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13 Commits

30 changed files with 11579 additions and 11685 deletions

2
.gitignore vendored
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bin
obj

7
Camera.cpp Normal file
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@@ -0,0 +1,7 @@
#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;
}

102
GUI.cpp
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@@ -1,51 +1,51 @@
#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;
}*/
#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;
}*/

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@@ -1,7 +1,7 @@
Copyright (c) 2022 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.
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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@@ -1,43 +1,139 @@
#include "LevelGenerator.h"
FastNoiseLite perlin, os, cellular;
int seed = 138;
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);
LevelGenerator::LevelGenerator()
{
}
void LevelGenerator::generateBlock()
{
for(int bx = 0; bx < 8; bx++)
{
for(int bz = 0; bz < 8; bz++)
{
for(int x = 0; x < 16; x++)
{
for(int z = 0; z < 16; z++)
{
float cX = (float)x + (16 * bx);
float cZ = (float)z + (16 * bz);
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.mapBlocks[bx][bz].addNode(y > 20 ? 1 : 2, 0, x, y, z);
}
}
}
}
}
}
#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"
int mapBlock[65536];
MapBlock::MapBlock()
{
}
// TODO; Make this function work with global coordinates and move it to BlockManager
void MapBlock::addNode(int id, int meta, int x, int y, int z)
{
mapBlock[256 * y + z * 16 + x] = 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;
}
BlockUtilities::BlockUtilities()
{
}
Position2D BlockUtilities::getBlockFromNodeCoordinates(int x, int z)
{
Position2D pos2d;
pos2d.x = floor(x / 16);
pos2d.z = floor(z / 16);
return pos2d;
}
#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.
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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@@ -0,0 +1,19 @@
#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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@@ -1,134 +0,0 @@
# depslib dependency file v1.0
<<<<<<< HEAD
1672107417 source:c:\development\xtreemminer\main.cpp
=======
1672097148 source:c:\development\xtreemminer\main.cpp
>>>>>>> dcac2713f6b72f4d2252632a179b30a33fd827a8
<stdlib.h>
<GL/glut.h>
"Utilities.h"
"MapBlock.h"
"Base.h"
"NodeRenderer.h"
"TextureHandler.h"
<math.h>
<cstdio>
<random>
<SFML/Window.hpp>
<<<<<<< HEAD
1672201712 c:\development\xtreemminer\include\noderenderer.h
=======
1667160597 c:\development\xtreemminer\include\noderenderer.h
>>>>>>> dcac2713f6b72f4d2252632a179b30a33fd827a8
"Base.h"
"MapBlock.h"
<GL/glut.h>
1667164077 c:\development\xtreemminer\include\mapblock.h
"Base.h"
<math.h>
<cstdio>
1667065840 c:\development\xtreemminer\include\base.h
1666531672 source:c:\development\xtreemminer\base.cpp
"MapBlock.h"
"Base.h"
<<<<<<< HEAD
1672341127 c:\development\xtreemminer\include\texturehandler.h
=======
1672105046 c:\development\xtreemminer\include\texturehandler.h
>>>>>>> dcac2713f6b72f4d2252632a179b30a33fd827a8
"stb_image.h"
"Base.h"
1666445333 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>
1667065840 c:\development\xtreemminer\include\utilities.h
1667075984 c:\development\xtreemminer\include\fastnoiselite.h
<cmath>
1667350805 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>
1667347897 source:c:\development\xtreemminer\gui.cpp
"GUI.h"
1667333037 c:\development\xtreemminer\include\gui.h
"Base.h"
<SFML/Main.hpp>
<SFML/Graphics.hpp>

