Rewrite done - broken

This commit is contained in:
Ben Kyd
2019-10-18 11:59:53 +01:00
parent f59f6e9323
commit 5e13de6a3e
9 changed files with 222 additions and 81 deletions

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@@ -3,7 +3,9 @@ project(OpenGLPlayground)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} CMakeModules/)
cmake_policy(SET CMP0037 OLD)
set(CMAKE_BUILD_TYPE Debug)
# set(CMAKE_CXX_FLAGS "-Ofast")
set(executable output)
set(SrcDIR ./src)
@@ -43,6 +45,7 @@ file(GLOB SourceFiles
${SrcDIR}/*
${SrcDIR}/util/*
${SrcDIR}/game/*
${SrcDIR}/world/*
${SrcDIR}/renderer/*
)

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@@ -86,6 +86,9 @@ void Game::Setup(int w, int h) {
m_world = std::make_unique<World>();
Texture texture;
m_world->TextureID = texture.LoadTextures(BlockDictionary.Textures);
m_world->Chunks.push_back(std::make_shared<Chunk>(0, 0));
m_world->Chunks.push_back(std::make_shared<Chunk>(1, 1));
m_world->Chunks.push_back(std::make_shared<Chunk>(1, 3));
@@ -94,9 +97,6 @@ void Game::Setup(int w, int h) {
m_world->Shaders["Basic"]->Load(GameConfig.ResourceBase + "shaders/simple");
m_world->Shaders["Basic"]->Link();
Texture texture;
m_world->TextureID = texture.LoadTextures(BlockDictionary.Textures);
}
void Game::Input(SDL_Event* e) {

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@@ -5,17 +5,27 @@
#include "voxel.hpp"
#include "../world/block.hpp"
Chunk::Chunk(int x, int z) {
m_model = glm::translate(glm::mat4(1.0f), { x * CHUNK_WIDTH, 0, z * CHUNK_DEPTH });
// [x + WIDTH * (y + HEIGHT * z)]
for (int x = 0; x < CHUNK_WIDTH; x++)
for (int y = 0; y < CHUNK_HEIGHT; y++)
for (int z = 0; z < CHUNK_DEPTH; z++) {
Voxels.push_back(std::make_shared<Voxel>(x, y, z));
// Grass on the top layer
if (y == CHUNK_HEIGHT - 1) {
Voxels.push_back((uint8_t)EBlockType::Grass);
} else {
Voxels.push_back((uint8_t)EBlockType::Dirt);
}
}
@@ -25,10 +35,12 @@ Chunk::Chunk(int x, int z) {
}
Chunk::Chunk(std::vector<std::shared_ptr<Voxel>> voxels) {
Chunk::Chunk(int x, int z, std::vector<uint8_t> voxels) {
m_model = glm::translate(glm::mat4(1.0f), { x * CHUNK_WIDTH, 0, z * CHUNK_DEPTH });
m_model = glm::mat4(1.0f);
Voxels = voxels;
m_mesh();
}
@@ -58,17 +70,35 @@ void Chunk::Update() {
}
uint8_t Chunk::BlockAt(int x, int y, int z) {
return Voxels[x + CHUNK_WIDTH * (y + CHUNK_HEIGHT * z)];
}
void Chunk::m_mesh() {
for (auto& voxel : Voxels) {
for (int x = 0; x < CHUNK_WIDTH; x++)
for (int y = 0; y < CHUNK_HEIGHT; y++)
for (int z = 0; z < CHUNK_DEPTH; z++) {
std::vector<glm::vec3> tempVerts;
std::vector<glm::vec3> tempUVs;
voxel->GetMesh(tempVerts, tempUVs);
std::cout << x << " " << y << " " << z << std::endl;
for (auto& vert : tempVerts)
m_vertices.push_back(vert);
uint8_t block = BlockAt(x, y, z);
std::cout << "Block ID " << (int)block << std::endl;
Voxel tmp({x, y, z}, BlockAt(x, y, z));
tmp.AddFace(EFaceType::Top);
tmp.AddFace(EFaceType::Bottom);
tmp.AddFace(EFaceType::Left);
tmp.AddFace(EFaceType::Right);
tmp.AddFace(EFaceType::Front);
tmp.AddFace(EFaceType::Back);
for (auto& uv : tempUVs)
m_uvs.push_back(uv);

