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#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();
}
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