CMake build added. Basic OpenGL 3.3 Mesh Rendering

This commit is contained in:
2023-03-01 07:22:50 +01:00
parent 1215e7d8a5
commit 76c7e1808c
46 changed files with 960 additions and 912 deletions

View File

@@ -1,19 +0,0 @@
#ifndef BASE
#define BASE
//#include "NodeRenderer.h"
//#include "MapBlock.h"
class NodeManager;
class BlockManager;
extern NodeManager nodeManager;
extern BlockManager blockManager;
struct Position2D
{
int x;
int z;
};
#endif

File diff suppressed because it is too large Load Diff

View File

@@ -1,26 +0,0 @@
#ifndef GUI
#define GUI
#include "Base.h"
#include <SFML/Main.hpp>
#include <SFML/Graphics.hpp>
class Button
{
public:
Button(sf::Image* normal, sf::Image* clicked, std::string text, Position2D location);
void checkClick(Position2D);
void setState(bool state);
void setText(std::string);
bool getVar();
sf::Sprite* getSprite();
sf::String* getText();
private:
sf::Sprite normal;
sf::Sprite clicked;
sf::Sprite* currentSpr;
sf::String String;
bool current;
};
#endif

View File

@@ -1,18 +0,0 @@
#ifndef LEVELGENERATOR
#define LEVELGENERATOR
#include "FastNoiseLite.h"
class LevelGenerator
{
public:
LevelGenerator();
void generateBlock();
protected:
private:
FastNoiseLite perlin, os, cellular;
int seed = 138;
};
#endif

View File

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

View File

@@ -1,33 +0,0 @@
#ifndef MAPBLOCK
#define MAPBLOCK
#include "Base.h"
#include <math.h>
#include <cstdio>
class MapBlock
{
public:
int mapBlock[65536];
MapBlock();
// TODO; Make this function work with global coordinates and move it to BlockManager
void addNode(int id, int meta, int x, int y, int z);
};
class BlockManager
{
public:
MapBlock mapBlocks[16][16];
BlockManager();
int getNodeAt(int x, int y, int z);
bool isAir(int x, int y, int z);
};
class BlockUtilities
{
public:
BlockUtilities();
static Position2D getBlockFromNodeCoordinates(int x, int z);
};
#endif

View File

@@ -1,144 +0,0 @@
#ifndef NODERENDERER_H
#define NODERENDERER_H
#include "Base.h"
#include "MapBlock.h"
#include <GL/glut.h>
class NodeRenderer
{
public:
NodeRenderer()
{
}
virtual ~NodeRenderer()
{
}
int renderNode(int x, int y, int z)
{
Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z); // The block the node at (x, y, z) is in
glColor3f(1.0F, 1.0F, 1.0F);
glBegin(GL_QUADS);
// Front
if(blockManager.isAir(x, y, z - 1))
{
glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glColor3f(.6F, .6F, .6F); // Bottom vertices
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glColor3f(1.0F, 1.0F, 1.0F);
}
// Back
if(blockManager.isAir(x, y, z + 1))
{
glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
glColor3f(.6F, .6F, .6F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glColor3f(1.0F, 1.0F, 1.0F);
}
// Right
if(blockManager.isAir(x + 1, y, z))
{
glTexCoord2f(1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glColor3f(.6F, .6F, .6F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
}
// Left
if(blockManager.isAir(x - 1, y, z))
{
glTexCoord2f(1.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glColor3f(.6F, .6F, .6F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glTexCoord2f(.0F, 1.0F);
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);
}
// Bottom
//printf("\n\nx: %i, y: %i, z: %i, VALUE: %s", x, y, z, blockManager.isAir(x, y - 1, z) ? "true" : "false");
if(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(1.0F, .0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
}
// Top
if(blockManager.isAir(x, y + 1, z))
{
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
}
glEnd();
return 1;
}
protected:
private:
};
#endif

View File

@@ -1,17 +0,0 @@
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

@@ -1,71 +0,0 @@
#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 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/texturemap.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/oak.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)
{
//Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
if(blockManager.getNodeAt(x, y, z) == 1)
{
glBindTexture(GL_TEXTURE_2D, textures);
}
else if(blockManager.getNodeAt(x, y, z) == 2)
{
glBindTexture(GL_TEXTURE_2D, textures1);
}
}
};
#endif

View File

@@ -1,24 +0,0 @@
#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