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51 Commits

Author SHA1 Message Date
7e7a73f9b6 readd diverged version 2023-09-23 21:19:52 +00:00
45d324a9ec purge 2023-09-23 21:17:51 +00:00
7342507fe8 Zaktualizuj 'README.TXT' 2023-03-19 20:04:42 +00:00
cec9ecb561 Rollback change by kacperks 2023-03-19 13:41:36 +00:00
afc842baae upd readme 2023-03-19 12:37:46 +00:00
7fa3d76fe1 Updated KKKopyright holder 2023-03-18 22:19:06 +00:00
3de9e9af4b Update 'README.TXT' 2023-03-17 17:58:25 +00:00
9eeb2f89b2 Updated thru WebUI 2023-03-14 19:28:03 +00:00
76e38e0606 Update 'README.TXT' 2023-03-14 00:40:50 +00:00
190e2c7445 Modified README.TXT - done through Web UI 2023-03-05 20:46:30 +00:00
6aa1dec552 Zaktualizuj 'README.TXT' 2023-03-01 06:24:21 +00:00
76c7e1808c CMake build added. Basic OpenGL 3.3 Mesh Rendering 2023-03-01 07:22:50 +01:00
1215e7d8a5 Update copyright date 2023-02-25 16:10:04 -05:00
c3fa504c29 Ignore 2023-02-25 16:06:29 -05:00
4efefa976a General fixes 2023-02-25 16:04:37 -05:00
dcac2713f6 Merge branch 'master' of http://git.cubesoftware.xyz:20524/MIGDYN/XtreemNodes 2022-12-26 20:50:59 -05:00
ac2c3b5c79 All the changes since last commit 2022-12-26 20:50:14 -05:00
3cd61d369a Merge pull request 'Linux & Windows CBP file' (#3) from kacperks/XtreemNodes:master into master
Reviewed by migdyn on 11/20/2022
2022-11-20 20:20:05 +00:00
76d0a7b0a7 Linux & Windows CBP file 2022-11-04 10:15:05 +01:00
360614e231 Worldgen testing 2022-11-01 21:21:18 -04:00
d4c3fdca39 Fixed LICENSE.TXT 2022-11-01 17:22:28 -04:00
31348c7b29 Made LICENSE.TXT uppercase 2022-11-01 17:20:04 -04:00
ea818914bc Swapped the intervals for upward and downward movement 2022-11-01 17:19:31 -04:00
fbe3bbd55e Fixed some of Kacperks's code. 2022-11-01 17:07:58 -04:00
70830e5014 Minor changes 2022-11-01 16:47:04 -04:00
46cc1be435 Merge pull request 'Button Class & MIT License Added.' (#2) from kacperks/XtreemNodes:master into master 2022-11-01 20:22:29 +00:00
cc7dfbc03d Button Class & MIT License Added. 2022-11-01 11:36:12 +01:00
39a256cb49 Added controls for moving vertically and increased rendered world size 2022-10-31 19:06:45 -04:00
04ad3afe7d Transitioned to SFML for keyboard input 2022-10-30 18:19:59 -04:00
5471f17bad Split MapBlock's header and implementation 2022-10-30 18:19:35 -04:00
37676b72be Swapped the sign on front and back faces so that they render correctly again 2022-10-30 17:13:18 -04:00
a0bec8bfc5 Turns out it was the semicolons at the end of the lines the if statements were in. This took make me way longer to realize than it should've. :/ 2022-10-30 17:05:11 -04:00
3aa203bac9 Still dealing with a very strange issue (Mind fixing it, Kacperks?) 2022-10-30 15:43:20 -04:00
4c76fd1144 Simplified the code for checking nodes and added simple shading 2022-10-30 12:56:14 -04:00
1d1aad04cf Changed pallette on oak.png 2022-10-30 11:53:55 -04:00
922826da0b Minor changes 2022-10-30 11:53:41 -04:00
1965b97c19 Add Code::Blocks files 2022-10-29 20:29:45 -04:00
171c890aa4 Grass is now the default texture 2022-10-29 20:14:29 -04:00
aa58a2945e Chnaged color palette on the grass texture 2022-10-29 20:14:15 -04:00
13828992d4 Added terrain generation using FastNoiseLite 2022-10-29 19:17:58 -04:00
8365b148d0 Performance fixes part 1 2022-10-29 14:20:24 -04:00
8cde72f632 Support for more than one mapblock/chunk | WARNING: Shitty performance, even on RTX 3070 2022-10-29 14:09:42 -04:00
6b05eaf331 Update README.TXT (SFML) 2022-10-29 00:00:34 -04:00
0d9da1cc25 1st stage of adding an FPS camera 2022-10-28 23:55:27 -04:00
12933729b9 Changes to mapblock 2022-10-28 23:47:09 -04:00
1a26c07604 Fixed a small issue that prevents the engine from building 2022-10-26 17:18:33 -04:00
c72cdc23a4 Updated mapblock code 2022-10-26 17:13:48 -04:00
fd496dd085 updated the readme 2022-10-23 18:29:26 -04:00
62a93d5d44 Added README.TXT 2022-10-23 17:47:39 -04:00
6b169a1c50 Texturing code + some other changes 2022-10-23 17:44:58 -04:00
bcd6762276 Added textures 2022-10-23 17:43:36 -04:00
26 changed files with 11587 additions and 8280 deletions

