Set size of terrain and initialize camera ad midpoint of terrain
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98b6208c74
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@ -128,19 +128,16 @@ public class Engine {
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//Generate Simple, Flat Terrain
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Terrain terrain = new Terrain(0,0, loader, new ModelTexture(loader.loadTexture("grass")));
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Terrain terrain1 = new Terrain(1,0, loader, new ModelTexture(loader.loadTexture("grass")));
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// Run the rendering loop until the user has attempted to close
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// the window or has pressed the ESCAPE key.
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MasterRenderer renderer = new MasterRenderer();
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while ( !glfwWindowShouldClose(window) ) {
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//entity.increaseRotation(0,1,0);
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renderer.processTerrain(terrain1);
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renderer.processTerrain(terrain);
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//renderer.processEntity(entity);
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renderer.render(light, camera);
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glfwSwapBuffers(window); // swap the color buffers
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// Poll for window events. The key callback above will only be
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// invoked during this call.
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glfwPollEvents();
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@ -4,8 +4,8 @@ import utils.vectors.Vector3f;
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public class Camera {
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private Vector3f position = new Vector3f(0,10,0);
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private float pitch;
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private Vector3f position = new Vector3f(50,100,50);
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private float pitch = 90;
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private float yaw = 180;
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private float roll;
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@ -6,7 +6,8 @@ import core.engine.textures.ModelTexture;
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public class Terrain {
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private static final float SIZE = 800;
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private static final float WIDTH = 100;
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private static final float DEPTH = 100;
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private static final int VERTEX_COUNT = 128;
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private float x;
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@ -16,8 +17,8 @@ public class Terrain {
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public Terrain(int gridX, int gridZ, Loader loader, ModelTexture modelTexture) {
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this.texture = modelTexture;
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this.x = gridX * SIZE;
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this.z = gridZ * SIZE;
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this.x = gridX * WIDTH;
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this.z = gridZ * DEPTH;
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this.model = generateTerrain(loader);
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}
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@ -30,9 +31,9 @@ public class Terrain {
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int vertexPointer = 0;
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for(int i=0;i<VERTEX_COUNT;i++){
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for(int j=0;j<VERTEX_COUNT;j++){
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vertices[vertexPointer*3] = (float)j/((float)VERTEX_COUNT - 1) * SIZE;
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vertices[vertexPointer*3] = (float)j/((float)VERTEX_COUNT - 1) * WIDTH;
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vertices[vertexPointer*3+1] = 0;
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vertices[vertexPointer*3+2] = (float)i/((float)VERTEX_COUNT - 1) * SIZE;
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vertices[vertexPointer*3+2] = (float)i/((float)VERTEX_COUNT - 1) * DEPTH;
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normals[vertexPointer*3] = 0;
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normals[vertexPointer*3+1] = 1;
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normals[vertexPointer*3+2] = 0;
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