world-wide commit to ruin everything

This commit is contained in:
MihailRis
2022-10-28 22:44:32 +03:00
parent fbce36a05c
commit 8a073e4e8a
57 changed files with 1433 additions and 958 deletions
+154
View File
@@ -0,0 +1,154 @@
#include "declarations.h"
#include "Assets.h"
#include "graphics/Shader.h"
#include "graphics/Texture.h"
#include "graphics/Font.h"
#include "window/Window.h"
#include "voxels/Block.h"
// Shaders, textures
bool _load_shader(Assets* assets, std::string vertex_file, std::string fragment_file, std::string name){
Shader* shader = load_shader(vertex_file, fragment_file);
if (shader == nullptr){
std::cerr << "failed to load shader '" << name << "'" << std::endl;
return false;
}
assets->store(shader, name);
return true;
}
bool _load_texture(Assets* assets, std::string filename, std::string name){
Texture* texture = load_texture(filename);
if (texture == nullptr){
std::cerr << "failed to load texture '" << name << "'" << std::endl;
return false;
}
assets->store(texture, name);
return true;
}
bool _load_font(Assets* assets, std::string filename, std::string name){
std::vector<Texture*> pages;
for (size_t i = 0; i <= 4; i++){
Texture* texture = load_texture(filename+"_"+std::to_string(i)+".png");
if (texture == nullptr){
std::cerr << "failed to load bitmap font '" << name << "' (missing page " << std::to_string(i) << ")" << std::endl;
return false;
}
pages.push_back(texture);
}
Font* font = new Font(pages);
assets->store(font, name);
return true;
}
int initialize_assets(Assets* assets) {
#define LOAD_SHADER(VERTEX, FRAGMENT, NAME) \
if (!_load_shader(assets, VERTEX, FRAGMENT, NAME))\
return 1;
#define LOAD_TEXTURE(FILENAME, NAME) \
if (!_load_texture(assets, FILENAME, NAME))\
return 1;
#define LOAD_FONT(FILENAME, NAME) \
if (!_load_font(assets, FILENAME, NAME))\
return 1;
LOAD_SHADER("res/main.glslv", "res/main.glslf", "main");
LOAD_SHADER("res/crosshair.glslv", "res/crosshair.glslf", "crosshair");
LOAD_SHADER("res/lines.glslv", "res/lines.glslf", "lines");
LOAD_SHADER("res/ui.glslv", "res/ui.glslf", "ui");
LOAD_TEXTURE("res/block.png", "block");
LOAD_TEXTURE("res/slot.png", "slot");
LOAD_FONT("res/font", "normal");
return 0;
}
// All in-game definitions (blocks, items, etc..)
void setup_definitions() {
for (size_t i = 0; i < 256; i++)
Block::blocks[i] = nullptr;
Block* block = new Block(BLOCK_AIR, 0);
block->drawGroup = 1;
block->lightPassing = true;
block->skyLightPassing = true;
block->obstacle = false;
block->selectable = false;
block->model = 0;
Block::blocks[block->id] = block;
block = new Block(BLOCK_DIRT, 2);
Block::blocks[block->id] = block;
block = new Block(BLOCK_GRASS_BLOCK, 4);
block->textureFaces[2] = 2;
block->textureFaces[3] = 1;
Block::blocks[block->id] = block;
block = new Block(BLOCK_LAMP, 3);
block->emission[0] = 15;
block->emission[1] = 14;
block->emission[2] = 13;
Block::blocks[block->id] = block;
block = new Block(BLOCK_GLASS,5);
block->drawGroup = 2;
block->lightPassing = true;
Block::blocks[block->id] = block;
block = new Block(BLOCK_PLANKS, 6);
Block::blocks[block->id] = block;
block = new Block(BLOCK_WOOD, 7);
block->textureFaces[2] = 8;
block->textureFaces[3] = 8;
Block::blocks[block->id] = block;
block = new Block(BLOCK_LEAVES, 9);
Block::blocks[block->id] = block;
block = new Block(BLOCK_STONE, 10);
Block::blocks[block->id] = block;
block = new Block(BLOCK_WATER, 11);
block->drawGroup = 4;
block->lightPassing = true;
block->skyLightPassing = false;
block->obstacle = false;
block->selectable = false;
Block::blocks[block->id] = block;
block = new Block(BLOCK_SAND, 12);
Block::blocks[block->id] = block;
block = new Block(BLOCK_BEDROCK, 13);
block->breakable = false;
Block::blocks[block->id] = block;
block = new Block(BLOCK_GRASS, 14);
block->drawGroup = 5;
block->lightPassing = true;
block->obstacle = false;
block->model = 2;
Block::blocks[block->id] = block;
block = new Block(BLOCK_FLOWER, 16);
block->drawGroup = 5;
block->lightPassing = true;
block->obstacle = false;
block->model = 2;
Block::blocks[block->id] = block;
block = new Block(BLOCK_BRICK, 17);
Block::blocks[block->id] = block;
block = new Block(BLOCK_METAL, 18);
Block::blocks[block->id] = block;
block = new Block(BLOCK_RUST, 19);
Block::blocks[block->id] = block;
}