4
.gitignore vendored
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XtreemMiner.cbp
XtreemMiner.depend
bin
obj

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#include "MapBlock.h"
#include "Base.h"

7
Camera.cpp Normal file
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#include "include/Camera.h"
const glm::mat4& Camera::get_view()
{
const glm::mat4& matrix = glm::lookAt(glm::vec3(0, 10, 0), glm::vec3(0, 1, 0), glm::vec3(0, 1, 0));
return matrix;
}

51
GUI.cpp Normal file
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#include "GUI.h"
// Code contributed by Kacperks
// COMMENTED OUT BECAUSE IT DOESN'T WORK!
/*
Button::Button(sf::Image* normal, sf::Image* clicked, std::string words, Position2D location) {
this->normal.SetImage(*normal);
this->clicked.SetImage(*clicked);
this->currentSpr=&this->normal;
current =false;
this->normal.SetPosition(location);
this->clicked.SetPosition(location);
String.SetText(words);
String.SetPosition(location.x+3,location.y+3);
String.SetSize(14);
}
void Button::checkClick (sf::Vector2f mousePos)
{
if (mousePos.x>currentSpr->GetPosition().x && mousePos.x<(currentSpr->GetPosition().x + currentSpr->GetSize().x)) {
if(mousePos.y>currentSpr->GetPosition().y && mousePos.y<(currentSpr->GetPosition().y + currentSpr->GetSize().y)) {
setState(!current);
}
}
}
void Button::setState(bool which)
{
current = which;
if (current) {
currentSpr=&clicked;
return;
}
currentSpr=&normal;
}
void Button::setText(std::string words)
{
String.SetText(words);
}
bool Button::getVar()
{
return current;
}
sf::Sprite* Button::getSprite()
{
return currentSpr;
}
sf::String * Button::getText()
{
return &String;
}*/

7
LICENSE.TXT Normal file
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Copyright (c) 2022-2023 MCL and CubeSoftware
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:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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.

