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34 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
37 changed files with 11579 additions and 11252 deletions

2
.gitignore vendored
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bin
obj

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@@ -1,4 +0,0 @@
#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;
}

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@@ -1,3 +1,8 @@
===============
XtreemNodes 0.3
(2023-08-27)
===============
XtreemNodes is a modern 3-D game engine by MCL Software made in collaboration with Cube Software. 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. The project was started on 2022-10-15 by a mysterious man sitting at his desk at 3 a.m.

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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@@ -1,58 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="XtreemNodes" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug">
<Option output="bin/Debug/XtreemNodes" prefix_auto="1" extension_auto="1" />
<Option object_output="obj/Debug/" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
<Add directory="include" />
</Compiler>
</Target>
<Target title="Release">
<Option output="bin/Release/XtreemNodes" prefix_auto="1" extension_auto="1" />
<Option object_output="obj/Release/" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O2" />
<Add directory="include" />
</Compiler>
<Linker>
<Add option="-s" />
</Linker>
</Target>
</Build>
<Compiler>
<Add option="-Wall" />
<Add option="-fexceptions" />
</Compiler>
<Linker>
<Add option="-lfreeglut" />
<Add option="-lglew32" />
<Add option="-lglu32" />
<Add option="-lopengl32" />
</Linker>
<Unit filename="Base.cpp" />
<Unit filename="include/Base.h" />
<Unit filename="include/FastNoiseLite.h" />
<Unit filename="include/Logger.h" />
<Unit filename="include/MapBlock.h" />
<Unit filename="include/NodeRenderer.h" />
<Unit filename="include/Nodes.h" />
<Unit filename="include/TextureHandler.h" />
<Unit filename="include/Utilities.h" />
<Unit filename="include/stb_image.h" />
<Unit filename="main.cpp" />
<Extensions>
<lib_finder disable_auto="1" />
</Extensions>
</Project>
</CodeBlocks_project_file>

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@@ -1,55 +0,0 @@
# depslib dependency file v1.0
1667141044 source:c:\development\xtreemminer\main.cpp
<stdlib.h>
<GL/glut.h>
"Utilities.h"
"MapBlock.h"
"Base.h"
"NodeRenderer.h"
"TextureHandler.h"
<math.h>
<cstdio>
"FastNoiseLite.h"
<random>
1667140765 c:\development\xtreemminer\include\noderenderer.h
"Base.h"
"MapBlock.h"
<GL/glut.h>
1667141085 c:\development\xtreemminer\include\mapblock.h
"Base.h"
<math.h>
1667069440 c:\development\xtreemminer\include\base.h
1666531672 source:c:\development\xtreemminer\base.cpp
"MapBlock.h"
"Base.h"
1667096344 c:\development\xtreemminer\include\texturehandler.h
"stb_image.h"
"Base.h"
1666448933 c:\development\xtreemminer\include\stb_image.h
"stb_image.h"
<stdio.h>
<stdlib.h>
<stdarg.h>
<stddef.h>
<stdlib.h>
<string.h>
<limits.h>
<math.h>
<stdio.h>
<assert.h>
<stdint.h>
<emmintrin.h>
<intrin.h>
<arm_neon.h>
1667069440 c:\development\xtreemminer\include\utilities.h
1667079584 c:\development\xtreemminer\include\fastnoiselite.h
<cmath>

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@@ -1,55 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_layout_file>
<FileVersion major="1" minor="0" />
<ActiveTarget name="Debug" />
<File name="include\MapBlock.h" open="1" top="0" tabpos="3" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="187" topLine="15" />
</Cursor>
</File>
<File name="include\FastNoiseLite.h" open="1" top="0" tabpos="11" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="100664" topLine="2262" />
</Cursor>
</File>
<File name="include\Base.h" open="1" top="0" tabpos="5" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="197" topLine="0" />
</Cursor>
</File>
<File name="include\Logger.h" open="1" top="0" tabpos="8" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="97" topLine="0" />
</Cursor>
</File>
<File name="include\Nodes.h" open="1" top="0" tabpos="9" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="264" topLine="0" />
</Cursor>
</File>
<File name="main.cpp" open="1" top="1" tabpos="1" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="4287" topLine="178" />
</Cursor>
</File>
<File name="include\stb_image.h" open="1" top="0" tabpos="7" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="8925" topLine="160" />
</Cursor>
</File>
<File name="include\TextureHandler.h" open="1" top="0" tabpos="4" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="442" topLine="15" />
</Cursor>
</File>
<File name="include\NodeRenderer.h" open="1" top="0" tabpos="2" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="550" topLine="9" />
</Cursor>
</File>
<File name="Base.cpp" open="1" top="0" tabpos="6" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="44" topLine="0" />
</Cursor>
</File>
</CodeBlocks_layout_file>

