readd diverged version
This commit is contained in:
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45d324a9ec
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7e7a73f9b6
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#include "include/Camera.h"
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const glm::mat4& Camera::get_view()
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{
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const glm::mat4& matrix = glm::lookAt(glm::vec3(0, 10, 0), glm::vec3(0, 1, 0), glm::vec3(0, 1, 0));
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return matrix;
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}
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#include "GUI.h"
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// Code contributed by Kacperks
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// COMMENTED OUT BECAUSE IT DOESN'T WORK!
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/*
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Button::Button(sf::Image* normal, sf::Image* clicked, std::string words, Position2D location) {
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this->normal.SetImage(*normal);
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this->clicked.SetImage(*clicked);
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this->currentSpr=&this->normal;
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current =false;
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this->normal.SetPosition(location);
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this->clicked.SetPosition(location);
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String.SetText(words);
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String.SetPosition(location.x+3,location.y+3);
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String.SetSize(14);
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}
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void Button::checkClick (sf::Vector2f mousePos)
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{
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if (mousePos.x>currentSpr->GetPosition().x && mousePos.x<(currentSpr->GetPosition().x + currentSpr->GetSize().x)) {
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if(mousePos.y>currentSpr->GetPosition().y && mousePos.y<(currentSpr->GetPosition().y + currentSpr->GetSize().y)) {
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setState(!current);
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}
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}
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}
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void Button::setState(bool which)
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{
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current = which;
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if (current) {
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currentSpr=&clicked;
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return;
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}
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currentSpr=&normal;
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}
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void Button::setText(std::string words)
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{
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String.SetText(words);
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}
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bool Button::getVar()
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{
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return current;
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}
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sf::Sprite* Button::getSprite()
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{
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return currentSpr;
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}
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sf::String * Button::getText()
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{
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return &String;
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}*/
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Copyright (c) 2022-2023 MCL and CubeSoftware
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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#include "LevelGenerator.h"
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#include "Base.h"
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#include <time.h>
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#include <random>
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FastNoiseLite perlin, os, cellular;
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int seed = 138;
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LevelGenerator::LevelGenerator()
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{
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perlin.SetSeed(seed);
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perlin.SetNoiseType(FastNoiseLite::NoiseType_Perlin);
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perlin.SetFrequency(.01F);
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os.SetSeed(seed);
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os.SetNoiseType(FastNoiseLite::NoiseType_OpenSimplex2);
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os.SetFrequency(.01F);
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cellular.SetSeed(seed);
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cellular.SetNoiseType(FastNoiseLite::NoiseType_Cellular);
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cellular.SetFrequency(.1F);
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}
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// Change seed midgame - not for production use
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void LevelGenerator::setSeed()
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{
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perlin.SetSeed(time(0));
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os.SetSeed(time(0));
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cellular.SetSeed(time(0));
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}
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void LevelGenerator::generateBlock()
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{
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for(int x = 0; x < 256; x++)
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{
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for(int z = 0; z < 256; z++)
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{
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for(int y = 0; y < 256; y++)
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{
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blockManager.addNode(0, 0, x, y, z);
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}
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}
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}
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for(int x = 0; x < 256; x++)
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{
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for(int z = 0; z < 256; z++)
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{
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float cX = (float)x;
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float cZ = (float)z;
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for(int y = 0; y < 48 * abs(perlin.GetNoise(cX, cZ)) / 2 + abs(cellular.GetNoise(cX, cZ)) * 2 + abs(os.GetNoise(cX, cZ)) * 4 + 10; y++)
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{
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blockManager.addNode(1, 0, x, y, z);
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}
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}
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}
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terraformBlock();
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}
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void LevelGenerator::terraformBlock()
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{
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for(int x = 0; x < 256; x++)
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{
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for(int z = 0; z < 256; z++)
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{
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for(int y = 0; y < 256; y++)
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{
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int currentNode = blockManager.getNodeAt(x, y, z);