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@@ -16,12 +16,14 @@ class Chunk {
public:
Chunk(int x, int z);
Chunk(std::vector<std::shared_ptr<Voxel>> voxels);
Chunk(int x, int z, std::vector<uint8_t> voxels);
void Render(std::shared_ptr<Camera> camera, std::shared_ptr<Shader> shader);
void Update();
uint8_t BlockAt(int x, int y, int z);
// Indexed sequentially [x + WIDTH * (y + HEIGHT * z)] = voxelID
// the voxel id is used to index the block dictionary to get properties
// to generate a mesh and send it to the GPU

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@@ -3,7 +3,20 @@
#include "../common.hpp"
std::vector<glm::vec3> CubeTopFace = {
namespace EFaceType {
enum Face : uint8_t {
Top,
Bottom,
Left,
Right,
Front,
Back,
};
}
static std::vector<glm::vec3> CubeTopFace = {
{ -0.5f, 0.5f, -0.5f },
{ 0.5f, 0.5f, -0.5f },
{ 0.5f, 0.5f, 0.5f },
@@ -12,7 +25,7 @@ std::vector<glm::vec3> CubeTopFace = {
{ -0.5f, 0.5f, -0.5f }
};
std::vector<glm::vec2> CubeTopFaceUVs = {
static std::vector<glm::vec2> CubeTopFaceUVs = {
{ 0.0f, 0.0f },
{ 1.0f, 0.0f },
{ 1.0f, 1.0f },
@@ -21,7 +34,7 @@ std::vector<glm::vec2> CubeTopFaceUVs = {
{ 0.0f, 0.0f }
};
std::vector<glm::vec3> CubeBottomFace = {
static std::vector<glm::vec3> CubeBottomFace = {
{ -0.5f, -0.5f, -0.5f },
{ 0.5f, -0.5f, -0.5f },
{ 0.5f, -0.5f, 0.5f },
@@ -30,7 +43,7 @@ std::vector<glm::vec3> CubeBottomFace = {
{ -0.5f, -0.5f, -0.5f }
};
std::vector<glm::vec2> CubeBottomFaceUVs = {
static std::vector<glm::vec2> CubeBottomFaceUVs = {
{ 0.0f, 0.0f },
{ 1.0f, 0.0f },
{ 1.0f, 1.0f },
@@ -39,43 +52,7 @@ std::vector<glm::vec2> CubeBottomFaceUVs = {
{ 0.0f, 0.0f }
};
std::vector<glm::vec3> CubeFrontFace = {
{ -0.5f, -0.5f, 0.5f },
{ 0.5f, -0.5f, 0.5f },
{ 0.5f, 0.5f, 0.5f },
{ 0.5f, 0.5f, 0.5f },
{ -0.5f, 0.5f, 0.5f },
{ -0.5f, -0.5f, 0.5f }
};
std::vector<glm::vec2> CubeFrontFaceUVs = {
{ 1.0f, 1.0f },
{ 0.0f, 1.0f },
{ 0.0f, 0.0f },
{ 0.0f, 0.0f },
{ 1.0f, 0.0f },
