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-rw-r--r--src/game/shared/game_voxels.cc122
1 files changed, 0 insertions, 122 deletions
diff --git a/src/game/shared/game_voxels.cc b/src/game/shared/game_voxels.cc
deleted file mode 100644
index 0059335..0000000
--- a/src/game/shared/game_voxels.cc
+++ /dev/null
@@ -1,122 +0,0 @@
-#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();
-}