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if(currentNode != 0)
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{
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if(y == 15 && (blockManager.getNodeAt(x, y + 1, z) == 0 || blockManager.getNodeAt(x, y + 1, z) == 20))
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{
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currentNode = 3;
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}
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else if(y < 15)
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{
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currentNode = 2;
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}
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else
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{
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continue;
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}
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blockManager.addNode(currentNode, 0, x, y, z);
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}
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else if(y < 16)
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{
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blockManager.addNode(20, 0, x, y, z); // Water
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}
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}
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}
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}
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populate();
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}
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void LevelGenerator::populate()
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{
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for(int counter = 0; counter < 30; counter++)
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{
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int x = rand() % 256;
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int z = rand() % 256;
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for(int y = 10; y < 256; y++)
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{
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if(blockManager.getNodeAt(x, y, z) == 0)
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{
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if(blockManager.getNodeAt(x, y - 1, z) == 20)
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{
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break;
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counter -= 1;
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}
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for(int y1 = y; y1 < y + 6; y1++)
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{
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blockManager.addNode(12, 0, x, y1, z);
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}
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for(int i = 0; i < 3; i++)
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{
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for(int j = 0; j < 3; j++)
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{
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for(int k = 0; k < 3; k++)
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{
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blockManager.addNode(13, 0, x + i - 1, y + j + 6, z + k - 1);
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}
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}
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}
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break;
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}
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}
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}
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}
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#include "MapBlock.h"
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int mapBlock[65536];
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MapBlock::MapBlock()
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{
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}
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void BlockManager::addNode(int id, int meta, int x, int y, int z)
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{
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Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
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int localX = x - block.x * 16;
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int localZ = z - block.z * 16;
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mapBlocks[block.x][block.z].mapBlock[256 * y + localZ * 16 + localX] = id;
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}
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MapBlock mapBlocks[16][16];
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BlockManager::BlockManager()
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{
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}
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int BlockManager::getNodeAt(int x, int y, int z)
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{
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// Math explanation for future reference:
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// The x and z coordinates need to be have block.[AXIS] * 16 subtracted from them
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// so that the coordinates passed to the function are local block coordinates instead
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// of global node coordinates (e.g. 1, and not 17)
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if(x < 0 || y < 0 || z < 0)
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{
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return 0;
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}
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Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
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int localX = x - block.x * 16;
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int localZ = z - block.z * 16;
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return mapBlocks[block.x][block.z].mapBlock[256 * y + localZ * 16 + localX];
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}
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bool BlockManager::isAir(int x, int y, int z)
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{
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return getNodeAt(x, y, z) == 0;
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}
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bool BlockManager::isNodeClear(int x, int y, int z)
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{
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if(getNodeAt(x, y, z) == 0)
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return true;
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if(getNodeAt(x, y, z) == 20)
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return true;
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return false;
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}
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BlockUtilities::BlockUtilities()
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{
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}
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Position2D BlockUtilities::getBlockFromNodeCoordinates(int x, int z)
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{
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Position2D pos2d;
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//pos2d.x = floor(x / 16);
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//pos2d.z = floor(z / 16);
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pos2d.x = x >> 4;
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pos2d.z = z >> 4;
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return pos2d;
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}
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===============
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XtreemNodes 0.3
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(2023-08-27)
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===============
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XtreemNodes is a modern 3-D game engine by MCL Software made in collaboration with Cube Software.
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The project was started on 2022-10-15 by a mysterious man sitting at his desk at 3 a.m.