{ 1.0f, 1.0f }
};
std::vector<glm::vec3> CubeBackFace = {
{ -0.5f, -0.5f, -0.5f },
{ 0.5f, -0.5f, -0.5f },
{ 0.5f, 0.5f, -0.5f },
{ 0.5f, 0.5f, -0.5f },
{ -0.5f, 0.5f, -0.5f },
{ -0.5f, -0.5f, -0.5f }
};
std::vector<glm::vec2> CubeBackFaceUVs = {
{ 1.0f, 1.0f },
{ 0.0f, 1.0f },
{ 0.0f, 0.0f },
{ 0.0f, 0.0f },
{ 1.0f, 0.0f },
{ 1.0f, 1.0f }
};
std::vector<glm::vec3> CubeLeftFace = {
static std::vector<glm::vec3> CubeLeftFace = {
{ -0.5f, 0.5f, 0.5f },
{ -0.5f, 0.5f, -0.5f },
{ -0.5f, -0.5f, -0.5f },
@@ -84,7 +61,7 @@ std::vector<glm::vec3> CubeLeftFace = {
{ -0.5f, 0.5f, 0.5f }
};
std::vector<glm::vec2> CubeLeftFaceUVs = {
static std::vector<glm::vec2> CubeLeftFaceUVs = {
{ 0.0f, 0.0f },
{ 1.0f, 0.0f },
{ 1.0f, 1.0f },
@@ -93,7 +70,7 @@ std::vector<glm::vec2> CubeLeftFaceUVs = {
{ 0.0f, 0.0f }
};
std::vector<glm::vec3> CubeRightFace = {
static std::vector<glm::vec3> CubeRightFace = {
{ 0.5f, 0.5f, 0.5f },
{ 0.5f, 0.5f, -0.5f },
{ 0.5f, -0.5f, -0.5f },
@@ -102,7 +79,7 @@ std::vector<glm::vec3> CubeRightFace = {
{ 0.5f, 0.5f, 0.5f },
};
std::vector<glm::vec2> CubeRightFaceUVs = {
static std::vector<glm::vec2> CubeRightFaceUVs = {
{ 0.0f, 0.0f },
{ 1.0f, 0.0f },
{ 1.0f, 1.0f },
@@ -111,4 +88,40 @@ std::vector<glm::vec2> CubeRightFaceUVs = {
{ 0.0f, 0.0f }
};
static std::vector<glm::vec3> CubeFrontFace = {
{ -0.5f, -0.5f, 0.5f },
{ 0.5f, -0.5f, 0.5f },
{ 0.5f, 0.5f, 0.5f },
{ 0.5f, 0.5f, 0.5f },
{ -0.5f, 0.5f, 0.5f },
{ -0.5f, -0.5f, 0.5f }
};
static std::vector<glm::vec2> CubeFrontFaceUVs = {
{ 1.0f, 1.0f },
{ 0.0f, 1.0f },
{ 0.0f, 0.0f },
{ 0.0f, 0.0f },
{ 1.0f, 0.0f },
{ 1.0f, 1.0f }
};
static std::vector<glm::vec3> CubeBackFace = {
{ -0.5f, -0.5f, -0.5f },
{ 0.5f, -0.5f, -0.5f },
{ 0.5f, 0.5f, -0.5f },
{ 0.5f, 0.5f, -0.5f },
{ -0.5f, 0.5f, -0.5f },
{ -0.5f, -0.5f, -0.5f }
};
static std::vector<glm::vec2> CubeBackFaceUVs = {
{ 1.0f, 1.0f },
{ 0.0f, 1.0f },
{ 0.0f, 0.0f },
{ 0.0f, 0.0f },
{ 1.0f, 0.0f },
{ 1.0f, 1.0f }
};
#endif

