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authoruntodesu <kirill@untode.su>2025-09-11 18:18:08 +0500
committeruntodesu <kirill@untode.su>2025-09-11 18:18:08 +0500
commit68694a9c9d7d27d3b79c7b96bb67f56db2f75c45 (patch)
treefa306d55b8333ffdb184befd41386830af2c3945 /game/shared/game_voxels.cc
parent12947aafcc6a6eb362cc454e2149796ec9265743 (diff)
downloadvoxelius-68694a9c9d7d27d3b79c7b96bb67f56db2f75c45.tar.bz2
voxelius-68694a9c9d7d27d3b79c7b96bb67f56db2f75c45.zip
Metadata voxels!
Diffstat (limited to 'game/shared/game_voxels.cc')
-rw-r--r--game/shared/game_voxels.cc141
1 files changed, 58 insertions, 83 deletions
diff --git a/game/shared/game_voxels.cc b/game/shared/game_voxels.cc
index 51de1a1..59d035d 100644
--- a/game/shared/game_voxels.cc
+++ b/game/shared/game_voxels.cc
@@ -2,41 +2,71 @@
#include "shared/game_voxels.hh"
+#include "shared/world/voxels/generic.hh"
+
#include "shared/world/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;
+const world::Voxel* game_voxels::cobblestone = nullptr;
+const world::Voxel* game_voxels::dirt = nullptr;
+const world::Voxel* game_voxels::grass = nullptr;
+const world::Voxel* game_voxels::stone = nullptr;
+const world::Voxel* game_voxels::vtest = nullptr;
+const world::Voxel* game_voxels::vtest_ck = nullptr;
+const world::Voxel* game_voxels::oak_leaves = nullptr;
+const world::Voxel* game_voxels::oak_planks = nullptr;
+const world::Voxel* game_voxels::oak_log = nullptr;
+const world::Voxel* game_voxels::glass = nullptr;
+const world::Voxel* game_voxels::slime = nullptr;
+const world::Voxel* game_voxels::mud = nullptr;
void game_voxels::populate(void)
{
- // Stone; the backbone of the generated world
- game_voxels::stone =
- world::voxel_registry::construct("stone", world::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(world::voxel_surface::STONE)
- .build();
+ using namespace world;
+ using namespace world::voxels;
+ using world::voxel_registry::register_voxel;
+
+ stone = register_voxel(GenericCube("stone", VRENDER_OPAQUE, false, VMAT_STONE, VTOUCH_SOLID, glm::fvec3(0.0f, 0.0f, 0.0f),
+ "textures/voxel/stone_01.png", "textures/voxel/stone_02.png", "textures/voxel/stone_03.png", "textures/voxel/stone_04.png"));
+
+ cobblestone = register_voxel(GenericCube("cobblestone", VRENDER_OPAQUE, false, VMAT_STONE, VTOUCH_SOLID, glm::fvec3(0.0f, 0.0f, 0.0f),
+ "textures/voxel/cobblestone_01.png", "textures/voxel/cobblestone_02.png"));
+
+ vtest = register_voxel(GenericCube("vtest", VRENDER_OPAQUE, true, VMAT_DEFAULT, VTOUCH_SOLID, glm::fvec3(0.0f, 0.0f, 0.0f),
+ "textures/voxel/vtest_F1.png", "textures/voxel/vtest_F2.png", "textures/voxel/vtest_F3.png", "textures/voxel/vtest_F4.png"));
+
+ vtest_ck = register_voxel(GenericCube("vtest_ck", VRENDER_OPAQUE, false, VMAT_DEFAULT, VTOUCH_SOLID, glm::fvec3(0.0f, 0.0f, 0.0f),
+ "textures/voxel/chromakey.png"));
+
+ oak_leaves = register_voxel(GenericCube("oak_leaves", VRENDER_BLEND, false, VMAT_GRASS, VTOUCH_SOLID, glm::fvec3(0.0f, 0.0f, 0.0f),
+ "textures/voxel/oak_leaves.png"));
- // Cobblestone; should drop when a stone is broken, might also be present in surface features
- game_voxels::cobblestone =
- world::voxel_registry::construct("cobblestone", world::voxel_type::CUBE, false, false)
- .add_texture_default("textures/voxel/cobblestone_01.png")
- .add_texture_default("textures/voxel/cobblestone_02.png")