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==================================
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How to build on Windows with MSYS2
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==================================
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Download OpenGL, SFML, and mingw-w64 using Pacman and build the source files
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#include "include/TitleMenu.h"
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#include <GL/glut.h>
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void TitleMenu::renderGUI()
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{
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glTranslatef(.0F, .0F, .0F);
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glColor3f(1.0F, .0F, .0F);
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glBegin(GL_TRIANGLES);
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glVertex2f(.0F, -500.0F);
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glVertex2f(.0F, 500.0F);
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glVertex2f(500.0F, .0F);
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glEnd();
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}
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#ifndef BASE
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#define BASE
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#include "MapBlock.h"
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class NodeManager;
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class BlockManager;
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extern NodeManager nodeManager;
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extern BlockManager blockManager;
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extern float light;
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/*struct Position2D
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{
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int x;
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int z;
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};*/
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#endif
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#include <glm/glm.hpp>
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#include <glm/ext/matrix_transform.hpp>
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class Camera
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{
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public:
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Camera() = default;
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virtual ~Camera()
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{
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}
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const glm::mat4& get_view();
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const glm::mat4& get_projection();
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protected:
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const glm::mat4& matrix;
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glm::mat4 m_view, m_projection;
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};
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File diff suppressed because it is too large
Load Diff
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#ifndef GUI
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#define GUI
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#include "Base.h"
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#include <SFML/Main.hpp>
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#include <SFML/Graphics.hpp>
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class Button
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{
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public:
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Button(sf::Image* normal, sf::Image* clicked, std::string text, Position2D location);
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void checkClick(Position2D);
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void setState(bool state);
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void setText(std::string);
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bool getVar();
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sf::Sprite* getSprite();
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sf::String* getText();
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private:
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sf::Sprite normal;
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sf::Sprite clicked;
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sf::Sprite* currentSpr;
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sf::String String;
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bool current;
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};
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#endif
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#ifndef LEVELGENERATOR
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#define LEVELGENERATOR
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#include "FastNoiseLite.h"
