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25 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
37 changed files with 11579 additions and 11424 deletions

2
.gitignore vendored
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bin
obj

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;
}

92
GUI.cpp
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@@ -1,41 +1,51 @@
#include "GUI.h" #include "GUI.h"
Button::Button(sf::Image* normal,sf::Image* clicked,std::string words,sf::Vector2f location) { // Code contributed by Kacperks
this->normal.SetImage(*normal); // COMMENTED OUT BECAUSE IT DOESN'T WORK!
this->clicked.SetImage(*clicked); /*
this->currentSpr=&this->normal; Button::Button(sf::Image* normal, sf::Image* clicked, std::string words, Position2D location) {
current =false; this->normal.SetImage(*normal);
this->normal.SetPosition(location); this->clicked.SetImage(*clicked);
this->clicked.SetPosition(location); this->currentSpr=&this->normal;
String.SetText(words); current =false;
String.SetPosition(location.x+3,location.y+3); this->normal.SetPosition(location);
String.SetSize(14); this->clicked.SetPosition(location);
} String.SetText(words);
void Button::checkClick (sf::Vector2f mousePos) { String.SetPosition(location.x+3,location.y+3);
if (mousePos.x>currentSpr->GetPosition().x && mousePos.x<(currentSpr->GetPosition().x + currentSpr->GetSize().x)) { String.SetSize(14);
if(mousePos.y>currentSpr->GetPosition().y && mousePos.y<(currentSpr->GetPosition().y + currentSpr->GetSize().y)) { }
setState(!current); 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)) {
void Button::setState(bool which) { setState(!current);
current = which; }
if (current) { }
currentSpr=&clicked; }
return;
} void Button::setState(bool which)
currentSpr=&normal; {
} current = which;
void Button::setText(std::string words) { if (current) {
String.SetText(words); currentSpr=&clicked;
} return;
bool Button::getVar() { }
return current; currentSpr=&normal;
} }
sf::Sprite* Button::getSprite() { void Button::setText(std::string words)
return currentSpr; {
} String.SetText(words);
}
sf::String * Button::getText() { bool Button::getVar()
return &String; {
} 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.

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@@ -1,21 +0,0 @@
---------------------------------
Copyright (c) 2021-2022 MCL
Copyright (c) 2022 Cube-Software
---------------------------------
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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@@ -0,0 +1,139 @@
#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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@@ -1,67 +1,77 @@
#include "MapBlock.h" #include "MapBlock.h"
int mapBlock[65536]; int mapBlock[65536];
MapBlock::MapBlock() MapBlock::MapBlock()
{ {
} }
// TODO; Make this function work with global coordinates and move it to BlockManager void BlockManager::addNode(int id, int meta, int x, int y, int z)
void MapBlock::addNode(int id, int meta, int x, int y, int z) {
{ Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
mapBlock[256 * y + z * 16 + x] = id;
} 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];
MapBlock mapBlocks[16][16];
BlockManager::BlockManager()
{ BlockManager::BlockManager()
{
}
}
int BlockManager::getNodeAt(int x, int y, int z)
{ 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 // Math explanation for future reference:
// so that the coordinates passed to the function are local block coordinates instead // The x and z coordinates need to be have block.[AXIS] * 16 subtracted from them
// of global node coordinates (e.g. 1, and not 17) // 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)
{ if(x < 0 || y < 0 || z < 0)
return 0; {
} return 0;
}
Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
int localX = x - block.x * 16;
int localZ = z - block.z * 16; int localX = x - block.x * 16;
int localZ = z - block.z * 16;
return mapBlocks[block.x][block.z].mapBlock[256 * y + localZ * 16 + localX];
} return mapBlocks[block.x][block.z].mapBlock[256 * y + localZ * 16 + localX];
}
bool BlockManager::isAir(int x, int y, int z)
{ bool BlockManager::isAir(int x, int y, int z)
return getNodeAt(x, y, z) == 0; {
} return getNodeAt(x, y, z) == 0;
}
bool BlockManager::isNodeClear(int x, int y, int z)
{
BlockUtilities::BlockUtilities() if(getNodeAt(x, y, z) == 0)
{ return true;
if(getNodeAt(x, y, z) == 20)
} return true;
Position2D BlockUtilities::getBlockFromNodeCoordinates(int x, int z) return false;
{ }
Position2D pos2d;
pos2d.x = floor(x / 16); BlockUtilities::BlockUtilities()
pos2d.z = floor(z / 16); {
return pos2d;
} }
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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@@ -1,61 +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" />
<Add option="-lsfml-window" />
</Linker>
<Unit filename="GUI.cpp" />
<Unit filename="MapBlock.cpp" />
<Unit filename="include/Base.h" />
<Unit filename="include/FastNoiseLite.h" />
<Unit filename="include/GUI.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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@@ -1,115 +0,0 @@
# depslib dependency file v1.0
1667180176 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>
<SFML/Window.hpp>
1667164197 c:\development\xtreemminer\include\noderenderer.h
"Base.h"
"MapBlock.h"
<GL/glut.h>
1667167677 c:\development\xtreemminer\include\mapblock.h
"Base.h"
<math.h>
<cstdio>
1667069440 c:\development\xtreemminer\include\base.h
1666531672 source:c:\development\xtreemminer\base.cpp
"MapBlock.h"
"Base.h"
1667148859 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>
1667167831 source:c:\development\xtreemminer\mapblock.cpp
"MapBlock.h"
1667294728 source:/home/kacperks/projects/XtreemNodes/MapBlock.cpp
"MapBlock.h"
1667294728 /home/kacperks/projects/XtreemNodes/include/MapBlock.h
"Base.h"
<math.h>
<cstdio>
1667294728 /home/kacperks/projects/XtreemNodes/include/Base.h
1667294728 source:/home/kacperks/projects/XtreemNodes/main.cpp
<stdlib.h>
<GL/glut.h>
"Utilities.h"
"MapBlock.h"
"Base.h"
"NodeRenderer.h"
"TextureHandler.h"
<math.h>
<cstdio>
"FastNoiseLite.h"
<random>
<SFML/Window.hpp>
1667294728 /home/kacperks/projects/XtreemNodes/include/Utilities.h
1667294728 /home/kacperks/projects/XtreemNodes/include/NodeRenderer.h
"Base.h"
"MapBlock.h"
<GL/glut.h>
1667294728 /home/kacperks/projects/XtreemNodes/include/TextureHandler.h
"stb_image.h"
"Base.h"
1667088826 /home/kacperks/projects/XtreemNodes/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>
1667294728 /home/kacperks/projects/XtreemNodes/include/FastNoiseLite.h
<cmath>