- .set_surface(world::voxel_surface::STONE)
+ oak_planks = register_voxel(GenericCube("oak_planks", VRENDER_OPAQUE, false, VMAT_WOOD, VTOUCH_SOLID, glm::fvec3(0.0f, 0.0f, 0.0f),
+ "textures/voxel/oak_planks_01.png", "textures/voxel/oak_planks_02.png"));
+
+ glass = register_voxel(GenericCube("glass", VRENDER_BLEND, false, VMAT_GLASS, VTOUCH_SOLID, glm::fvec3(0.0f, 0.0f, 0.0f),
+ "textures/voxel/glass_01.png"));
+
+ slime = register_voxel(GenericCube("slime", VRENDER_BLEND, false, VMAT_SLOSH, VTOUCH_BOUNCE, glm::fvec3(0.00f, 0.60f, 0.00f),
+ "textures/voxel/slime_01.png"));
+
+#if 0
+
+ // Oak logs; greenery. TODO: add trees as surface features
+ game_voxels::oak_log =
+ world::voxel_registry::construct("oak_log", world::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(world::voxel_face::CUBE_BOTTOM, "textures/voxel/oak_wood_top.png")
+ .add_texture(world::voxel_face::CUBE_TOP, "textures/voxel/oak_wood_top.png")
+ .set_surface(world::voxel_surface::WOOD)
.build();
+ // Glass; blend rendering test
+ game_voxels::glass = world::voxel_registry::construct("glass", world::voxel_type::CUBE, false, true)
+ .add_texture_default("textures/voxel/glass_01.png")
+ .set_surface(world::voxel_surface::GLASS)
+ .build();
+
// Dirt with a grass layer on top; the top layer of plains biome
game_voxels::grass =
world::voxel_registry::construct("grass", world::voxel_type::CUBE, false, false)
@@ -60,60 +90,5 @@ void game_voxels::populate(void)
.add_texture_default("textures/voxel/dirt_04.png")
.set_surface(world::voxel_surface::DIRT)
.build();
-
- // VTest; a test voxel to ensure animations work
- game_voxels::vtest = world::voxel_registry::construct("vtest", world::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 = world::voxel_registry::construct("vtest_ck", world::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 = world::voxel_registry::construct("oak_leaves", world::voxel_type::CUBE, false, false)
- .add_texture_default("textures/voxel/oak_leaves.png")
- .set_surface(world::voxel_surface::GRASS)
- .build();
-
- // Oak planks; the thing that comes out of oak logs
- game_voxels::oak_planks = world::voxel_registry::construct("oak_planks", world::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(world::voxel_surface::WOOD)
- .build();
-
- // Oak logs; greenery. TODO: add trees as surface features
- game_voxels::oak_log =
- world::voxel_registry::construct("oak_log", world::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(world::voxel_face::CUBE_BOTTOM, "textures/voxel/oak_wood_top.png")
- .add_texture(world::voxel_face::CUBE_TOP, "textures/voxel/oak_wood_top.png")
- .set_surface(world::voxel_surface::WOOD)
- .build();
-
- // Glass; blend rendering test
- game_voxels::glass = world::voxel_registry::construct("glass", world::voxel_type::CUBE, false, true)
- .add_texture_default("textures/voxel/glass_01.png")
- .set_surface(world::voxel_surface::GLASS)
- .build();
-
- // Slime; it's bouncy!
- game_voxels::slime = world::voxel_registry::construct("slime", world::voxel_type::CUBE, false, true)
- .set_touch(world::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 = world::voxel_registry::construct("mud", world::voxel_type::CUBE, false, false)
- .set_touch(world::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(world::voxel_surface::DIRT)
- .build();
+#endif
}