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class LevelGenerator
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{
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public:
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LevelGenerator();
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void setSeed();
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void generateBlock();
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void terraformBlock();
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void populate();
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protected:
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private:
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FastNoiseLite perlin, os, cellular;
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int seed = 138; // 1338, 1337. 138 are good ones
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};
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#endif
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#include <cstdio>
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class Logger
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{
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public:
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void log(char* comp, char* message);
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{
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printf("Message: %c", message);
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}
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};
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#ifndef MAPBLOCK
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#define MAPBLOCK
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#include "Base.h"
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#include <math.h>
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#include <cstdio>
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class MapBlock
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{
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public:
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int mapBlock[65536];
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MapBlock();
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};
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class BlockManager
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{
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public:
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MapBlock mapBlocks[16][16];
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BlockManager();
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int getNodeAt(int x, int y, int z);
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void addNode(int id, int meta, int x, int y, int z);
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bool isAir(int x, int y, int z);
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bool isNodeClear(int x, int y, int z);
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};
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struct Position2D
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{
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int x;
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int z;
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};
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class BlockUtilities
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{
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public:
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BlockUtilities();
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static Position2D getBlockFromNodeCoordinates(int x, int z);
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};
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#endif
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#ifndef NODERENDERER_H
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#define NODERENDERER_H
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#include "Base.h"
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#include "MapBlock.h"
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#include <GL/glut.h>
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class NodeRenderer
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{
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public:
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NodeRenderer()
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{
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}
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virtual ~NodeRenderer()
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{
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}
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int renderNode(int x, int y, int z, int tex)
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{
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Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z); // The block the node at (x, y, z) is in
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Position2D textureCoordinate;
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textureCoordinate.x = tex - (16 * floor(tex / 16));
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textureCoordinate.z = floor(tex / 16) + 1;