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@@ -1,19 +1,19 @@
#ifndef BASE #ifndef BASE
#define BASE #define BASE
//#include "NodeRenderer.h" #include "MapBlock.h"
//#include "MapBlock.h"
class NodeManager;
class NodeManager; class BlockManager;
class BlockManager;
extern NodeManager nodeManager;
extern NodeManager nodeManager; extern BlockManager blockManager;
extern BlockManager blockManager;
extern float light;
struct Position2D /*struct Position2D
{ {
int x; int x;
int z; int z;
}; };*/
#endif #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/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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@@ -0,0 +1,21 @@
#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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@@ -1,11 +1,11 @@
#include <cstdio> #include <cstdio>
class Logger class Logger
{ {
public: public:
void log(char* comp, char* message); void log(char* comp, char* message);
{ {
printf("Message: %c", message); printf("Message: %c", message);
} }
}; };

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@@ -1,79 +1,38 @@
#ifndef MAPBLOCK_H #ifndef MAPBLOCK
#define MAPBLOCK_H #define MAPBLOCK
#include "Base.h" #include "Base.h"
#include <math.h> #include <math.h>
#include <cstdio>
class MapBlock
{
public:
class MapBlock int mapBlock[65536];
{ MapBlock();
public: };
int blockX;
int blockZ; class BlockManager
{
MapBlock() public:
{ MapBlock mapBlocks[16][16];
BlockManager();
int getNodeAt(int x, int y, int z);
} void addNode(int id, int meta, int x, int y, int z);
bool isAir(int x, int y, int z);
bool isNodeClear(int x, int y, int z);
void addNode(int id, int meta, int x, int y, int z) };
{
mapBlock[256 * y + z * 16 + x] = id; struct Position2D
} {
int x;
bool isAir(int x, int y, int z) int z;
{ };
return getNodeAt(x, y, z) == 0;
} class BlockUtilities
{
int getNodeAt(int x, int y, int z) public:
{ BlockUtilities();
return x < 16 && z < 16 && x >= 0 && z >= 0 ? mapBlock[256 * y + z * 16 + x] : 1; static Position2D getBlockFromNodeCoordinates(int x, int z);
} };
protected: #endif
private:
int mapBlock[65536];
};
class BlockManager
{
public:
MapBlock mapBlocks[16][16]; // 8 x 8 blocks
BlockManager()
{
}
private:
};
class BlockUtilities
{
public:
BlockUtilities()
{
}
static Position2D getBlockFromNodeCoordinates(int x, int z)
{
Position2D pos2d;
pos2d.x = floor(x / 16);
pos2d.z = floor(z / 16);
return pos2d;
}
};
#endif

