
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10
cpp-voxel-engine/.vscode/c_cpp_properties.json
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@ -3,7 +3,9 @@
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{
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{
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"name": "Win32",
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"name": "Win32",
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"includePath": [
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"includePath": [
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"${default}"
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"${default}",
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"${workspaceFolder}/**",
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"C:\\msys64\\mingw64\\include\\**"
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],
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],
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"defines": [
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"defines": [
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"_DEBUG",
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"_DEBUG",
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@ -11,10 +13,10 @@
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"_UNICODE"
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"_UNICODE"
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],
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],
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"windowsSdkVersion": "10.0.22621.0",
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"windowsSdkVersion": "10.0.22621.0",
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"compilerPath": "cl.exe",
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"compilerPath": "C:/msys64/mingw64/bin/g++.exe",
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"cStandard": "c17",
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"cStandard": "c17",
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"cppStandard": "c++17",
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"cppStandard": "c++20",
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"intelliSenseMode": "windows-msvc-x64"
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"intelliSenseMode": "linux-gcc-x64"
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}
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}
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],
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],
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"version": 4
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"version": 4
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@ -1,10 +1,19 @@
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# Compiler settings
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# Compiler settings
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CXX = g++
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CXX = g++
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CXXFLAGS = -std=c++11 -I. -I/path/to/glad/include -I/path/to/imgui -I.
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CXXFLAGS = -std=c++11 -I. -Iimgui-docking -IC:/msys64/mingw64/include
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LDFLAGS = -lglfw -ldl -lGL
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LDFLAGS = -LC:/msys64/mingw64/lib -lglfw3 -lopengl32 -lgdi32
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# List source files
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# List ImGui source files
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SRCS = main.cpp VoxelGame.cpp GreedyMesher.cpp
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IMGUISRCS = imgui-docking/imgui.cpp \
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imgui-docking/imgui_demo.cpp \
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imgui-docking/imgui_draw.cpp \
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imgui-docking/imgui_tables.cpp \
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imgui-docking/imgui_widgets.cpp \
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imgui-docking/imgui_impl_glfw.cpp \
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imgui-docking/imgui_impl_opengl3.cpp
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# List all source files
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SRCS = main.cpp VoxelGame.cpp GreedyMesher.cpp $(IMGUISRCS)
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OBJS = $(SRCS:.cpp=.o)
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OBJS = $(SRCS:.cpp=.o)
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TARGET = voxelgame
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TARGET = voxelgame
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@ -1,6 +1,6 @@
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#include "VoxelGame.h"
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#include "VoxelGame.h"
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#include <iostream>
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#include <iostream>
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#include <glad/glad.h>
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#include <GL/glew.h>
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// Include stb_image implementation (ensure stb_image.h is in your include path)
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// Include stb_image implementation (ensure stb_image.h is in your include path)
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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@ -32,7 +32,7 @@ bool VoxelGame::loadTextures() {
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unsigned char *data;
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unsigned char *data;
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// Load grass texture
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// Load grass texture
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data = stbi_load("grass.png", &width, &height, &nrChannels, 0);
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data = stbi_load("grass.jpg", &width, &height, &nrChannels, 0);
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if (data) {
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if (data) {
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glGenTextures(1, &textureGrass);
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glGenTextures(1, &textureGrass);
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glBindTexture(GL_TEXTURE_2D, textureGrass);
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glBindTexture(GL_TEXTURE_2D, textureGrass);
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@ -50,7 +50,7 @@ bool VoxelGame::loadTextures() {
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}
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}
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// Load dirt texture
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// Load dirt texture
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data = stbi_load("dirt.png", &width, &height, &nrChannels, 0);
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data = stbi_load("dirt.jpg", &width, &height, &nrChannels, 0);
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if (data) {
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if (data) {
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glGenTextures(1, &textureDirt);
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glGenTextures(1, &textureDirt);
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glBindTexture(GL_TEXTURE_2D, textureDirt);
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glBindTexture(GL_TEXTURE_2D, textureDirt);
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@ -122,7 +122,7 @@ void VoxelGame::render() {
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}
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}
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void VoxelGame::debugUI() {
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void VoxelGame::debugUI() {
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// Display a debug window using ImGui
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ImGui::Begin("Debug");
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ImGui::Begin("Debug");
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ImGui::Text("Voxel Game Debug Window");
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ImGui::Text("Voxel Game Debug Window");
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ImGui::Text("Mesh quads count: %d", (int)meshQuads.size());
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ImGui::Text("Mesh quads count: %d", (int)meshQuads.size());
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@ -4,6 +4,11 @@
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#include <vector>
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#include <vector>
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#include "GreedyMesher.h"
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#include "GreedyMesher.h"
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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class VoxelGame {
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class VoxelGame {
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public:
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public:
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VoxelGame();
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VoxelGame();
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@ -1,5 +1,5 @@
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#include <iostream>
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#include <iostream>
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#include <glad/glad.h>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include "VoxelGame.h"
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#include "VoxelGame.h"
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@ -27,11 +27,7 @@ GLFWwindow* initWindow(int width, int height, const char* title) {
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}
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}
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent(window);
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// Initialize GLAD to load OpenGL function pointers
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cerr << "Failed to initialize GLAD\n";
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return nullptr;
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}
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return window;
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return window;
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}
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}
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