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//glColor3f(light, light, light);
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glBegin(GL_TRIANGLES);
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// Front
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if(blockManager.isAir(x, y, z - 1))
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{
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/*glTexCoord2f(.0F, .0F);
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glVertex3f(x + .0F, y + 1.0F, z + .0F);
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glTexCoord2f(.0625F * textureCoordinate, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
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//glColor3f(.6F, .6F, .6F); // Bottom vertices
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glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
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glVertex3f(x + 1.0F, y + .0F, z + .0F);
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//glColor3f(1.0F, 1.0F, 1.0F);
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glTexCoord2f(.0F, .0625F * textureCoordinate);
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glVertex3f(x + .0F, y + .0F, z + .0F);*/
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glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
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glVertex3f(x + .0F, y + 1.0F, z + .0F);
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glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
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glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
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//glColor3f(.6F, .6F, .6F); // Bottom vertices
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glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
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glVertex3f(x + 1.0F, y + .0F, z + .0F);
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//glColor3f(1.0F, 1.0F, 1.0F);
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glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
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glVertex3f(x + .0F, y + .0F, z + .0F);
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|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + .0F, y + 1.0F, z + .0F);
|
||||
|
||||
//glColor3f(.6F, .6F, .6F); // Bottom vertices
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + .0F);
|
||||
}
|
||||
|
||||
// Back
|
||||
if(blockManager.isAir(x, y, z + 1))
|
||||
{
|
||||
/*glTexCoord2f(.0F, .0F);
|
||||
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate, .0F);
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
//glColor3f(.6F, .6F, .6F);
|
||||
glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
|
||||
|
||||
//glColor3f(1.0F, 1.0F, 1.0F);
|
||||
glTexCoord2f(.0F, .0625F * textureCoordinate);
|
||||
glVertex3f(x + .0F, y + .0F, z + 1.0F);*/
|
||||
|
||||
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
//glColor3f(.6F, .6F, .6F);
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
//glColor3f(1.0F, 1.0F, 1.0F);
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + .0F, y + .0F, z + 1.0F);
|
||||
|
||||
//glColor3f(.6F, .6F, .6F);
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
|
||||
}
|
||||
|
||||
// Right
|
||||
if(blockManager.isAir(x + 1, y, z))
|
||||
{
|
||||
/*glTexCoord2f(.0625F * textureCoordinate, .0F);
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
|
||||
|
||||
//glColor3f(.6F, .6F, .6F);
|
||||
glTexCoord2f(.0625F * textureCoordinate, 1.0F);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + .0F);
|
||||
|
||||
//glColor3f(1.0F, 1.0F, 1.0F);
|
||||
glTexCoord2f(.0F, .0625F * textureCoordinate);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0F, .0F);
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);*/
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
|
||||
|
||||
//glColor3f(.6F, .6F, .6F);
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + .0F);
|
||||
|
||||
//glColor3f(1.0F, 1.0F, 1.0F);
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
|
||||
|
||||
|
||||
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
|
||||
|
||||
//glColor3f(1.0F, 1.0F, 1.0F);
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
|
||||
}
|
||||
|
||||
// Left
|
||||
if(blockManager.isAir(x - 1, y, z))
|
||||
{
|
||||
/*glTexCoord2f(.0625F * textureCoordinate, .0F);
|
||||
glVertex3f(x + .0F, y + 1.0F, z + .0F);
|
||||
|
||||
//glColor3f(.6F, .6F, .6F);
|
||||
glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
|
||||
glVertex3f(x + .0F, y + .0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0F, .0625F * textureCoordinate);
|
||||
glVertex3f(x + .0F, y + .0F, z + 1.0F);
|
||||
//glColor3f(1.0F, 1.0F, 1.0F);
|
||||
|
||||
glTexCoord2f(.0F, .0F);
|
||||
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);*/
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + .0F, y + 1.0F, z + .0F);
|
||||
|
||||
//glColor3i(100, 100, 100);
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + .0F, y + .0F, z + .0F);
|
||||
|
||||
//glColor3i(255, 255, 255);
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + .0F, y + .0F, z + 1.0F);
|
||||
|
||||
|
