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@@ -3,81 +3,6 @@
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// building (found in cave_mesher.c)
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// building (found in cave_mesher.c)
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-// This got lost somewhere
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-
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-// Q: How accurate is this as a Minecraft viewer?
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-//
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-// A: Not very. Many Minecraft blocks are not handled correctly:
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-//
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-// No signs, doors, redstone, rails, carpets, or other "flat" blocks
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-// Only one wood type
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-// Colored glass becomes regular glass
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-// Glass panes become glass blocks
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-// Stairs are turned into ramps
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-// Upper slabs turn into lower slabs
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-// Water level is incorrect
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-// No biome coloration
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-// Cactus is not shrunk, shows holes
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-// Chests are not shrunk
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-// Chests, pumpkins, etc. are not rotated properly
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-// Torches do not attach to walls
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-// Incorrect textures for blocks that postdate terrain.png
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-// Transparent textures have black fringes due to non-premultiplied-alpha
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-// If a 32x32x256 "quad-chunk" needs more than 300K quads, isn't handled
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-// Only blocks at y=1..255 are shown (not y=0)
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-//
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-// Some of these are due to engine limitations, and some of
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-// these are because I didn't make the effort since my
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-// goal was to make a demo for stb_voxel_render.h, not
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-// to make a proper Minecraft viewer.
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-//
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-//
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-// Q: Could this be turned into a proper Minecraft viewer?
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-//
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-// A: Yes and no. Yes, you could do it, but no, it wouldn't
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-// really resemble this code that much anymore.
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-//
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-// You could certainly use this engine to
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-// render the parts of Minecraft it works for, but many
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-// of the things it doesn't handle it can't handle at all
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-// (stairs, water, fences, carpets, etc) because it uses
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-// low-precision coordinates to store voxel data.
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-//
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-// You would have to render all of the stuff it doesn't
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-// handle through another rendering path. In a game (not
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-// a viewer) you would need such a path for movable entities
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-// like doors and carts anyway, so possibly handling other
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-// things that way wouldn't be so bad.
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-//
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-// Rails, ladders, and redstone lines could be implemented by
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-// using tex2 to overlay those effects, but you can't rotate
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-// tex1 and tex2 independently, so you'd have to have a
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-// separate texture for each orientation of rail, etc, and
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-// you'd need special rendering for rail up/down sections.
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-//
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-// You can use the face-color effect to do biome coloration,
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-// but the change won't be smooth the way it is in Minecraft.
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-//
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-//
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-// Q: Why isn't building the mesh data faster?
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-//
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-// A: Partly because converting from minecraft data is expensive.
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-//
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-// Here is the approximate breakdown of an older version
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-// of this executable and lib that did the building single-threaded,
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-// and was a bit slower at building mesh data.
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-//
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-// 25% loading & parsing minecraft files (4/5ths of this is zlib)
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-// 18% converting from minecraft blockids & lighting to stb blockids & lighting
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-// 10% reordering from data[z][y][x] (minecraft-style) to data[y][x][z] (stb-style)
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-// 40% building mesh data
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-// 7% uploading mesh data to OpenGL
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-//
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-// I did do significant optimizations after the above, so the
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-// final breakdown is different, but it should give you some
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-// sense of the costs.
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-
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-
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#include "stb_voxel_render.h"
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#include "stb_voxel_render.h"
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#define STB_GLEXT_DECLARE "glext_list.h"
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#define STB_GLEXT_DECLARE "glext_list.h"
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