summaryrefslogtreecommitdiffstats
path: root/game/shared/game_voxels.cc
diff options
context:
space:
mode:
Diffstat (limited to 'game/shared/game_voxels.cc')
-rw-r--r--game/shared/game_voxels.cc115
1 files changed, 55 insertions, 60 deletions
diff --git a/game/shared/game_voxels.cc b/game/shared/game_voxels.cc
index b72ded4..23c953b 100644
--- a/game/shared/game_voxels.cc
+++ b/game/shared/game_voxels.cc
@@ -1,4 +1,5 @@
#include "shared/pch.hh"
+
#include "shared/game_voxels.hh"
#include "shared/voxel_registry.hh"
@@ -20,94 +21,88 @@ 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();
+ .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();
+ .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();
+ .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();
+ .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();
+ .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();
+ 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();
+ 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();
+ .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();
+ .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();
+ 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();
+ .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();
+ .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();
}