||||
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + .0F, y + 1.0F, z + .0F);
|
||||
|
||||
//glColor3f(1.0F, 1.0F, 1.0F);
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + .0F, y + .0F, z + 1.0F);
|
||||
}
|
||||
|
||||
// Bottom
|
||||
//printf("\n\nx: %i, y: %i, z: %i, VALUE: %s", x, y, z, blockManager.isAir(x, y - 1, z) ? "true" : "false");
|
||||
if(y > 0 && blockManager.isAir(x, y - 1, z))
|
||||
{
|
||||
//printf("\nWUT? x: %i, y: %i, z: %i, VALUE: %s", x, y, z, blockManager.isAir(x, y - 1, z) ? "true" : "false");
|
||||
/*glTexCoord2f(.0F, .0F);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate, .0F);
|
||||
glVertex3f(x + .0F, y + .0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
|
||||
glVertex3f(x + .0F, y + .0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0F, .0625F * textureCoordinate);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);*/
|
||||
|
||||
glTexCoord2f(.0F, .0F);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0F);
|
||||
glVertex3f(x + .0F, y + .0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + .0F, y + .0F, z + 1.0F);
|
||||
|
||||
|
||||
|
||||
glTexCoord2f(.0F, .0625F * textureCoordinate.x);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0F, .0F);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + .0F, y + .0F, z + 1.0F);
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Top
|
||||
if(blockManager.isNodeClear(x, y + 1, z))
|
||||
{
|
||||
/*glTexCoord2f(.0F, .0F);
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate, .0F);
|
||||
glVertex3f(x + .0F, y + 1.0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
|
||||
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0F, .0625F * textureCoordinate);
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);*/
|
||||
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + .0F, y + 1.0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
|
||||
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
|
||||
}
|
||||
|
||||
glEnd();
|
||||
return 1;
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
#endif
|
|
@ -0,0 +1,17 @@
|
|||
class Node
|
||||
{
|
||||
public:
|
||||
Node(int i, int j)
|
||||
{
|
||||
id = i;
|
||||
textureIndex = j;
|
||||
}
|
||||
|
||||
int getTextureIndexFromSide(int side)
|
||||
{
|
||||
return textureIndex;
|
||||
}
|
||||
private:
|
||||
int id;
|
||||
int textureIndex;
|
||||
};
|
|
@ -0,0 +1,77 @@
|
|||
#define STBI_FAILURE_USERMSG
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "stb_image.h"
|
||||
#include "Base.h"
|
||||
|
||||
|
||||
#ifndef TEXTURE_HANDLER
|
||||
#define TEXTURE_HANDLER
|
||||
class TextureHandler
|
||||
{
|
||||
private:
|
||||
int width = -1;
|
||||
int height = -1;
|
||||
int comp = -1;
|
||||
unsigned char* imageData;
|
||||
unsigned char* imageData1;
|
||||
|
||||
public:
|
||||
GLuint texture;
|
||||
unsigned char* loadTexture(char* filename)
|
||||
{
|
||||
return stbi_load(filename, &width, &height, &comp, 0);
|
||||
}
|
||||
|
||||
void loadAllTextures()
|
||||
{
|
||||
int textureIndex = 0;
|
||||
|
||||
imageData = loadTexture("data/img/texturemap.png");
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
|
||||
}
|
||||
|
||||
int getTextureForNode(int x, int y, int z)
|
||||
{
|
||||
//Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
|
||||
if(blockManager.getNodeAt(x, y, z) == 1)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
else if(blockManager.getNodeAt(x, y, z) == 2)
|
||||
{
|
||||
return 2;
|
||||
}
|
||||
|
||||
else if(blockManager.getNodeAt(x, y, z) == 3)
|
||||
{
|
||||
return 4;
|
||||
}
|
||||
|
||||
else if(blockManager.getNodeAt(x, y, z) == 12)
|
||||
{
|
||||
return 81;
|
||||
}
|
||||
|
||||
else if(blockManager.getNodeAt(x, y, z) == 13)
|
||||
{
|
||||
return 113;
|
||||
}
|
||||
|
||||
else if(blockManager.getNodeAt(x, y, z) == 20)
|
||||
{
|
||||
return 17;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
|
@ -0,0 +1,15 @@
|
|||
#ifndef TITLEMENU
|
||||
#define TITLEMENU
|
||||
|
||||
class TitleMenu
|
||||
{
|
||||
public:
|
||||
TitleMenu()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void renderGUI();
|
||||
};
|
||||
|
||||
#endif
|
|
@ -0,0 +1,24 @@
|
|||
#ifndef UTILITIES
|
||||
#define UTILITIES
|
||||
|
||||
|
||||
class Utilities
|
||||
{
|
||||
public:
|
||||
Utilities()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
static float degToRad(int degrees)
|
||||
{
|
||||
return 3.14 / 180 * degrees; // Only the first three digits of pi
|
||||
}
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
#endif
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,238 @@
|
|||
#include <stdlib.h>
|
||||
#include <GL/glut.h>
|
||||
#include "Utilities.h"
|
||||
#include "LevelGenerator.h"
|
||||
//#include "MapBlock.h"
|
||||
//#include "Base.h"
|
||||
#include "NodeRenderer.h"
|
||||
#include "TextureHandler.h"
|
||||
#include <math.h>
|
||||
#include <cstdio>
|
||||
#include "include/Camera.h"
|
||||
#include <random>
|
||||
#include <glm/ext/matrix_transform.hpp>
|
||||
#include <SFML/Window.hpp>
|
||||
#include "include/TitleMenu.h"
|
||||
|
||||
NodeRenderer renderer;
|
||||
BlockManager blockManager;
|
||||
LevelGenerator levelGen;
|
||||
TextureHandler textureHandler;
|
||||
|
||||
GLfloat playerX = 2.5F;
|
||||
GLfloat playerY = 20.0F;
|
||||
GLfloat playerZ = 1.5F;
|
||||