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<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_layout_file>
<FileVersion major="1" minor="0" />
<ActiveTarget name="Debug" />
<<<<<<< HEAD
<File name="include\FastNoiseLite.h" open="1" top="0" tabpos="8" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="100664" topLine="2262" />
=======
<File name="include\NodeRenderer.h" open="0" top="0" tabpos="2" split="0" active="1" splitpos="0" zoom_1="-1" zoom_2="0">
<Cursor>
<Cursor1 position="2409" topLine="24" />
>>>>>>> dcac2713f6b72f4d2252632a179b30a33fd827a8
</Cursor>
</File>
<File name="MapBlock.cpp" open="0" top="0" tabpos="9" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="29" topLine="0" />
</Cursor>
</File>
<<<<<<< HEAD
<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="include\stb_image.h" open="0" 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="MapBlock.cpp" open="1" top="0" tabpos="9" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="1001" topLine="30" />
</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="2573" topLine="88" />
</Cursor>
</File>
<File name="include\Nodes.h" open="1" top="0" tabpos="7" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
=======
<File name="include\Nodes.h" open="0" top="0" tabpos="7" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
>>>>>>> dcac2713f6b72f4d2252632a179b30a33fd827a8
<Cursor>
<Cursor1 position="264" topLine="0" />
</Cursor>
</File>
<<<<<<< HEAD
<File name="include\Logger.h" open="1" top="0" tabpos="6" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
=======
<File name="include\LevelGenerator.h" open="0" top="0" tabpos="12" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="174" topLine="0" />
</Cursor>
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<File name="GUI.cpp" open="0" top="0" tabpos="11" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="1286" topLine="3" />
</Cursor>
</File>
<File name="include\stb_image.h" open="0" top="0" tabpos="5" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="8925" topLine="160" />
</Cursor>
</File>
<File name="LevelGenerator.cpp" open="0" top="0" tabpos="13" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="87" topLine="0" />
</Cursor>
</File>
<File name="include\FastNoiseLite.h" open="0" top="0" tabpos="8" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
>>>>>>> dcac2713f6b72f4d2252632a179b30a33fd827a8
<Cursor>
<Cursor1 position="97" topLine="0" />
</Cursor>
</File>
<File name="include\Base.h" open="0" top="0" tabpos="4" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
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<Cursor>
<Cursor1 position="438" topLine="3" />
</Cursor>
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<File name="include\Logger.h" open="0" top="0" tabpos="6" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="97" topLine="0" />
</Cursor>
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<Cursor>
<Cursor1 position="331" topLine="0" />
</Cursor>
</File>
<File name="main.cpp" open="0" top="0" tabpos="1" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="201" topLine="0" />
</Cursor>
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<File name="include\TextureHandler.h" open="0" top="0" tabpos="3" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="0" topLine="16" />
</Cursor>
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<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>
</CodeBlocks_layout_file>

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@@ -1,59 +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="-lGLEW" />
<Add option="-lGL" />
<Add option="-lsfml" />
</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>

View File

@@ -1,64 +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" />
<Add option="-lsfml-graphics" />
</Linker>
<Unit filename="GUI.cpp" />
<Unit filename="LevelGenerator.cpp" />
<Unit filename="MapBlock.cpp" />
<Unit filename="include/Base.h" />
<Unit filename="include/FastNoiseLite.h" />
<Unit filename="include/GUI.h" />
<Unit filename="include/LevelGenerator.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>

View File

@@ -1,71 +0,0 @@
# depslib dependency file v1.0
1667347897 source:c:\development\xtreemminer\gui.cpp
"GUI.h"
1667333037 c:\development\xtreemminer\include\gui.h
"Base.h"
<SFML/Main.hpp>
<SFML/Graphics.hpp>
1667065840 c:\development\xtreemminer\include\base.h
1672106999 source:c:\development\xtreemminer\main.cpp
<stdlib.h>
<GL/glut.h>
"Utilities.h"
"MapBlock.h"
"Base.h"
"NodeRenderer.h"
"TextureHandler.h"
"LevelGenerator.h"
<math.h>
<cstdio>
<random>
<SFML/Window.hpp>
1667065840 c:\development\xtreemminer\include\utilities.h
1667164077 c:\development\xtreemminer\include\mapblock.h
"Base.h"
<math.h>
<cstdio>
1667160597 c:\development\xtreemminer\include\noderenderer.h
"Base.h"
"MapBlock.h"
<GL/glut.h>
1672105046 c:\development\xtreemminer\include\texturehandler.h
"stb_image.h"
"Base.h"
1666445333 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>
1667350805 source:c:\development\xtreemminer\mapblock.cpp
"MapBlock.h"
1672106616 source:c:\development\xtreemminer\levelgenerator.cpp
"LevelGenerator.h"
1672106654 c:\development\xtreemminer\include\levelgenerator.h
"FastNoiseLite.h"
"MapBlock.h"
1667075984 c:\development\xtreemminer\include\fastnoiselite.h
<cmath>

View File

@@ -1,30 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_layout_file>
<FileVersion major="1" minor="0" />
<ActiveTarget name="Debug" />
<File name="main.cpp" open="1" top="1" tabpos="3" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="3631" topLine="60" />
</Cursor>
</File>
<File name="MapBlock.cpp" open="1" top="0" tabpos="4" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="0" topLine="0" />
</Cursor>
</File>
<File name="LevelGenerator.cpp" open="1" top="0" tabpos="1" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="1029" topLine="0" />
</Cursor>
</File>
<File name="include\MapBlock.h" open="1" top="0" tabpos="5" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="0" topLine="0" />
</Cursor>
</File>
<File name="include\LevelGenerator.h" open="1" top="0" tabpos="2" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="97" topLine="0" />
</Cursor>
</File>
</CodeBlocks_layout_file>

BIN
data/img/bro.png Normal file

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Width:  |  Height:  |  Size: 19 KiB

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

19
include/Camera.h Normal file
View File

@@ -0,0 +1,19 @@
#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;
};

File diff suppressed because it is too large Load Diff

View File

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

View File

@@ -1,18 +1,21 @@
#ifndef LEVELGENERATOR
#define LEVELGENERATOR
#include "FastNoiseLite.h"
class LevelGenerator
{
public:
LevelGenerator();
void generateBlock();
protected:
private:
FastNoiseLite perlin, os, cellular;
int seed = 138;
};
#endif
#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>
class Logger
{
public:
void log(char* comp, char* message);
{
printf("Message: %c", message);
}
};
#include <cstdio>
class Logger
{
public:
void log(char* comp, char* message);
{
printf("Message: %c", message);
}
};

View File

@@ -1,33 +1,38 @@
#ifndef MAPBLOCK
#define MAPBLOCK
#include "Base.h"
#include <math.h>
#include <cstdio>
class MapBlock
{
public:
int mapBlock[65536];
MapBlock();
// TODO; Make this function work with global coordinates and move it to BlockManager
void addNode(int id, int meta, int x, int y, int z);
};
class BlockManager
{
public:
MapBlock mapBlocks[16][16];
BlockManager();
int getNodeAt(int x, int y, int z);
bool isAir(int x, int y, int z);
};
class BlockUtilities
{
public:
BlockUtilities();
static Position2D getBlockFromNodeCoordinates(int x, int z);
};
#endif
#ifndef MAPBLOCK
#define MAPBLOCK
#include "Base.h"
#include <math.h>
#include <cstdio>
class MapBlock
{
public:
int mapBlock[65536];
MapBlock();
};
class BlockManager
{
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);
};
struct Position2D
{
int x;
int z;
};
class BlockUtilities
{
public:
BlockUtilities();
static Position2D getBlockFromNodeCoordinates(int x, int z);
};
#endif

View File

@@ -1,144 +1,285 @@
#ifndef NODERENDERER_H
#define NODERENDERER_H
#include "Base.h"
#include "MapBlock.h"
#include <GL/glut.h>
class NodeRenderer
{
public:
NodeRenderer()
{
}
virtual ~NodeRenderer()
{
}
int renderNode(int x, int y, int z)
{
Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z); // The block the node at (x, y, z) is in
glColor3f(1.0F, 1.0F, 1.0F);
glBegin(GL_QUADS);
// Front
if(blockManager.isAir(x, y, z - 1))
{
glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glColor3f(.6F, .6F, .6F); // Bottom vertices
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glColor3f(1.0F, 1.0F, 1.0F);
}
// Back
if(blockManager.isAir(x, y, z + 1))
{
glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
glColor3f(.6F, .6F, .6F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glColor3f(1.0F, 1.0F, 1.0F);
}
// Right
if(blockManager.isAir(x + 1, y, z))
{
glTexCoord2f(1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glColor3f(.6F, .6F, .6F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
}
// Left
if(blockManager.isAir(x - 1, y, z))
{
glTexCoord2f(1.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glColor3f(.6F, .6F, .6F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
}
// Bottom
//printf("\n\nx: %i, y: %i, z: %i, VALUE: %s", x, y, z, blockManager.isAir(x, y - 1, z) ? "true" : "false");
if(blockManager.isAir(x, y - 1, z))
{
//printf("\nWUT? x: %i, y: %i, z: %i, VALUE: %s", x, y, z, blockManager.isAir(x, y - 1, z) ? "true" : "false");
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
}
// Top
if(blockManager.isAir(x, y + 1, z))
{
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
}
glEnd();
return 1;
}
protected:
private:
};
#endif
#ifndef NODERENDERER_H
#define NODERENDERER_H
#include "Base.h"
#include "MapBlock.h"
#include <GL/glut.h>
class NodeRenderer
{
public:
NodeRenderer()
{
}
virtual ~NodeRenderer()
{
}
int renderNode(int x, int y, int z, int tex)
{
Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z); // The block the node at (x, y, z) is in
Position2D textureCoordinate;
textureCoordinate.x = tex - (16 * floor(tex / 16));
textureCoordinate.z = floor(tex / 16) + 1;
//glColor3f(light, light, light);
glBegin(GL_TRIANGLES);
// Front
if(blockManager.isAir(x, y, z - 1))
{
/*glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glTexCoord2f(.0625F * textureCoordinate, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
//glColor3f(.6F, .6F, .6F); // Bottom vertices
glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
//glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0625F * textureCoordinate);
glVertex3f(x + .0F, y + .0F, z + .0F);*/
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
//glColor3f(.6F, .6F, .6F); // Bottom vertices
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 + .0F, y + .0F, z + .0F);
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glVertex3f(x + .0F, y + 1.0F, z + .0F);
//glColor3f(.6F, .6F, .6F); // Bottom vertices
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
}
// Back
if(blockManager.isAir(x, y, z + 1))
{
/*glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glTexCoord2f(.0625F * textureCoordinate, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
//glColor3f(.6F, .6F, .6F);
glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
//glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0625F * textureCoordinate);
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 + 1.0F, y + 1.0F, z + 1.0F);
//glColor3f(.6F, .6F, .6F);
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
//glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
//glColor3f(.6F, .6F, .6F);
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
}
// Right
if(blockManager.isAir(x + 1, y, z))
{
/*glTexCoord2f(.0625F * textureCoordinate, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
//glColor3f(.6F, .6F, .6F);
glTexCoord2f(.0625F * textureCoordinate, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
//glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0625F * textureCoordinate);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glTexCoord2f(.0F, .0F);
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

View File

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

View File

@@ -1,71 +1,77 @@
#define STBI_FAILURE_USERMSG
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "Base.h"
#ifndef TEXTURE_HANDLER
#define TEXTURE_HANDLER
class TextureHandler
{
private:
int width = -1;
int height = -1;
int comp = -1;
unsigned char* imageData;
unsigned char* imageData1;
public:
GLuint textures;
GLuint textures1;
unsigned char* loadTexture(char* filename)
{
return stbi_load(filename, &width, &height, &comp, 0);
}
void loadAllTextures()
{
int textureIndex = 0;
imageData = loadTexture("data/img/texturemap.png");
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &textures);
glBindTexture(GL_TEXTURE_2D, textures);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData);
imageData1 = loadTexture("data/img/oak.png");
glGenTextures(1, &textures1);
glBindTexture(GL_TEXTURE_2D, textures1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData1);
}
void getTextureForNode(int x, int y, int z)
{
//Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
if(blockManager.getNodeAt(x, y, z) == 1)
{
glBindTexture(GL_TEXTURE_2D, textures);
}
else if(blockManager.getNodeAt(x, y, z) == 2)
{
glBindTexture(GL_TEXTURE_2D, textures1);
}
}
};
#endif
#define STBI_FAILURE_USERMSG
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "Base.h"
#ifndef TEXTURE_HANDLER
#define TEXTURE_HANDLER
class TextureHandler
{
private:
int width = -1;
int height = -1;
int comp = -1;
unsigned char* imageData;
unsigned char* imageData1;
public:
GLuint 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

View File

@@ -1,24 +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
#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

434
main.cpp
View File

@@ -1,196 +1,238 @@
#include <stdlib.h>
#include <GL/glut.h>
#include "Utilities.h"
#include "MapBlock.h"
#include "Base.h"
#include "NodeRenderer.h"
#include "TextureHandler.h"
#include <math.h>
#include <cstdio>
#include <random>
#include <SFML/Window.hpp>
NodeRenderer renderer;
BlockManager blockManager;
TextureHandler textureHandler;
GLfloat playerX = 0;
GLfloat playerY = -30;
GLfloat playerZ = -100;
GLfloat playerRotX = 0;
GLfloat playerRotY = 0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glRotatef(playerRotX, 1.0F, .0F, .0F);
glRotatef(playerRotY, .0F, 1.0F, .0F);
glTranslatef(playerX, playerY, playerZ);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_QUADS);
for(int x = 0; x < 100; x++)
{
for(int y = 0; y < 64; y++)
{
for(int z = 0; z < 100; z++)
{
if(blockManager.getNodeAt(x, y, z) > 0)
{
textureHandler.getTextureForNode(x, y, z);
renderer.renderNode(x, y, z);
}
}
}
}
glEnd();
glFlush();
glutSwapBuffers();
/*
sf::Vector2i lastMousePos = sf::Vector2i(0, 0);
const sf::Window& window = nullptr;
sf::Vector2i mouseDelta = sf::Mouse::getPosition(window) - lastMousePos;
lastMousePos = sf::Mouse::getPosition(window);*/
//glutPostRedisplay();
}
void reshape(int width, int height)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30, width / (float) height, 5, 512.0F);
glViewport(0, 0, width, height);
glMatrixMode(GL_MODELVIEW);
glutPostRedisplay();
}
void updateTimer(int time)
{
// Movement
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
playerZ += .8;
}
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
playerZ -= .8;
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
playerX += .8;
}
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
playerX -= .8;
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::LShift))
{
playerY += .8;
}
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space))
{
playerY -= .8;
}
// Rotation
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
{
playerRotY -= 1.8;
}
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
{
playerRotY += 1.8;
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
{
playerRotX -= 1.8;
}
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
{
playerRotX += 1.8;
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
{
exit(0);
}
glutPostRedisplay();
glutTimerFunc(30, &updateTimer, 0);
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("XtreemNodes Engine - By MCL Software and Cube 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));
}
}
}
*/
updateTimer(0);
glutDisplayFunc(&display);
glutReshapeFunc(&reshape);
glutMainLoop();
return 0;
}
#include <stdlib.h>
#include <GL/glut.h>
#include "Utilities.h"
#include "LevelGenerator.h"
//#include "MapBlock.h"
//#include "Base.h"
#include "NodeRenderer.h"
#include "TextureHandler.h"
#include <math.h>
#include <cstdio>
#include "include/Camera.h"
#include <random>
#include <glm/ext/matrix_transform.hpp>
#include <SFML/Window.hpp>
#include "include/TitleMenu.h"
NodeRenderer renderer;
BlockManager blockManager;
LevelGenerator levelGen;
TextureHandler textureHandler;
GLfloat playerX = 2.5F;
GLfloat playerY = 20.0F;
GLfloat playerZ = 1.5F;
GLfloat playerRotX = 0;
GLfloat playerRotY = 0;
float light = 1.0F;
sf::Vector2i oldMousePos;
TitleMenu title;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
//glRotatef(playerRotX, 1.0F, .0F, .0F);
//glRotatef(playerRotY, .0F, 1.0F, .0F);
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));
//https://glm.g-truc.net/0.9.9/api/a00668.html#gaa64aa951a0e99136bba9008d2b59c78e
glMatrixMode(GL_MODELVIEW);
//TODO transform
//glMatrixMode(GL_PROJECTION);
glLoadMatrixf(&matrix[0][0]);
//glTranslatef(playerX, playerY, playerZ);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
for(int x = 0; x < 256; x++)
{
for(int y = 0; y < 80; y++)
{
for(int z = 0; z < 256; z++)
{
if(blockManager.getNodeAt(x, y, z) > 0)
{
renderer.renderNode(x, y, z, textureHandler.getTextureForNode(x, y, z));
}
}
}
}
//title.renderGUI();
glFlush();
glutSwapBuffers();
}
void reshape(int width, int height)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50, width / (float) height, .1F, 512.0F);
glViewport(0, 0, width, height);
glMatrixMode(GL_MODELVIEW);
glutPostRedisplay();
}
int movementAngle = 0;
int angularVel = 1;
void updateTimer(int time)
{
// Movement
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
movementAngle = 0;
}
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
movementAngle = 180; // 200 grads
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
movementAngle = 90;
}
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
movementAngle = 270;
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W) || sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
int oldX = playerX;
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;
}
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::LShift))
{
if(blockManager.getNodeAt(playerX, playerY - 4, playerZ) == 0)
{
playerY -= .8;
}
}
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space))
{
playerY += .8;
}
// Rotation
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
{
playerRotY -= 1.8;
}
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
{
playerRotY += 1.8;
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::F1))
{
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;
}
// 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;
}