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<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_layout_file>
<FileVersion major="1" minor="0" />
<ActiveTarget name="Debug" />
<File name="include/stb_image.h" open="1" top="0" tabpos="6" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="8925" topLine="160" />
</Cursor>
</File>
<File name="include/Logger.h" open="1" top="0" tabpos="7" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="97" topLine="0" />
</Cursor>
</File>
<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="438" topLine="0" />
</Cursor>
</File>
<File name="main.cpp" open="1" top="0" tabpos="1" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="238" topLine="9" />
</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="28" topLine="0" />
</Cursor>
</File>
<File name="include/Nodes.h" open="1" top="0" tabpos="8" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="264" topLine="0" />
</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="2192" topLine="17" />
</Cursor>
</File>
<File name="include/GUI.h" open="1" top="0" tabpos="11" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="455" topLine="0" />
</Cursor>
</File>
<File name="include/NodeRenderer.h" open="1" top="0" tabpos="2" split="0" active="1" splitpos="0" zoom_1="-1" zoom_2="0">
<Cursor>
<Cursor1 position="2409" topLine="75" />
</Cursor>
</File>
<File name="GUI.cpp" open="1" top="1" tabpos="12" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="1155" topLine="0" />
</Cursor>
</File>
<File name="include/FastNoiseLite.h" open="1" top="0" tabpos="9" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="100664" topLine="2262" />
</Cursor>
</File>
<File name="MapBlock.cpp" open="1" top="0" tabpos="10" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="1001" topLine="27" />
</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

19
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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View File

@@ -1,23 +1,26 @@
#ifndef GUI #ifndef GUI
#defome GUI #define GUI
#include "Base.h"
#include <SFML/Main.hpp> #include <SFML/Main.hpp>
#include <SFML/Graphics.hpp>
class Button {
public: class Button
Button (sf::Image* normal,sf::Image* clicked,std::string,sf::Vector2f location); {
void checkClick (sf::Vector2f); public:
void setState(bool); Button(sf::Image* normal, sf::Image* clicked, std::string text, Position2D location);
void setText(std::string); void checkClick(Position2D);
bool getVar(); void setState(bool state);
sf::Sprite* getSprite(); void setText(std::string);
sf::String * getText(); bool getVar();
private: sf::Sprite* getSprite();
sf::Sprite normal; sf::String* getText();
sf::Sprite clicked;
sf::Sprite* currentSpr; private:
sf::String String; sf::Sprite normal;
bool current; sf::Sprite clicked;
}; sf::Sprite* currentSpr;
sf::String String;
#endif // GUI bool current;
};
#endif

21
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

View File

@@ -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);
} }
}; };

View File

@@ -1,33 +1,38 @@
#ifndef MAPBLOCK #ifndef MAPBLOCK
#define MAPBLOCK #define MAPBLOCK
#include "Base.h" #include "Base.h"
#include <math.h> #include <math.h>
#include <cstdio> #include <cstdio>
class MapBlock class MapBlock
{ {
public: public:
int mapBlock[65536]; int mapBlock[65536];
MapBlock(); 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:
class BlockManager MapBlock mapBlocks[16][16];
{ BlockManager();
public: int getNodeAt(int x, int y, int z);
MapBlock mapBlocks[16][16]; void addNode(int id, int meta, int x, int y, int z);
BlockManager(); bool isAir(int x, int y, int z);
int getNodeAt(int x, int y, int z); bool isNodeClear(int x, int y, int z);
bool isAir(int x, int y, int z); };
};
struct Position2D
class BlockUtilities {
{ int x;
public: int z;
BlockUtilities(); };
static Position2D getBlockFromNodeCoordinates(int x, int z);
}; class BlockUtilities
{
#endif public:
BlockUtilities();
static Position2D getBlockFromNodeCoordinates(int x, int z);
};
#endif

View File

@@ -1,144 +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.isAir(x, y, z - 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);
glColor3f(.6F, .6F, .6F); // Bottom vertices
glTexCoord2f(1.0F, 1.0F); glTexCoord2f(.0625F * textureCoordinate, .0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F); glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glTexCoord2f(.0F, 1.0F); //glColor3f(.6F, .6F, .6F); // Bottom vertices
glVertex3f(x + .0F, y + .0F, z + .0F); glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
glColor3f(1.0F, 1.0F, 1.0F); glVertex3f(x + 1.0F, y + .0F, z + .0F);
}
//glColor3f(1.0F, 1.0F, 1.0F);
// Back glTexCoord2f(.0F, .0625F * textureCoordinate);
if(blockManager.isAir(x, y, z + 1)) glVertex3f(x + .0F, y + .0F, z + .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 + .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);
glColor3f(.6F, .6F, .6F); //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 + 1.0F); 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);
glColor3f(1.0F, 1.0F, 1.0F); glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
} glVertex3f(x + .0F, y + .0F, z + .0F);
// Right glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
if(blockManager.isAir(x + 1, y, z)) glVertex3f(x + .0F, y + 1.0F, z + .0F);
{
glTexCoord2f(1.0F, .0F); //glColor3f(.6F, .6F, .6F); // Bottom vertices
glVertex3f(x + 1.0F, y + 1.0F, z + .0F); glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glColor3f(.6F, .6F, .6F); }
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F); // Back
if(blockManager.isAir(x, y, z + 1))
glTexCoord2f(.0F, 1.0F); {
glVertex3f(x + 1.0F, y + .0F, z + 1.0F); /*glTexCoord2f(.0F, .0F);
glColor3f(1.0F, 1.0F, 1.0F); glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glTexCoord2f(.0F, .0F); glTexCoord2f(.0625F * textureCoordinate, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F); glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
}
//glColor3f(.6F, .6F, .6F);
// Left glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
if(blockManager.isAir(x - 1, y, z)) glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
{
glTexCoord2f(1.0F, .0F); //glColor3f(1.0F, 1.0F, 1.0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F); glTexCoord2f(.0F, .0625F * textureCoordinate);
glVertex3f(x + .0F, y + .0F, z + 1.0F);*/
glColor3f(.6F, .6F, .6F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + .0F); glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F); glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
glColor3f(1.0F, 1.0F, 1.0F); glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
glTexCoord2f(.0F, .0F); //glColor3f(.6F, .6F, .6F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F); glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
} glVertex3f(x + 1.0F, 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(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); glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glVertex3f(x + 1.0F, y + .0F, z + .0F); glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glTexCoord2f(1.0F, .0F); //glColor3f(1.0F, 1.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + .0F); glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F); //glColor3f(.6F, .6F, .6F);
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glTexCoord2f(.0F, 1.0F); glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F); }
}
// Right
// Top if(blockManager.isAir(x + 1, y, z))
if(blockManager.isAir(x, y + 1, z)) {
{ /*glTexCoord2f(.0625F * textureCoordinate, .0F);
glTexCoord2f(.0F, .0F); glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
//glColor3f(.6F, .6F, .6F);
glTexCoord2f(1.0F, .0F); glTexCoord2f(.0625F * textureCoordinate, 1.0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F); glVertex3f(x + 1.0F, y + .0F, z + .0F);
glTexCoord2f(1.0F, 1.0F); //glColor3f(1.0F, 1.0F, 1.0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F); glTexCoord2f(.0F, .0625F * textureCoordinate);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F); glTexCoord2f(.0F, .0F);
} glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);*/
glEnd(); glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
return 1; glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
}
//glColor3f(.6F, .6F, .6F);
protected: glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
private:
//glColor3f(1.0F, 1.0F, 1.0F);
}; glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
#endif
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.getNodeAt(x, y, z) == 1) }
{
glBindTexture(GL_TEXTURE_2D, textures); else if(blockManager.getNodeAt(x, y, z) == 12)
} {
return 81;
else if(blockManager.getNodeAt(x, y, z) == 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

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@@ -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

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465
main.cpp
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@@ -1,227 +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/Window.hpp> #include <random>
#include <glm/ext/matrix_transform.hpp>
NodeRenderer renderer; #include <SFML/Window.hpp>
//BlockManager blockManager; #include "include/TitleMenu.h"
BlockManager blockManager; NodeRenderer renderer;
TextureHandler textureHandler; BlockManager blockManager;
LevelGenerator levelGen;
GLfloat playerX = 0; TextureHandler textureHandler;
GLfloat playerY = -30;
GLfloat playerZ = -100; GLfloat playerX = 2.5F;
GLfloat playerRotX = 0; GLfloat playerY = 20.0F;
GLfloat playerRotY = 0; GLfloat playerZ = 1.5F;
GLfloat playerRotX = 0;
GLfloat playerRotY = 0;
float light = 1.0F;
void display() sf::Vector2i oldMousePos;
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); TitleMenu title;
glLoadIdentity();
void display()
{
glRotatef(playerRotX, 1.0F, .0F, .0F); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glRotatef(playerRotY, .0F, 1.0F, .0F); glLoadIdentity();
glTranslatef(playerX, playerY, playerZ);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//glRotatef(playerRotX, 1.0F, .0F, .0F);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); //glRotatef(playerRotY, .0F, 1.0F, .0F);
Camera* camera;
glBegin(GL_QUADS); 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
for(int x = 0; x < 100; x++) glMatrixMode(GL_MODELVIEW);
{ //TODO transform
for(int y = 0; y < 64; y++) //glMatrixMode(GL_PROJECTION);
{ glLoadMatrixf(&matrix[0][0]);
for(int z = 0; z < 100; z++) //glTranslatef(playerX, playerY, playerZ);
{ //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
if(blockManager.getNodeAt(x, y, z) > 0)
{ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
textureHandler.getTextureForNode(x, y, z);
renderer.renderNode(x, y, z);
}
}
} for(int x = 0; x < 256; x++)
} {
for(int y = 0; y < 80; y++)
glEnd(); {
for(int z = 0; z < 256; z++)
glFlush(); {
glutSwapBuffers(); if(blockManager.getNodeAt(x, y, z) > 0)
/* {
sf::Vector2i lastMousePos = sf::Vector2i(0, 0); renderer.renderNode(x, y, z, textureHandler.getTextureForNode(x, y, z));
const sf::Window& window = nullptr; }
sf::Vector2i mouseDelta = sf::Mouse::getPosition(window) - lastMousePos; }
lastMousePos = sf::Mouse::getPosition(window);*/ }
//glutPostRedisplay(); }
} //title.renderGUI();
glFlush();
void reshape(int width, int height) glutSwapBuffers();
{ }
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); void reshape(int width, int height)
gluPerspective(30, width / (float) height, 5, 512.0F); {
glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION);
glMatrixMode(GL_MODELVIEW); glLoadIdentity();
glutPostRedisplay(); gluPerspective(50, width / (float) height, .1F, 512.0F);
} glViewport(0, 0, width, height);
void updateTimer(int time) glMatrixMode(GL_MODELVIEW);
{ glutPostRedisplay();
// Movement }
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{ int movementAngle = 0;
playerZ += .8; int angularVel = 1;
}
void updateTimer(int time)
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
{ // Movement
playerZ -= .8; if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
} {
movementAngle = 0;
if(sf::Keyboard::isKeyPressed(sf::Keyboard::A)) }
{
playerX += .8; else if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
} {
movementAngle = 180; // 200 grads
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::D)) }
{
playerX -= .8; if(sf::Keyboard::isKeyPressed(sf::Keyboard::A))
} {
movementAngle = 90;
if(sf::Keyboard::isKeyPressed(sf::Keyboard::LShift)) }
{
playerY -= .8; else if(sf::Keyboard::isKeyPressed(sf::Keyboard::D))
} {
movementAngle = 270;
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) }
{
playerY += .8; if(sf::Keyboard::isKeyPressed(sf::Keyboard::W) || sf::Keyboard::isKeyPressed(sf::Keyboard::S))
} {
int oldX = playerX;
// Rotation int oldZ = playerZ;
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) playerX = playerX - cos(glm::radians(playerRotY + movementAngle)) * angularVel;
{ playerZ = playerZ + sin(glm::radians(playerRotY + movementAngle)) * angularVel;
playerRotY -= .8; if(blockManager.getNodeAt(playerX, playerY, playerZ) != 0)
} {
playerX = oldX;
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) playerZ = oldZ;
{ }
playerRotY += .8; }
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::LShift))
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
{ if(blockManager.getNodeAt(playerX, playerY - 4, playerZ) == 0)
playerRotX -= .8; {
} playerY -= .8;
}
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
{ }
playerRotX += .8;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space))
{
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) playerY += .8;
{ }
exit(0);
} // Rotation
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
glutPostRedisplay(); {
glutTimerFunc(30, &updateTimer, 0); playerRotY -= 1.8;
} }
int main(int argc, char **argv) else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
{ {
glutInit(&argc, argv); playerRotY += 1.8;
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); }
glutInitWindowSize(800, 600);
glutCreateWindow("XtreemNodes Engine - By MCL Software and Cube Software"); if(sf::Keyboard::isKeyPressed(sf::Keyboard::F1))
{
glClearColor(.4, .7, .8 , 255); levelGen.setSeed();
glEnable(GL_DEPTH_TEST); levelGen.generateBlock();
glEnable(GL_TEXTURE_2D); }
//glEnable(GL_CULL_FACE);
//glCullFace(GL_FRONT); if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
//glFrontFace(GL_CCW); {
playerRotX += 1.8;
// Load textures }
textureHandler.loadAllTextures();
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
FastNoiseLite perlin, os, cellular; {
int seed = 138; playerRotX = 1.8;
perlin.SetSeed(seed); }
perlin.SetNoiseType(FastNoiseLite::NoiseType_Perlin);
perlin.SetFrequency(.01F); // Mouse-based movement
sf::Vector2i mousePos = sf::Mouse::getPosition();
os.SetSeed(seed); sf::Vector2i mousePosDiff = oldMousePos - mousePos;
os.SetNoiseType(FastNoiseLite::NoiseType_OpenSimplex2); playerRotX -= mousePosDiff.y;
os.SetFrequency(.01F); playerRotY -= mousePosDiff.x;
oldMousePos = sf::Vector2i(1920 / 2, 1080 / 2);
cellular.SetSeed(seed); sf::Mouse::setPosition(sf::Vector2i(1920 / 2, 1080 / 2));
cellular.SetNoiseType(FastNoiseLite::NoiseType_Cellular);
cellular.SetFrequency(.1F); if(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
{
for(int bx = 0; bx < 8; bx++) printf("PlayerX: %f, PlayerZ: %f", playerX, playerZ);
{ exit(0);
for(int bz = 0; bz < 8; bz++) }
{
for(int x = 0; x < 16; x++) glutPostRedisplay();
{ glutTimerFunc(30, &updateTimer, 0);
for(int z = 0; z < 16; z++) }
{
float cX = (float)x + (16 * bx); int main(int argc, char **argv)
float cZ = (float)z + (16 * bz); {
for(int y = 0; y < 48 * abs(perlin.GetNoise(cX, cZ)) + (cellular.GetNoise(cX, cZ)) + 3; y++) glutInit(&argc, argv);
{ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
blockManager.mapBlocks[bx][bz].addNode(y > 20 ? 1 : 2, 0, x, y, z); 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);
/*
for(int y = 0; y < 16; y++) // Load textures
{ textureHandler.loadAllTextures();
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));
} /*
} 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));
updateTimer(0);
glutDisplayFunc(&display); }
glutReshapeFunc(&reshape); }
}
glutMainLoop();
*/
return 0;
}
levelGen.generateBlock();
updateTimer(0);
glutDisplayFunc(&display);
glutReshapeFunc(&reshape);
glutMainLoop();
return 0;
}