GLfloat playerRotX = 0;
|
||||
GLfloat playerRotY = 0;
|
||||
float light = 1.0F;
|
||||
sf::Vector2i oldMousePos;
|
||||
|
||||
TitleMenu title;
|
||||
|
||||
void display()
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glLoadIdentity();
|
||||
|
||||
|
||||
//glRotatef(playerRotX, 1.0F, .0F, .0F);
|
||||
//glRotatef(playerRotY, .0F, 1.0F, .0F);
|
||||
Camera* camera;
|
||||
|
||||
const glm::mat4& matrix = glm::lookAt(glm::vec3(playerX, playerY, playerZ), glm::vec3(playerX - cos(glm::radians(playerRotY)), playerY - playerRotX, playerZ + sin(glm::radians(playerRotY))), glm::vec3(0, 1, 0));
|
||||
|
||||
//https://glm.g-truc.net/0.9.9/api/a00668.html#gaa64aa951a0e99136bba9008d2b59c78e
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
//TODO transform
|
||||
//glMatrixMode(GL_PROJECTION);
|
||||
glLoadMatrixf(&matrix[0][0]);
|
||||
//glTranslatef(playerX, playerY, playerZ);
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
|
||||
|
||||
|
||||
|
||||
for(int x = 0; x < 256; x++)
|
||||
{
|
||||
for(int y = 0; y < 80; y++)
|
||||
{
|
||||
for(int z = 0; z < 256; z++)
|
||||
{
|
||||
if(blockManager.getNodeAt(x, y, z) > 0)
|
||||
{
|
||||
renderer.renderNode(x, y, z, textureHandler.getTextureForNode(x, y, z));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//title.renderGUI();
|
||||
|
||||
glFlush();
|
||||
glutSwapBuffers();
|
||||
}
|
||||
|
||||
|
||||
void reshape(int width, int height)
|
||||
{
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
|
||||
glLoadIdentity();
|
||||
gluPerspective(50, width / (float) height, .1F, 512.0F);
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glutPostRedisplay();
|
||||
}
|
||||
|
||||
int movementAngle = 0;
|
||||
int angularVel = 1;
|
||||
|
||||
void updateTimer(int time)
|
||||
{
|
||||
// Movement
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
|
||||
{
|
||||
movementAngle = 0;
|
||||
}
|
||||
|
||||
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
|
||||
{
|
||||
movementAngle = 180; // 200 grads
|
||||
}
|
||||
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::A))
|
||||
{
|
||||
movementAngle = 90;
|
||||
}
|
||||
|
||||
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::D))
|
||||
{
|
||||
movementAngle = 270;
|
||||
}
|
||||
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W) || sf::Keyboard::isKeyPressed(sf::Keyboard::S))
|
||||
{
|
||||
int oldX = playerX;
|
||||
int oldZ = playerZ;
|
||||
playerX = playerX - cos(glm::radians(playerRotY + movementAngle)) * angularVel;
|
||||
playerZ = playerZ + sin(glm::radians(playerRotY + movementAngle)) * angularVel;
|
||||
if(blockManager.getNodeAt(playerX, playerY, playerZ) != 0)
|
||||
{
|
||||
playerX = oldX;
|
||||
playerZ = oldZ;
|
||||
}
|
||||
}
|
||||
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::LShift))
|
||||
{
|
||||
if(blockManager.getNodeAt(playerX, playerY - 4, playerZ) == 0)
|
||||
{
|
||||
playerY -= .8;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space))
|
||||
{
|
||||
playerY += .8;
|
||||
}
|
||||
|
||||
// Rotation
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
|
||||
{
|
||||
playerRotY -= 1.8;
|
||||
}
|
||||
|
||||
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
|
||||
{
|
||||
playerRotY += 1.8;
|
||||
}
|
||||
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::F1))
|
||||
{
|
||||
levelGen.setSeed();
|
||||
levelGen.generateBlock();
|
||||
}
|
||||
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
|
||||
{
|
||||
playerRotX += 1.8;
|
||||
}
|
||||
|
||||
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
|
||||
{
|
||||
playerRotX = 1.8;
|
||||
}
|
||||
|
||||
// Mouse-based movement
|
||||
sf::Vector2i mousePos = sf::Mouse::getPosition();
|
||||
sf::Vector2i mousePosDiff = oldMousePos - mousePos;
|
||||
playerRotX -= mousePosDiff.y;
|
||||
playerRotY -= mousePosDiff.x;
|
||||
oldMousePos = sf::Vector2i(1920 / 2, 1080 / 2);
|
||||
sf::Mouse::setPosition(sf::Vector2i(1920 / 2, 1080 / 2));
|
||||
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
|
||||
{
|
||||
printf("PlayerX: %f, PlayerZ: %f", playerX, playerZ);
|
||||
exit(0);
|
||||
}
|
||||
|
||||
glutPostRedisplay();
|
||||
glutTimerFunc(30, &updateTimer, 0);
|
||||
}
|
||||
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
glutInit(&argc, argv);
|
||||
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
|
||||
glutInitWindowSize(1920, 1080);
|
||||
glutCreateWindow("XtreemNodes Engine - by MCL Software");
|
||||
|
||||
glClearColor(.4, .7, .8 , 255);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
//glEnable(GL_CULL_FACE);
|
||||
//glCullFace(GL_FRONT);
|
||||
//glFrontFace(GL_CCW);
|
||||
|
||||
// Load textures
|
||||
textureHandler.loadAllTextures();
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
for(int y = 0; y < 16; y++)
|
||||
{
|
||||
for(int x = 0; x < 16; x++)
|
||||
{
|
||||
for(int z = 0; z < 16; z++)
|
||||
{
|
||||
Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
|
||||
printf("\n|x: %i |y: %i | z: %i | id: %i", x, y, z, blockManager.getNodeAt(x, y, z));
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
*/
|
||||
|
||||
|
||||
|
||||
levelGen.generateBlock();
|
||||
|
||||
updateTimer(0);
|
||||
glutDisplayFunc(&display);
|
||||
glutReshapeFunc(&reshape);
|
||||
|
||||
glutMainLoop();
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue