Texturing code + some other changes

This commit is contained in:
2022-10-23 17:44:58 -04:00
parent bcd6762276
commit 6b169a1c50
8 changed files with 212 additions and 71 deletions

View File

@@ -1,10 +1,17 @@
//#ifndef BASE
//#define BASE
#ifndef BASE
#define BASE
//#include "NodeRenderer.h"
#include "MapBlock.h"
//#include "MapBlock.h"
class NodeManager;
extern NodeManager nodeManager;
extern NodeManager nodeManager1;
//#endif
struct Position2D
{
int x;
int z;
};
#endif

11
include/Logger.h Normal file
View File

@@ -0,0 +1,11 @@
#include <cstdio>
class Logger
{
public:
void log(char* comp, char* message);
{
printf("Message: %c", message);
}
};

View File

@@ -1,30 +1,28 @@
#ifndef MAPBLOCK_H
#define MAPBLOCK_H
#include <cstdio>
#include "Base.h"
#include <math.h>
class NodeManager
{
public:
int blockX;
int blockZ;
NodeManager()
NodeManager(int x, int z)
{
}
virtual ~NodeManager()
{
}
//8191
void printMapBlock()
{
for(int i = 0; i < 10536; i++)
{
printf("\n[%i] %i", i, mapBlock[i]);
}
}
void addNode(int id, int meta, int x, int y, int z)
{
@@ -41,26 +39,36 @@ class NodeManager
return x < 16 && z < 16 && x >= 0 && z >= 0 ? mapBlock[256 * y + z * 16 + x] : 0;
}
protected:
private:
int mapBlock[65536];
};
class Block
class BlockManager
{
};
class BlockUtilities
{
public:
Block(int x, int z)
BlockUtilities()
{
}
int getBlockFromNodeCoordinates(int x, int z)
static Position2D getBlockFromNodeCoordinates(int x, int z)
{
Position2D pos2d;
pos2d.x = floor(x / 16);
pos2d.z = floor(z / 16);
return pos2d;
}
};
#endif

View File

@@ -4,9 +4,6 @@
#include "MapBlock.h"
#include <GL/glut.h>
class NodeRenderer
{
public:
@@ -26,96 +23,96 @@ class NodeRenderer
// Front
if(nodeManager.isAir(x, y, z - 1))
{
glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
}
// Back
if(nodeManager.isAir(x, y, z + 1))
{
glColor3f(.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glColor3f(.0F, 1.0F, 1.0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
glColor3f(.0F, 1.0F, 1.0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glColor3f(.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
}
// Right
if(nodeManager.isAir(x + 1, y, z))
{
glColor3f(.0F, 1.0F, .0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glColor3f(.0F, 1.0F, .0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glColor3f(.0F, 1.0F, .0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glColor3f(.0F, 1.0F, .0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
}
// Left
if(nodeManager.isAir(x - 1, y, z))
{
glColor3f(1.0F, .0F, .0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glColor3f(1.0F, .0F, .0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glColor3f(1.0F, .0F, .0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glColor3f(1.0F, .0F, .0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
}
// Bottom
if(nodeManager.getNodeAt(x, y - 1, z) == 0)
{
glColor3f(1.0F, 1.0F, .0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glColor3f(1.0F, 1.0F, .0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glColor3f(1.0F, 1.0F, .0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glColor3f(1.0F, 1.0F, .0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
}
// Top
if(nodeManager.getNodeAt(x, y + 1, z) == 0)
{
glColor3f(.0F, .0F, 1.0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glColor3f(.0F, .0F, 1.0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glColor3f(.0F, .0F, 1.0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glColor3f(.0F, .0F, 1.0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
}

17
include/Nodes.h Normal file
View File

@@ -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;
};

View File

@@ -1,6 +1,71 @@
#define STBI_FAILURE_USERMSG
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#ifndef TEXTURE_HANDLER
#define TEXTURE_HANDLER
#include "Base.h"
#endif
//#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 textures;
GLuint textures1;
unsigned char* loadTexture(char* filename)
{
return stbi_load(filename, &width, &height, &comp, 0);
}
void loadAllTextures()
{
int textureIndex = 0;
imageData = loadTexture("data/img/gold.png");
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &textures);
glBindTexture(GL_TEXTURE_2D, textures);
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, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData);
imageData1 = loadTexture("data/img/iron.png");
glGenTextures(1, &textures1);
glBindTexture(GL_TEXTURE_2D, textures1);
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, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData1);
}
void getTextureForNode(int x, int y, int z)
{
if(nodeManager.getNodeAt(x, y, z) == 1)
{
glBindTexture(GL_TEXTURE_2D, textures);
}
else if(nodeManager.getNodeAt(x, y, z) == 2)
{
glBindTexture(GL_TEXTURE_2D, textures1);
}
}
};
//#endif