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@@ -1,136 +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 class NodeRenderer
{ {
public: public:
NodeRenderer() NodeRenderer()
{ {
} }
virtual ~NodeRenderer() virtual ~NodeRenderer()
{ {
} }
int renderNode(int x, int y, int z) 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 Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z); // The block the node at (x, y, z) is in
Position2D textureCoordinate;
glColor3f(1.0F, 1.0F, 1.0F); textureCoordinate.x = tex - (16 * floor(tex / 16));
textureCoordinate.z = floor(tex / 16) + 1;
glBegin(GL_QUADS);
// Front
if(blockManager.mapBlocks[block.x][block.z].isAir(x - block.x * 16, y, z - block.z * 16 - 1)) //glColor3f(light, light, light);
{
glTexCoord2f(.0F, .0F); glBegin(GL_TRIANGLES);
glVertex3f(x + .0F, y + 1.0F, z + .0F); // Front
if(blockManager.isAir(x, y, z - 1))
glTexCoord2f(1.0F, .0F); {
glVertex3f(x + 1.0F, y + 1.0F, z + .0F); /*glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F); glTexCoord2f(.0625F * textureCoordinate, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
//glColor3f(.0F, .0F, .8F);
glTexCoord2f(.0F, 1.0F); //glColor3f(.6F, .6F, .6F); // Bottom vertices
glVertex3f(x + .0F, y + .0F, z + .0F); glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
} glVertex3f(x + 1.0F, y + .0F, z + .0F);
glColor3f(1.0F, 1.0F, 1.0F); //glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0625F * textureCoordinate);
// Back glVertex3f(x + .0F, y + .0F, z + .0F);*/
if(blockManager.mapBlocks[block.x][block.z].isAir(x - block.x * 16, y, z - block.z * 16 + 1))
{
glTexCoord2f(.0F, .0F); glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glVertex3f(x + .0F, y + 1.0F, z + 1.0F); glVertex3f(x + .0F, y + 1.0F, z + .0F);
glTexCoord2f(1.0F, .0F); glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F); glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glTexCoord2f(1.0F, 1.0F); //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);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
} //glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
// Right glVertex3f(x + .0F, y + .0F, z + .0F);
if(blockManager.mapBlocks[block.x][block.z].isAir(x - block.x * 16 + 1, y, z - block.z * 16))
{ glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glTexCoord2f(1.0F, .0F); glVertex3f(x + .0F, y + 1.0F, z + .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
//glColor3f(.6F, .6F, .6F); // Bottom vertices
glTexCoord2f(1.0F, 1.0F); glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + .0F); glVertex3f(x + 1.0F, y + .0F, z + .0F);
}
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F); // Back
if(blockManager.isAir(x, y, z + 1))
glTexCoord2f(.0F, .0F); {
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F); /*glTexCoord2f(.0F, .0F);
} glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
// Left glTexCoord2f(.0625F * textureCoordinate, .0F);
if(blockManager.mapBlocks[block.x][block.z].isAir(x - block.x * 16 - 1, y, z - block.z * 16)) glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
{
glTexCoord2f(1.0F, .0F); //glColor3f(.6F, .6F, .6F);
glVertex3f(x + .0F, y + 1.0F, z + .0F); glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + .0F); //glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0625F * textureCoordinate);
glTexCoord2f(.0F, 1.0F); glVertex3f(x + .0F, y + .0F, z + 1.0F);*/
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glTexCoord2f(.0F, .0F); glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glVertex3f(x + .0F, y + 1.0F, z + 1.0F); glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
}
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
// Bottom glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x - block.x * 16, y - 1, z - block.z * 16) == 0)
{ //glColor3f(.6F, .6F, .6F);
glTexCoord2f(.0F, .0F); glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + .0F); glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
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(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glTexCoord2f(.0F, 1.0F); glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
} //glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
// Top glVertex3f(x + .0F, y + .0F, z + 1.0F);
if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x - block.x * 16, y + 1, z - block.z * 16) == 0)
{ //glColor3f(.6F, .6F, .6F);
glTexCoord2f(.0F, .0F); glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F); glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
}
glTexCoord2f(1.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F); // Right
if(blockManager.isAir(x + 1, y, z))
glTexCoord2f(1.0F, 1.0F); {
glVertex3f(x + .0F, y + 1.0F, z + 1.0F); /*glTexCoord2f(.0625F * textureCoordinate, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F); //glColor3f(.6F, .6F, .6F);
} glTexCoord2f(.0625F * textureCoordinate, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glEnd();
return 1; //glColor3f(1.0F, 1.0F, 1.0F);
} glTexCoord2f(.0F, .0625F * textureCoordinate);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
protected:
glTexCoord2f(.0F, .0F);
private: 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);
#endif
//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

View File

@@ -1,17 +1,17 @@
class Node class Node
{ {
public: public:
Node(int i, int j) Node(int i, int j)
{ {
id = i; id = i;
textureIndex = j; textureIndex = j;
} }
int getTextureIndexFromSide(int side) int getTextureIndexFromSide(int side)
{ {
return textureIndex; return textureIndex;
} }
private: private:
int id; int id;
int textureIndex; int textureIndex;
}; };