139
LevelGenerator.cpp Normal file
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#include "LevelGenerator.h"
#include "Base.h"
#include <time.h>
#include <random>
FastNoiseLite perlin, os, cellular;
int seed = 138;
LevelGenerator::LevelGenerator()
{
perlin.SetSeed(seed);
perlin.SetNoiseType(FastNoiseLite::NoiseType_Perlin);
perlin.SetFrequency(.01F);
os.SetSeed(seed);
os.SetNoiseType(FastNoiseLite::NoiseType_OpenSimplex2);
os.SetFrequency(.01F);
cellular.SetSeed(seed);
cellular.SetNoiseType(FastNoiseLite::NoiseType_Cellular);
cellular.SetFrequency(.1F);
}
// Change seed midgame - not for production use
void LevelGenerator::setSeed()
{
perlin.SetSeed(time(0));
os.SetSeed(time(0));
cellular.SetSeed(time(0));
}
void LevelGenerator::generateBlock()
{
for(int x = 0; x < 256; x++)
{
for(int z = 0; z < 256; z++)
{
for(int y = 0; y < 256; y++)
{
blockManager.addNode(0, 0, x, y, z);
}
}
}
for(int x = 0; x < 256; x++)
{
for(int z = 0; z < 256; z++)
{
float cX = (float)x;
float cZ = (float)z;
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++)
{
blockManager.addNode(1, 0, x, y, z);
}
}
}
terraformBlock();
}
void LevelGenerator::terraformBlock()
{
for(int x = 0; x < 256; x++)
{
for(int z = 0; z < 256; z++)
{
for(int y = 0; y < 256; y++)
{
int currentNode = blockManager.getNodeAt(x, y, z);
if(currentNode != 0)
{
if(y == 15 && (blockManager.getNodeAt(x, y + 1, z) == 0 || blockManager.getNodeAt(x, y + 1, z) == 20))
{
currentNode = 3;
}
else if(y < 15)
{
currentNode = 2;
}
else
{
continue;
}
blockManager.addNode(currentNode, 0, x, y, z);
}
else if(y < 16)
{
blockManager.addNode(20, 0, x, y, z); // Water
}
}
}
}
populate();
}
void LevelGenerator::populate()
{
for(int counter = 0; counter < 30; counter++)
{
int x = rand() % 256;
int z = rand() % 256;
for(int y = 10; y < 256; y++)
{
if(blockManager.getNodeAt(x, y, z) == 0)
{
if(blockManager.getNodeAt(x, y - 1, z) == 20)
{
break;
counter -= 1;
}
for(int y1 = y; y1 < y + 6; y1++)
{
blockManager.addNode(12, 0, x, y1, z);
}
for(int i = 0; i < 3; i++)
{
for(int j = 0; j < 3; j++)
{
for(int k = 0; k < 3; k++)
{
blockManager.addNode(13, 0, x + i - 1, y + j + 6, z + k - 1);
}
}
}
break;
}
}
}
}

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MapBlock.cpp Normal file
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#include "MapBlock.h"
int mapBlock[65536];
MapBlock::MapBlock()
{
}
void BlockManager::addNode(int id, int meta, int x, int y, int z)
{
Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
int localX = x - block.x * 16;
int localZ = z - block.z * 16;
mapBlocks[block.x][block.z].mapBlock[256 * y + localZ * 16 + localX] = id;
}
MapBlock mapBlocks[16][16];
BlockManager::BlockManager()
{
}
int BlockManager::getNodeAt(int x, int y, int z)
{
// Math explanation for future reference:
// The x and z coordinates need to be have block.[AXIS] * 16 subtracted from them
// so that the coordinates passed to the function are local block coordinates instead
// of global node coordinates (e.g. 1, and not 17)
if(x < 0 || y < 0 || z < 0)
{
return 0;
}
Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
int localX = x - block.x * 16;
int localZ = z - block.z * 16;
return mapBlocks[block.x][block.z].mapBlock[256 * y + localZ * 16 + localX];
}
bool BlockManager::isAir(int x, int y, int z)
{
return getNodeAt(x, y, z) == 0;
}
bool BlockManager::isNodeClear(int x, int y, int z)
{
if(getNodeAt(x, y, z) == 0)
return true;
if(getNodeAt(x, y, z) == 20)
return true;
return false;
}
BlockUtilities::BlockUtilities()
{
}
Position2D BlockUtilities::getBlockFromNodeCoordinates(int x, int z)
{
Position2D pos2d;
//pos2d.x = floor(x / 16);
//pos2d.z = floor(z / 16);
pos2d.x = x >> 4;
pos2d.z = z >> 4;
return pos2d;
}

13
README.TXT Normal file
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===============
XtreemNodes 0.3
(2023-08-27)
===============
XtreemNodes is a modern 3-D game engine by MCL Software made in collaboration with Cube Software.
The project was started on 2022-10-15 by a mysterious man sitting at his desk at 3 a.m.
==================================
How to build on Windows with MSYS2
==================================
Download OpenGL, SFML, and mingw-w64 using Pacman and build the source files

19
TitleMenu.cpp Normal file
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#include "include/TitleMenu.h"
#include <GL/glut.h>
void TitleMenu::renderGUI()
{
glTranslatef(.0F, .0F, .0F);
glColor3f(1.0F, .0F, .0F);
glBegin(GL_TRIANGLES);
glVertex2f(.0F, -500.0F);
glVertex2f(.0F, 500.0F);
glVertex2f(500.0F, .0F);
glEnd();
}

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//#ifndef BASE #ifndef BASE
//#define BASE #define BASE
//#include "NodeRenderer.h" #include "MapBlock.h"
#include "MapBlock.h"
class NodeManager; class NodeManager;
class BlockManager;
extern NodeManager nodeManager;
extern NodeManager nodeManager;
//#endif extern BlockManager blockManager;
extern float light;
/*struct Position2D
{
int x;
int z;
};*/
#endif

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include/Camera.h Normal file
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#include <glm/glm.hpp>
#include <glm/ext/matrix_transform.hpp>
class Camera
{
public:
Camera() = default;
virtual ~Camera()
{
}
const glm::mat4& get_view();
const glm::mat4& get_projection();
protected:
const glm::mat4& matrix;
glm::mat4 m_view, m_projection;
};

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include/FastNoiseLite.h Normal file

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include/GUI.h Normal file
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#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

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include/LevelGenerator.h Normal file
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#ifndef LEVELGENERATOR
#define LEVELGENERATOR
#include "FastNoiseLite.h"
class LevelGenerator
{
public:
LevelGenerator();
void setSeed();
void generateBlock();
void terraformBlock();
void populate();
protected:
private:
FastNoiseLite perlin, os, cellular;
int seed = 138; // 1338, 1337. 138 are good ones
};
#endif

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include/Logger.h Normal file
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#include <cstdio>
class Logger
{
public:
void log(char* comp, char* message);
{
printf("Message: %c", message);
}
};

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@@ -1,66 +1,38 @@
#ifndef MAPBLOCK_H #ifndef MAPBLOCK
#define MAPBLOCK_H #define MAPBLOCK
#include <cstdio> #include "Base.h"
#include "Base.h" #include <math.h>
#include <cstdio>
class NodeManager class MapBlock
{ {
public: public:
int mapBlock[65536];
MapBlock();
NodeManager() };
{
class BlockManager
} {
virtual ~NodeManager() public:
{ MapBlock mapBlocks[16][16];
BlockManager();
} int getNodeAt(int x, int y, int z);
//8191 void addNode(int id, int meta, int x, int y, int z);
void printMapBlock() bool isAir(int x, int y, int z);
{ bool isNodeClear(int x, int y, int z);
for(int i = 0; i < 10536; i++) };
{
printf("\n[%i] %i", i, mapBlock[i]); struct Position2D
} {
} int x;
int z;
void addNode(int id, int meta, int x, int y, int z) };
{
mapBlock[256 * y + z * 16 + x] = id; class BlockUtilities
} {
public:
bool isAir(int x, int y, int z) BlockUtilities();
{ static Position2D getBlockFromNodeCoordinates(int x, int z);
return getNodeAt(x, y, z) == 0; };
}
#endif
int getNodeAt(int x, int y, int z)
{
return x < 16 && z < 16 && x >= 0 && z >= 0 ? mapBlock[256 * y + z * 16 + x] : 0;
}
protected:
private:
int mapBlock[65536];
};
class Block
{
public:
Block(int x, int z)
{
}
int getBlockFromNodeCoordinates(int x, int z)
{
}
};
#endif

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@@ -1,132 +1,285 @@
#ifndef NODERENDERER_H #ifndef NODERENDERER_H
#define NODERENDERER_H #define NODERENDERER_H
#include "Base.h" #include "Base.h"
#include "MapBlock.h" #include "MapBlock.h"
#include <GL/glut.h> #include <GL/glut.h>
class NodeRenderer
{
public:
class NodeRenderer NodeRenderer()
{ {
public:
NodeRenderer() }
{
virtual ~NodeRenderer()
} {
virtual ~NodeRenderer() }
{
int renderNode(int x, int y, int z, int tex)
} {
Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z); // The block the node at (x, y, z) is in
int renderNode(int x, int y, int z) Position2D textureCoordinate;
{ textureCoordinate.x = tex - (16 * floor(tex / 16));
glBegin(GL_QUADS); textureCoordinate.z = floor(tex / 16) + 1;
// Front
if(nodeManager.isAir(x, y, z - 1))
{ //glColor3f(light, light, light);
glColor3f(1.0F, 1.0F, 1.0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F); glBegin(GL_TRIANGLES);
// Front
glColor3f(1.0F, 1.0F, 1.0F); if(blockManager.isAir(x, y, z - 1))
glVertex3f(x + 1.0F, y + 1.0F, z + .0F); {
/*glTexCoord2f(.0F, .0F);
glColor3f(1.0F, 1.0F, 1.0F); glVertex3f(x + .0F, y + 1.0F, z + .0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glTexCoord2f(.0625F * textureCoordinate, .0F);
glColor3f(1.0F, 1.0F, 1.0F); glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
} //glColor3f(.6F, .6F, .6F); // Bottom vertices
glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
// Back glVertex3f(x + 1.0F, y + .0F, z + .0F);
if(nodeManager.isAir(x, y, z + 1))
{ //glColor3f(1.0F, 1.0F, 1.0F);
glColor3f(.0F, 1.0F, 1.0F); glTexCoord2f(.0F, .0625F * textureCoordinate);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F); glVertex3f(x + .0F, y + .0F, z + .0F);*/
glColor3f(.0F, 1.0F, 1.0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F); glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glColor3f(.0F, 1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F); glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glColor3f(.0F, 1.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F); //glColor3f(.6F, .6F, .6F); // Bottom vertices
} glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
// Right
if(nodeManager.isAir(x + 1, y, z))
{ //glColor3f(1.0F, 1.0F, 1.0F);
glColor3f(.0F, 1.0F, .0F); glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F); glVertex3f(x + .0F, y + .0F, z + .0F);
glColor3f(.0F, 1.0F, .0F); glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glVertex3f(x + 1.0F, y + .0F, z + .0F); glVertex3f(x + .0F, y + 1.0F, z + .0F);
glColor3f(.0F, 1.0F, .0F); //glColor3f(.6F, .6F, .6F); // Bottom vertices
glVertex3f(x + 1.0F, y + .0F, z + 1.0F); glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glColor3f(.0F, 1.0F, .0F); }
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
} // Back
if(blockManager.isAir(x, y, z + 1))
// Left {
if(nodeManager.isAir(x - 1, y, z)) /*glTexCoord2f(.0F, .0F);
{ glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glColor3f(1.0F, .0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F); glTexCoord2f(.0625F * textureCoordinate, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
glColor3f(1.0F, .0F, .0F);
glVertex3f(x + .0F, y + .0F, z + .0F); //glColor3f(.6F, .6F, .6F);
glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
glColor3f(1.0F, .0F, .0F); glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
//glColor3f(1.0F, 1.0F, 1.0F);
glColor3f(1.0F, .0F, .0F); glTexCoord2f(.0F, .0625F * textureCoordinate);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F); glVertex3f(x + .0F, y + .0F, z + 1.0F);*/
}
// Bottom glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
if(nodeManager.getNodeAt(x, y - 1, z) == 0) glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
{
glColor3f(1.0F, 1.0F, .0F); glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
glVertex3f(x + 1.0F, y + .0F, z + .0F); glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
glColor3f(1.0F, 1.0F, .0F); //glColor3f(.6F, .6F, .6F);
glVertex3f(x + .0F, y + .0F, z + .0F); glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glColor3f(1.0F, 1.0F, .0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glColor3f(1.0F, 1.0F, .0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
}
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
// Top glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
if(nodeManager.getNodeAt(x, y + 1, z) == 0)
{ //glColor3f(1.0F, 1.0F, 1.0F);
glColor3f(.0F, .0F, 1.0F); glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F); glVertex3f(x + .0F, y + .0F, z + 1.0F);
glColor3f(.0F, .0F, 1.0F); //glColor3f(.6F, .6F, .6F);
glVertex3f(x + .0F, y + 1.0F, z + .0F); glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glColor3f(.0F, .0F, 1.0F); }
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
// Right
glColor3f(.0F, .0F, 1.0F); if(blockManager.isAir(x + 1, y, z))
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F); {
} /*glTexCoord2f(.0625F * textureCoordinate, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glEnd();
return 1; //glColor3f(.6F, .6F, .6F);
} glTexCoord2f(.0625F * textureCoordinate, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
protected:
//glColor3f(1.0F, 1.0F, 1.0F);
private: glTexCoord2f(.0F, .0625F * textureCoordinate);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
};
glTexCoord2f(.0F, .0F);
#endif 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

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 +1,77 @@
#include "stb_image.h" #define STBI_FAILURE_USERMSG
#ifndef TEXTURE_HANDLER #define STB_IMAGE_IMPLEMENTATION
#define TEXTURE_HANDLER #include "stb_image.h"
#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 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

15
include/TitleMenu.h Normal file
View File

@@ -0,0 +1,15 @@
#ifndef TITLEMENU
#define TITLEMENU
class TitleMenu
{
public:
TitleMenu()
{
}
void renderGUI();
};
#endif

24
include/Utilities.h Normal file
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@@ -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

398
main.cpp
View File

@@ -1,160 +1,238 @@
#include <stdlib.h> #include <stdlib.h>
#include <GL/glut.h> #include <GL/glut.h>
#include "Utilities.h"
#include "include/Base.h" #include "LevelGenerator.h"
#include "NodeRenderer.h" //#include "MapBlock.h"
#include <cstdio> //#include "Base.h"
#include <random> #include "NodeRenderer.h"
#include "TextureHandler.h"
NodeRenderer renderer; #include <math.h>
NodeManager nodeManager; #include <cstdio>
#include "include/Camera.h"
GLfloat playerX = 0; #include <random>
GLfloat playerY = -30; #include <glm/ext/matrix_transform.hpp>
GLfloat playerZ = -100; #include <SFML/Window.hpp>
GLfloat playerRotX = 0; #include "include/TitleMenu.h"
void DisplayFunc() NodeRenderer renderer;
{ BlockManager blockManager;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); LevelGenerator levelGen;
glLoadIdentity(); TextureHandler textureHandler;
GLfloat playerX = 2.5F;
glTranslatef(playerX, playerY, playerZ); GLfloat playerY = 20.0F;
//glTranslatef(playerX, 0, - 1 - alpha / 4); GLfloat playerZ = 1.5F;
glRotatef(playerRotX, .0F, 1.0F, .0F); GLfloat playerRotX = 0;
//glRotatef(alpha * 1.1, 0, 1, 0); GLfloat playerRotY = 0;
float light = 1.0F;
sf::Vector2i oldMousePos;
TitleMenu title;
void display()
glBegin(GL_QUADS); {
for(int x = 0; x < 16; x++) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
{ glLoadIdentity();
for(int z = 0; z < 16; z++)
{
for(int y = 0; y < 256; y++) //glRotatef(playerRotX, 1.0F, .0F, .0F);
{ //glRotatef(playerRotY, .0F, 1.0F, .0F);
if(nodeManager.getNodeAt(x, y, z) == 1) Camera* camera;
renderer.renderNode(x, y, z);
} 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
glEnd(); //glMatrixMode(GL_PROJECTION);
glLoadMatrixf(&matrix[0][0]);
glFlush(); //glTranslatef(playerX, playerY, playerZ);
glutSwapBuffers(); //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glutPostRedisplay();
}
void ReshapeFunc(int width, int height) for(int x = 0; x < 256; x++)
{ {
glMatrixMode(GL_PROJECTION); for(int y = 0; y < 80; y++)
{
glLoadIdentity(); for(int z = 0; z < 256; z++)
gluPerspective(20, width / (float) height, 5, 150); {
glViewport(0, 0, width, height); if(blockManager.getNodeAt(x, y, z) > 0)
{
glMatrixMode(GL_MODELVIEW); renderer.renderNode(x, y, z, textureHandler.getTextureForNode(x, y, z));
glutPostRedisplay(); }
} }
}
void KeyboardFunc(unsigned char key, int x, int y) }
{
if(key == 'a') //title.renderGUI();
{
playerX += .8F; glFlush();
} glutSwapBuffers();
}
if(key == 'd')
{
playerX -= .8F; void reshape(int width, int height)
} {
glMatrixMode(GL_PROJECTION);
if(key == 'w')
{ glLoadIdentity();
playerZ += .8F; gluPerspective(50, width / (float) height, .1F, 512.0F);
} glViewport(0, 0, width, height);
if(key == 's') glMatrixMode(GL_MODELVIEW);
{ glutPostRedisplay();
playerZ -= .8F; }
}
int movementAngle = 0;
if(key == 'q') int angularVel = 1;
{
playerY += .1F; void updateTimer(int time)
} {
// Movement
if(key == 'e') if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{ {
playerY -= .1F; movementAngle = 0;
} }
if(key == 'f') else if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{ {
playerRotX -= .8F; movementAngle = 180; // 200 grads
} }
if(key == 'h') if(sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{ {
playerRotX += .8F; movementAngle = 90;
} }
if(key == 'x') else if(sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{ {
nodeManager.printMapBlock(); movementAngle = 270;
} }
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W) || sf::Keyboard::isKeyPressed(sf::Keyboard::S))
if(key == 27) {
{ int oldX = playerX;
exit(0); 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;
int main(int argc, char **argv) }
{ }
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); if(sf::Keyboard::isKeyPressed(sf::Keyboard::LShift))
glutInitWindowSize(800, 600); {
glutCreateWindow("XtreemNodes Engine - By MCL Software and Cube Software"); if(blockManager.getNodeAt(playerX, playerY - 4, playerZ) == 0)
{
glClearColor(.2, .7, .8, 255); playerY -= .8;
glEnable(GL_DEPTH_TEST); }
}
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space))
{
for(int x = 0; x < 16; x++) playerY += .8;
{ }
for(int z = 0; z < 16; z++)
{ // Rotation
for(int y = 0; y < 256; y++) if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
{ {
nodeManager.addNode(rand() % 2, 0, x, y, z); playerRotY -= 1.8;
//printf("\nGet node at: %i\n Is air: %i", nodeManager.getNodeAt(x, y + 1, z) == 0, nodeManager.isAir(x, y + 1, z)); }
}
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
} {
playerRotY += 1.8;
}
glutDisplayFunc(&DisplayFunc);
glutReshapeFunc(&ReshapeFunc); if(sf::Keyboard::isKeyPressed(sf::Keyboard::F1))
glutKeyboardFunc(&KeyboardFunc); {
levelGen.setSeed();
glutMainLoop(); levelGen.generateBlock();
}
return 0;
} 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;
}