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| author | untodesu <kirill@untode.su> | 2025-03-15 16:22:09 +0500 |
|---|---|---|
| committer | untodesu <kirill@untode.su> | 2025-03-15 16:22:09 +0500 |
| commit | 3bf42c6ff3805a0d42bbc661794a95ff31bedc26 (patch) | |
| tree | 05049955847504808d6bed2bb7b155f8b03807bb /game/shared/game_voxels.cc | |
| parent | 02294547dcde0d4ad76e229106702261e9f10a51 (diff) | |
| download | voxelius-3bf42c6ff3805a0d42bbc661794a95ff31bedc26.tar.bz2 voxelius-3bf42c6ff3805a0d42bbc661794a95ff31bedc26.zip | |
Add whatever I was working on for the last month
Diffstat (limited to 'game/shared/game_voxels.cc')
| -rw-r--r-- | game/shared/game_voxels.cc | 113 |
1 files changed, 113 insertions, 0 deletions
diff --git a/game/shared/game_voxels.cc b/game/shared/game_voxels.cc new file mode 100644 index 0000000..b72ded4 --- /dev/null +++ b/game/shared/game_voxels.cc @@ -0,0 +1,113 @@ +#include "shared/pch.hh" +#include "shared/game_voxels.hh" + +#include "shared/voxel_registry.hh" + +voxel_id game_voxels::cobblestone = NULL_VOXEL_ID; +voxel_id game_voxels::dirt = NULL_VOXEL_ID; +voxel_id game_voxels::grass = NULL_VOXEL_ID; +voxel_id game_voxels::stone = NULL_VOXEL_ID; +voxel_id game_voxels::vtest = NULL_VOXEL_ID; +voxel_id game_voxels::vtest_ck = NULL_VOXEL_ID; +voxel_id game_voxels::oak_leaves = NULL_VOXEL_ID; +voxel_id game_voxels::oak_planks = NULL_VOXEL_ID; +voxel_id game_voxels::oak_log = NULL_VOXEL_ID; +voxel_id game_voxels::glass = NULL_VOXEL_ID; +voxel_id game_voxels::slime = NULL_VOXEL_ID; +voxel_id game_voxels::mud = NULL_VOXEL_ID; + +void game_voxels::populate(void) +{ + // Stone; the backbone of the generated world + game_voxels::stone = voxel_registry::construct("stone", voxel_type::CUBE, false, false) + .add_texture_default("textures/voxel/stone_01.png") + .add_texture_default("textures/voxel/stone_02.png") + .add_texture_default("textures/voxel/stone_03.png") + .add_texture_default("textures/voxel/stone_04.png") + .set_surface(voxel_surface::STONE) + .build(); + + // Cobblestone; should drop when a stone is broken, might also be present in surface features + game_voxels::cobblestone = voxel_registry::construct("cobblestone", voxel_type::CUBE, false, false) + .add_texture_default("textures/voxel/cobblestone_01.png") + .add_texture_default("textures/voxel/cobblestone_02.png") + .set_surface(voxel_surface::STONE) + .build(); + + // Dirt with a grass layer on top; the top layer of plains biome + game_voxels::grass = voxel_registry::construct("grass", voxel_type::CUBE, false, false) + .add_texture_default("textures/voxel/grass_side_01.png") + .add_texture_default("textures/voxel/grass_side_02.png") + .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_01.png") + .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_02.png") + .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_03.png") + .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_04.png") + .add_texture(voxel_face::CUBE_TOP, "textures/voxel/grass_01.png") + .add_texture(voxel_face::CUBE_TOP, "textures/voxel/grass_02.png") + .set_surface(voxel_surface::GRASS) + .build(); + + // Dirt; the under-surface layer of some biomes + game_voxels::dirt = voxel_registry::construct("dirt", voxel_type::CUBE, false, false) + .add_texture_default("textures/voxel/dirt_01.png") + .add_texture_default("textures/voxel/dirt_02.png") + .add_texture_default("textures/voxel/dirt_03.png") + .add_texture_default("textures/voxel/dirt_04.png") + .set_surface(voxel_surface::DIRT) + .build(); + + // VTest; a test voxel to ensure animations work + game_voxels::vtest = voxel_registry::construct("vtest", voxel_type::CUBE, true, false) + .add_texture_default("textures/voxel/vtest_F1.png") + .add_texture_default("textures/voxel/vtest_F2.png") + .add_texture_default("textures/voxel/vtest_F3.png") + .add_texture_default("textures/voxel/vtest_F4.png") + .build(); + + // VTest-CK; a pure blue chromakey I used to make the game's logo + game_voxels::vtest_ck = voxel_registry::construct("vtest_ck", voxel_type::CUBE, false, false) + .add_texture_default("textures/voxel/chromakey.png") + .build(); + + // Oak leaves; greenery. TODO: add trees as surface features + game_voxels::oak_leaves = voxel_registry::construct("oak_leaves", voxel_type::CUBE, false, false) + .add_texture_default("textures/voxel/oak_leaves.png") + .set_surface(voxel_surface::GRASS) + .build(); + + // Oak planks; the thing that comes out of oak logs + game_voxels::oak_planks = voxel_registry::construct("oak_planks", voxel_type::CUBE, false, false) + .add_texture_default("textures/voxel/oak_planks_01.png") + .add_texture_default("textures/voxel/oak_planks_02.png") + .set_surface(voxel_surface::WOOD) + .build(); + + // Oak logs; greenery. TODO: add trees as surface features + game_voxels::oak_log = voxel_registry::construct("oak_log", voxel_type::CUBE, false, false) + .add_texture_default("textures/voxel/oak_wood_01.png") + .add_texture_default("textures/voxel/oak_wood_02.png") + .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/oak_wood_top.png") + .add_texture(voxel_face::CUBE_TOP, "textures/voxel/oak_wood_top.png") + .set_surface(voxel_surface::WOOD) + .build(); + + // Glass; blend rendering test + game_voxels::glass = voxel_registry::construct("glass", voxel_type::CUBE, false, true) + .add_texture_default("textures/voxel/glass_01.png") + .set_surface(voxel_surface::GLASS) + .build(); + + // Slime; it's bouncy! + game_voxels::slime = voxel_registry::construct("slime", voxel_type::CUBE, false, true) + .set_touch(voxel_touch::BOUNCE, glm::fvec3(0.00f, 0.60f, 0.00f)) + .add_texture_default("textures/voxel/slime_01.png") + .build(); + + // Mud; you sink in it + game_voxels::mud = voxel_registry::construct("mud", voxel_type::CUBE, false, false) + .set_touch(voxel_touch::SINK, glm::fvec3(0.50f, 0.75f, 0.50f)) + .add_texture_default("textures/voxel/mud_01.png") + .add_texture_default("textures/voxel/mud_02.png") + .set_surface(voxel_surface::DIRT) + .build(); +} |