View File

@@ -1,70 +1,77 @@
#define STBI_FAILURE_USERMSG #define STBI_FAILURE_USERMSG
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h" #include "stb_image.h"
#include "Base.h" #include "Base.h"
//#ifndef TEXTURE_HANDLER #ifndef TEXTURE_HANDLER
//#define TEXTURE_HANDLER #define TEXTURE_HANDLER
class TextureHandler class TextureHandler
{ {
private: private:
int width = -1; int width = -1;
int height = -1; int height = -1;
int comp = -1; int comp = -1;
unsigned char* imageData; unsigned char* imageData;
unsigned char* imageData1; unsigned char* imageData1;
public: public:
GLuint textures; GLuint texture;
GLuint textures1; unsigned char* loadTexture(char* filename)
unsigned char* loadTexture(char* filename) {
{ return stbi_load(filename, &width, &height, &comp, 0);
return stbi_load(filename, &width, &height, &comp, 0); }
}
void loadAllTextures()
void loadAllTextures() {
{ int textureIndex = 0;
int textureIndex = 0;
imageData = loadTexture("data/img/grass.png"); imageData = loadTexture("data/img/texturemap.png");
glGenTextures(1, &texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glBindTexture(GL_TEXTURE_2D, texture);
glGenTextures(1, &textures); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glBindTexture(GL_TEXTURE_2D, textures); 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_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
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); int getTextureForNode(int x, int y, int z)
{
imageData1 = loadTexture("data/img/oak.png"); //Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
glGenTextures(1, &textures1); if(blockManager.getNodeAt(x, y, z) == 1)
glBindTexture(GL_TEXTURE_2D, textures1); {
return 1;
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); else if(blockManager.getNodeAt(x, y, z) == 2)
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); return 2;
} }
void getTextureForNode(int x, int y, int z) else if(blockManager.getNodeAt(x, y, z) == 3)
{ {
Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z); return 4;
if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x - block.x * 16, y, z - block.z * 16) == 1) }
{
glBindTexture(GL_TEXTURE_2D, textures); else if(blockManager.getNodeAt(x, y, z) == 12)
} {
return 81;
else if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x - block.x * 16, y, z - block.z * 16) == 2) }
{
glBindTexture(GL_TEXTURE_2D, textures1); else if(blockManager.getNodeAt(x, y, z) == 13)
} {
return 113;
}
}
}; else if(blockManager.getNodeAt(x, y, z) == 20)
{
//#endif 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

View File

@@ -1,24 +1,24 @@
#ifndef UTILITIES #ifndef UTILITIES
#define UTILITIES #define UTILITIES
class Utilities class Utilities
{ {
public: public:
Utilities() Utilities()
{ {
} }
static float degToRad(int degrees) static float degToRad(int degrees)
{ {
return 3.14 / 180 * degrees; // Only the first three digits of pi return 3.14 / 180 * degrees; // Only the first three digits of pi
} }
protected: protected:
private: private:
}; };
#endif #endif

