Texturing code + some other changes
This commit is contained in:
@@ -1,10 +1,17 @@
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//#ifndef BASE
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//#define BASE
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#ifndef BASE
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#define BASE
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//#include "NodeRenderer.h"
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#include "MapBlock.h"
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//#include "MapBlock.h"
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class NodeManager;
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extern NodeManager nodeManager;
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extern NodeManager nodeManager1;
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//#endif
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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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11
include/Logger.h
Normal file
11
include/Logger.h
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@@ -0,0 +1,11 @@
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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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@@ -1,30 +1,28 @@
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#ifndef MAPBLOCK_H
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#define MAPBLOCK_H
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#include <cstdio>
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#include "Base.h"
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#include <math.h>
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class NodeManager
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{
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public:
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int blockX;
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int blockZ;
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NodeManager()
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NodeManager(int x, int z)
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{
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}
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virtual ~NodeManager()
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{
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}
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//8191
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void printMapBlock()
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{
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for(int i = 0; i < 10536; i++)
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{
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printf("\n[%i] %i", i, mapBlock[i]);
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}
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}
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void addNode(int id, int meta, int x, int y, int z)
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{
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@@ -41,26 +39,36 @@ class NodeManager
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return x < 16 && z < 16 && x >= 0 && z >= 0 ? mapBlock[256 * y + z * 16 + x] : 0;
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}
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protected:
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private:
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int mapBlock[65536];
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};
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class Block
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class BlockManager
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{
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};
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class BlockUtilities
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{
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public:
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Block(int x, int z)
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BlockUtilities()
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{
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}
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int getBlockFromNodeCoordinates(int x, int z)
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static Position2D 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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return pos2d;
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}
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};
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#endif
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@@ -4,9 +4,6 @@
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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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@@ -26,96 +23,96 @@ class NodeRenderer
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// Front
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if(nodeManager.isAir(x, y, z - 1))
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{
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glColor3f(1.0F, 1.0F, 1.0F);
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + .0F, y + 1.0F, z + .0F);
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glColor3f(1.0F, 1.0F, 1.0F);
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glTexCoord2f(1.0F, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
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glColor3f(1.0F, 1.0F, 1.0F);
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glTexCoord2f(1.0F, 1.0F);
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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, 1.0F);
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glVertex3f(x + .0F, y + .0F, z + .0F);
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}
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// Back
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if(nodeManager.isAir(x, y, z + 1))
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{
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glColor3f(.0F, 1.0F, 1.0F);
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
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glColor3f(.0F, 1.0F, 1.0F);
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glTexCoord2f(1.0F, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
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glColor3f(.0F, 1.0F, 1.0F);
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glTexCoord2f(1.0F, 1.0F);
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glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
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glColor3f(.0F, 1.0F, 1.0F);
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glTexCoord2f(.0F, 1.0F);
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glVertex3f(x + .0F, y + .0F, z + 1.0F);
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}
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// Right
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if(nodeManager.isAir(x + 1, y, z))
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{
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glColor3f(.0F, 1.0F, .0F);
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glTexCoord2f(1.0F, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
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glColor3f(.0F, 1.0F, .0F);
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glTexCoord2f(1.0F, 1.0F);
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glVertex3f(x + 1.0F, y + .0F, z + .0F);
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glColor3f(.0F, 1.0F, .0F);
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glTexCoord2f(.0F, 1.0F);
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glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
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glColor3f(.0F, 1.0F, .0F);
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
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}
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// Left
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if(nodeManager.isAir(x - 1, y, z))
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{
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glColor3f(1.0F, .0F, .0F);
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glTexCoord2f(1.0F, .0F);
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glVertex3f(x + .0F, y + 1.0F, z + .0F);
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glColor3f(1.0F, .0F, .0F);
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glTexCoord2f(1.0F, 1.0F);
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glVertex3f(x + .0F, y + .0F, z + .0F);
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glColor3f(1.0F, .0F, .0F);
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glTexCoord2f(.0F, 1.0F);
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glVertex3f(x + .0F, y + .0F, z + 1.0F);
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glColor3f(1.0F, .0F, .0F);
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
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}
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// Bottom
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if(nodeManager.getNodeAt(x, y - 1, z) == 0)
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{
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glColor3f(1.0F, 1.0F, .0F);
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + 1.0F, y + .0F, z + .0F);
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glColor3f(1.0F, 1.0F, .0F);
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glTexCoord2f(1.0F, .0F);
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glVertex3f(x + .0F, y + .0F, z + .0F);
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glColor3f(1.0F, 1.0F, .0F);
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glTexCoord2f(1.0F, 1.0F);
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glVertex3f(x + .0F, y + .0F, z + 1.0F);
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glColor3f(1.0F, 1.0F, .0F);
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glTexCoord2f(.0F, 1.0F);
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glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
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}
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// Top
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if(nodeManager.getNodeAt(x, y + 1, z) == 0)
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{
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glColor3f(.0F, .0F, 1.0F);
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
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glColor3f(.0F, .0F, 1.0F);
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glTexCoord2f(1.0F, .0F);
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glVertex3f(x + .0F, y + 1.0F, z + .0F);
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glColor3f(.0F, .0F, 1.0F);
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glTexCoord2f(1.0F, 1.0F);
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glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
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glColor3f(.0F, .0F, 1.0F);
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glTexCoord2f(.0F, 1.0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
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}
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17
include/Nodes.h
Normal file
17
include/Nodes.h
Normal file
@@ -0,0 +1,17 @@
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class Node
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{
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public:
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Node(int i, int j)
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{
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id = i;
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textureIndex = j;
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}
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int getTextureIndexFromSide(int side)
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{
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return textureIndex;
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}
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private:
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int id;
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int textureIndex;
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};
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@@ -1,6 +1,71 @@
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#define STBI_FAILURE_USERMSG
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#ifndef TEXTURE_HANDLER
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#define TEXTURE_HANDLER
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#include "Base.h"
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#endif
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//#ifndef TEXTURE_HANDLER
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//#define TEXTURE_HANDLER
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class TextureHandler
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{
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private:
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int width = -1;
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int height = -1;
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int comp = -1;
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unsigned char* imageData;
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unsigned char* imageData1;
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public:
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GLuint textures;
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GLuint textures1;
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unsigned char* loadTexture(char* filename)
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{
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return stbi_load(filename, &width, &height, &comp, 0);
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}
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void loadAllTextures()
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{
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int textureIndex = 0;
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imageData = loadTexture("data/img/gold.png");
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glGenTextures(1, &textures);
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glBindTexture(GL_TEXTURE_2D, textures);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData);
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imageData1 = loadTexture("data/img/iron.png");
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glGenTextures(1, &textures1);
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glBindTexture(GL_TEXTURE_2D, textures1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData1);
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}
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void getTextureForNode(int x, int y, int z)
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{
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if(nodeManager.getNodeAt(x, y, z) == 1)
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{
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glBindTexture(GL_TEXTURE_2D, textures);
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}
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else if(nodeManager.getNodeAt(x, y, z) == 2)
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{
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glBindTexture(GL_TEXTURE_2D, textures1);
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}
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}
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};
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//#endif
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