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@@ -5,7 +5,7 @@
class Texture {
public:
GLuint Texture::LoadTextures(std::vector<std::string> textures);
GLuint LoadTextures(std::vector<std::string> textures);
};
#endif

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@@ -1,42 +1,108 @@
#include "voxel.hpp"
#include <iostream>
#include "shader.hpp"
#include "camera.hpp"
#include "face.hpp"
#include "../world/block.hpp"
Voxel::Voxel(int x, int y, int z) {
Voxel::Voxel(glm::vec3 coordsInChunk, uint8_t block) {
// Texture winding order - top, bottom, left, right, front, back
//Faces.push_back(Face((FaceDirection)0, 2));
//Faces.push_back(Face((FaceDirection)1, 0));
//Faces.push_back(Face((FaceDirection)2, 1));
//Faces.push_back(Face((FaceDirection)3, 1));
//Faces.push_back(Face((FaceDirection)4, 1));
//Faces.push_back(Face((FaceDirection)5, 1));
//for (auto& face : Faces) {
// std::vector<glm::vec3> Vert;
// std::vector<glm::vec3> UVs;
// face.GetMesh(Vert, UVs);
//
// m_vertices.insert(m_vertices.end(), Vert.begin(), Vert.end());
// m_uvs.insert(m_uvs.end(), UVs.begin(), UVs.end());
//}
for (int i = 0; i < m_vertices.size(); i++) {
m_vertices[i].x += x;
m_vertices[i].y += y;
m_vertices[i].z += z;
Block = block;
m_coordsInChunk = coordsInChunk;
}
void Voxel::AddFace(EFaceType::Face face) {
std::vector<glm::vec3> verts;
std::vector<glm::vec2> uvs;
switch (face) {
case EFaceType::Top:
{
verts = CubeTopFace;
uvs = CubeTopFaceUVs;
break;
}
case EFaceType::Bottom:
{
verts = CubeBottomFace;
uvs = CubeBottomFaceUVs;
break;
}
case EFaceType::Left:
{
verts = CubeTopFace;
uvs = CubeLeftFaceUVs;
break;
}
case EFaceType::Right:
{
verts = CubeRightFace;
uvs = CubeRightFaceUVs;
break;
}
case EFaceType::Front:
{
verts = CubeFrontFace;
uvs = CubeFrontFaceUVs;
break;
}
case EFaceType::Back:
{
verts = CubeBackFace;
uvs = CubeBackFaceUVs;
break;
}
}
verts = m_translateIntoChunk(verts, m_coordsInChunk);
m_vertices.insert(m_vertices.end(), verts.begin(), verts.end());
std::cout << "Voxel ID " << (int)Block << std::endl;
CBlockEntry block = BlockDictionary.BlockEntries[Block];
std::cout << "Block ID " << (int)block.ID << std::endl;
uint16_t tex = block.FaceTextures[face];
std::cout << "Texture ID " << (int)tex << std::endl;
std::vector<glm::vec3> uvws;
for (auto& uv : uvs) {
uvws.push_back({ uv.x, uv.y, (float)tex });
}
m_uvs.insert(m_uvs.end(), uvws.begin(), uvws.end());
}
@@ -46,3 +112,17 @@ void Voxel::GetMesh(std::vector<glm::vec3>& verts, std::vector<glm::vec3>& uvs)
uvs = m_uvs;
}
std::vector<glm::vec3> Voxel::m_translateIntoChunk(std::vector<glm::vec3> verts, glm::vec3 trans) {
for (int i = 0; i < verts.size(); i++) {
verts[i].x += trans.x;
verts[i].y += trans.y;
verts[i].z += trans.z;
}
return verts;
}

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@@ -10,12 +10,19 @@ class Shader;
class Voxel {
public:
Voxel(int x, int y, int z);
Voxel(glm::vec3 coordsInChunk, uint8_t block);
void AddFace(EFaceType::Face face);
void GetMesh(std::vector<glm::vec3>& verts, std::vector<glm::vec3>& uvs);
uint8_t Block;
private:
glm::vec3 m_coordsInChunk;
std::vector<glm::vec3> m_translateIntoChunk(std::vector<glm::vec3> verts, glm::vec3 trans);
std::vector<glm::vec3> m_vertices;
std::vector<glm::vec3> m_uvs;

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@@ -2,11 +2,17 @@
#include "../config.hpp"
#include <iostream>
void CBlockDictionary::Build() {
registerTexture("dirt.png");
registerTexture("grass_side.png");
registerTexture("grass_top.png");
// Texture winding order - top, bottom, left, right, front, back
registerBlock(EBlockType::Air, { });
registerBlock(EBlockType::Dirt, { EFaceTexture::Dirt, EFaceTexture::Dirt, FaceTexture::Dirt, EFaceTexture::Dirt, EFaceTexture::Dirt, EFaceTexture::Dirt });
registerBlock(EBlockType::Air, { EFaceTexture::Air, EFaceTexture::Air, EFaceTexture::Air, EFaceTexture::Air, EFaceTexture::Air, EFaceTexture::Air });
registerBlock(EBlockType::Dirt, { EFaceTexture::Dirt, EFaceTexture::Dirt, EFaceTexture::Dirt, EFaceTexture::Dirt, EFaceTexture::Dirt, EFaceTexture::Dirt });
registerBlock(EBlockType::Grass, { EFaceTexture::Grass, EFaceTexture::Dirt, EFaceTexture::GrassSide, EFaceTexture::GrassSide, EFaceTexture::GrassSide, EFaceTexture::GrassSide });
}