File diff suppressed because it is too large Load Diff

476
main.cpp
View File

@@ -1,238 +1,238 @@
#include <stdlib.h> #include <stdlib.h>
#include <GL/glut.h> #include <GL/glut.h>
#include "Utilities.h" #include "Utilities.h"
#include "MapBlock.h" #include "LevelGenerator.h"
#include "Base.h" //#include "MapBlock.h"
#include "NodeRenderer.h" //#include "Base.h"
#include "TextureHandler.h" #include "NodeRenderer.h"
#include <math.h> #include "TextureHandler.h"
#include <cstdio> #include <math.h>
#include "FastNoiseLite.h" #include <cstdio>
#include <random> #include "include/Camera.h"
//#include <SFML/System.hpp> #include <random>
//#include <SFML/Window.hpp> #include <glm/ext/matrix_transform.hpp>
#include <SFML/Window.hpp>
NodeRenderer renderer; #include "include/TitleMenu.h"
//BlockManager blockManager;
NodeRenderer renderer;
BlockManager blockManager; BlockManager blockManager;
TextureHandler textureHandler; LevelGenerator levelGen;
TextureHandler textureHandler;
GLfloat playerX = 0;
GLfloat playerY = -30; GLfloat playerX = 2.5F;
GLfloat playerZ = -100; GLfloat playerY = 20.0F;
GLfloat playerRotX = 0; GLfloat playerZ = 1.5F;
GLfloat playerRotY = 0; GLfloat playerRotX = 0;
GLfloat playerRotY = 0;
float light = 1.0F;
sf::Vector2i oldMousePos;
void display()
{ TitleMenu title;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity(); void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glRotatef(playerRotX, 1.0F, .0F, .0F); glLoadIdentity();
glRotatef(playerRotY, .0F, 1.0F, .0F);
glTranslatef(playerX, playerY, playerZ);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); //glRotatef(playerRotX, 1.0F, .0F, .0F);
//glRotatef(playerRotY, .0F, 1.0F, .0F);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); 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));
glBegin(GL_QUADS);
//https://glm.g-truc.net/0.9.9/api/a00668.html#gaa64aa951a0e99136bba9008d2b59c78e
glMatrixMode(GL_MODELVIEW);
for(int x = 0; x < 128; x++) //TODO transform
{ //glMatrixMode(GL_PROJECTION);
for(int z = 0; z < 128; z++) glLoadMatrixf(&matrix[0][0]);
{ //glTranslatef(playerX, playerY, playerZ);
for(int y = 0; y < 64; y++) //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
{
Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// Math explanation for future reference:
// The if statement below checks if the node at the coordinate is greater than 0 (0 = air), 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) for(int x = 0; x < 256; x++)
if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x - block.x * 16, y, z - block.z * 16) > 0) {
{ for(int y = 0; y < 80; y++)
textureHandler.getTextureForNode(x, y, z); {
renderer.renderNode(x, y, z); for(int z = 0; z < 256; z++)
} {
} if(blockManager.getNodeAt(x, y, z) > 0)
} {
} renderer.renderNode(x, y, z, textureHandler.getTextureForNode(x, y, z));
}
glEnd(); }
}
glFlush(); }
glutSwapBuffers();
/* //title.renderGUI();
sf::Vector2i lastMousePos = sf::Vector2i(0, 0);
const sf::Window& window = nullptr; glFlush();
sf::Vector2i mouseDelta = sf::Mouse::getPosition(window) - lastMousePos; glutSwapBuffers();
lastMousePos = sf::Mouse::getPosition(window);*/ }
//glutPostRedisplay();
} void reshape(int width, int height)
{
glMatrixMode(GL_PROJECTION);
void reshape(int width, int height)
{ glLoadIdentity();
glMatrixMode(GL_PROJECTION); gluPerspective(50, width / (float) height, .1F, 512.0F);
glViewport(0, 0, width, height);
glLoadIdentity();
gluPerspective(20, width / (float) height, 5, 512.0F); glMatrixMode(GL_MODELVIEW);
glViewport(0, 0, width, height); glutPostRedisplay();
}
glMatrixMode(GL_MODELVIEW);
glutPostRedisplay(); int movementAngle = 0;
} int angularVel = 1;
void updateTimer(int time) void updateTimer(int time)
{ {
glutPostRedisplay(); // Movement
glutTimerFunc(30, &updateTimer, 0); if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
} {
movementAngle = 0;
void KeyboardFunc(unsigned char key, int x, int y) }
{
if(key == 'a') else if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{ {
playerX += .8F; movementAngle = 180; // 200 grads
} }
if(key == 'd') if(sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{ {
playerX -= .8F; movementAngle = 90;
} }
if(key == 'w') else if(sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{ {
playerZ += .8; movementAngle = 270;
} }
if(key == 's') if(sf::Keyboard::isKeyPressed(sf::Keyboard::W) || sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{ {
playerZ -= .8; int oldX = playerX;
} int oldZ = playerZ;
playerX = playerX - cos(glm::radians(playerRotY + movementAngle)) * angularVel;
if(key == 'q') playerZ = playerZ + sin(glm::radians(playerRotY + movementAngle)) * angularVel;
{ if(blockManager.getNodeAt(playerX, playerY, playerZ) != 0)
playerY += .8F; {
} playerX = oldX;
playerZ = oldZ;
if(key == 'e') }
{ }
playerY -= .8F;
} if(sf::Keyboard::isKeyPressed(sf::Keyboard::LShift))
{
if(key == 't') if(blockManager.getNodeAt(playerX, playerY - 4, playerZ) == 0)
{ {
playerRotX -= .8F; playerY -= .8;
} }
if(key == 'g') }
{
playerRotX += .8F; else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space))
} {
playerY += .8;
if(key == 'f') }
{
playerRotY -= .8F; // Rotation
} if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
{
if(key == 'h') playerRotY -= 1.8;
{ }
playerRotY += .8F;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
{
playerRotY += 1.8;
}
if(key == 27) if(sf::Keyboard::isKeyPressed(sf::Keyboard::F1))
{ {
exit(0); 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;
int main(int argc, char **argv) }
{
glutInit(&argc, argv); // Mouse-based movement
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); sf::Vector2i mousePos = sf::Mouse::getPosition();
glutInitWindowSize(800, 600); sf::Vector2i mousePosDiff = oldMousePos - mousePos;
glutCreateWindow("XtreemNodes Engine - By MCL Software and Cube Software"); playerRotX -= mousePosDiff.y;
playerRotY -= mousePosDiff.x;
glClearColor(.2, .7, .8 , 255); oldMousePos = sf::Vector2i(1920 / 2, 1080 / 2);
glEnable(GL_DEPTH_TEST); sf::Mouse::setPosition(sf::Vector2i(1920 / 2, 1080 / 2));
glEnable(GL_TEXTURE_2D);
/*glEnable(GL_CULL_FACE); if(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
glCullFace(GL_FRONT); {
glFrontFace(GL_CCW);*/ printf("PlayerX: %f, PlayerZ: %f", playerX, playerZ);
exit(0);
// Load textures }
textureHandler.loadAllTextures();
glutPostRedisplay();
glutTimerFunc(30, &updateTimer, 0);
FastNoiseLite fnl; }
fnl.SetSeed(1337);
fnl.SetNoiseType(FastNoiseLite::NoiseType_OpenSimplex2); int main(int argc, char **argv)
fnl.SetFrequency(.01F); {
glutInit(&argc, argv);
for(int bx = 0; bx < 16; bx++) glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
{ glutInitWindowSize(1920, 1080);
for(int bz = 0; bz < 16; bz++) glutCreateWindow("XtreemNodes Engine - by MCL Software");
{
for(int x = 0; x < 16; x++) glClearColor(.4, .7, .8 , 255);
{ glEnable(GL_DEPTH_TEST);
for(int z = 0; z < 16; z++) glEnable(GL_TEXTURE_2D);
{ //glEnable(GL_CULL_FACE);
for(int y = 0; y < 48 * abs(fnl.GetNoise((float)x + (16 * bx), (float)z + (16 * bz))) + 2; y++) //glCullFace(GL_FRONT);
{ //glFrontFace(GL_CCW);
blockManager.mapBlocks[bx][bz].addNode(y > 30 ? 1 : 2, 0, x, y, z);
} // Load textures
} textureHandler.loadAllTextures();
}
}
}
/* /*
for(int x = 0; x < 32; x++) for(int y = 0; y < 16; y++)
{ {
for(int z = 0; z < 16; z++) for(int x = 0; x < 16; x++)
{ {
for(int y = 0; y < 16; y++) for(int z = 0; z < 16; z++)
{ {
Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z); Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
printf("x - (blockX * 16): %i | X: %i, Y: %i, Z: %i, blockX: %i, blockZ: %i nodeAt: %i\n", x - (block.x * 16), x, y, z, block.x, block.z, blockManager.mapBlocks[block.x][block.z].getNodeAt(x - (block.x * 16), y, 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); updateTimer(0);
glutReshapeFunc(&reshape); glutDisplayFunc(&display);
glutKeyboardFunc(&KeyboardFunc); glutReshapeFunc(&reshape);
glutMainLoop(); glutMainLoop();
return 0; return 0;
} }