feat: add map table to save block index

This commit is contained in:
2026-03-07 14:44:08 +08:00
parent 2ad9deff3e
commit eccd744f8b
9 changed files with 128 additions and 55 deletions

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@@ -48,6 +48,7 @@ add_executable(${PROJECT_NAME}
src/main.cpp
src/camera.cpp
src/gameplay/player.cpp
src/map_table.cpp
src/texture_manager.cpp
src/tools/shader_tools.cpp
src/tools/log.cpp

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@@ -1,3 +1,4 @@
#pragma once
constexpr int WORLD_SIZE_X = 32;
constexpr int WORLD_SIZE_Z = 32;
constexpr int WORLD_SIZE_Z = 32;
constexpr int MAX_BLOCK_NUM = 1;

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@@ -0,0 +1,14 @@
#pragma once
#include <string>
#include <unordered_map>
class MapTable {
private:
static std::unordered_map<unsigned, std::string> id_to_name_map;
static std::unordered_map<size_t, unsigned> name_to_id_map;
public:
// please using reference
static const std::string& get_name_from_id(unsigned id);
static const unsigned get_id_from_name(const std::string& name);
static void init_map();
};

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@@ -1,26 +1,24 @@
#pragma once
#include <glad/glad.h>
#include <string>
#include <unordered_map>
#include <vector>
#include <Cubed/gameplay/block.hpp>
#include <Cubed/tools/shader_tools.hpp>
struct BlockTexture {
std::string name;
std::vector<GLuint> texture;
};
class TextureManager {
private:
static std::size_t make_hash(std::string);
std::unordered_map<std::size_t, BlockTexture> m_block_textures;
std::vector<BlockTexture> m_block_textures;
public:
TextureManager();
~TextureManager();
const BlockTexture& get_block_texture(std::string name);
const BlockTexture& get_block_texture(const std::string& block_name);
const BlockTexture& get_block_texture(unsigned block_id);
void delet_texture();
void load_block_texture(std::string block_name);
void load_block_texture(const std::string& block_name);
void load_block_texture(unsigned block_id);
// Must call after MapTable::init_map() and glfwMakeContextCurrent(window);
void init_texture();
};

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@@ -0,0 +1,8 @@
#pragma once
#include <string>
namespace HASH {
inline std::size_t str(std::string value) {
return std::hash<std::string>{}(value);
}
}

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@@ -4,10 +4,11 @@
#include <SOIL2.h>
#include <string>
void print_shader_log(GLuint shader);
void print_program_info(int prog);
bool check_opengl_error();
std::string read_shader_source(const char* file_path);
GLuint load_texture(const std::string& tex_image_path);
GLuint load_texture(const char* tex_image_path);
namespace Shader {
void print_shader_log(GLuint shader);
void print_program_info(int prog);
bool check_opengl_error();
std::string read_shader_source(const char* file_path);
GLuint load_texture(const std::string& tex_image_path);
GLuint load_texture(const char* tex_image_path);
}

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@@ -11,6 +11,7 @@
#include <Cubed/camera.hpp>
#include <Cubed/config.hpp>
#include <Cubed/gameplay/player.hpp>
#include <Cubed/map_table.hpp>
#include <Cubed/texture_manager.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/log.hpp>
@@ -30,7 +31,7 @@ float inc = 0.01f;
float tf = 0.0f;
double last_time = 0.0f;
double delta_time = 0.0f;
std::vector<GLuint> grass_block_texture(6);
std::vector<GLuint> grass_block_texture;
Player player;
Camera camera;
TextureManager texture_manager;
@@ -110,8 +111,8 @@ void setup_vertices(void) {
GLuint create_shader_program() {
std::string v_shader_str = read_shader_source("shaders/vShader.glsl");
std::string f_shader_str = read_shader_source("shaders/fShader.glsl");
std::string v_shader_str = Shader::read_shader_source("shaders/vShader.glsl");
std::string f_shader_str = Shader::read_shader_source("shaders/fShader.glsl");
const char *v_shader_source = v_shader_str.c_str();
const char *f_shader_source = f_shader_str.c_str();
@@ -122,18 +123,18 @@ GLuint create_shader_program() {
glShaderSource(v_shader, 1, &v_shader_source, NULL);
glShaderSource(f_shader, 1, &f_shader_source, NULL);
glCompileShader(v_shader);
check_opengl_error();
Shader::check_opengl_error();
glGetShaderiv(v_shader, GL_COMPILE_STATUS, &vc);
if (vc != 1) {
LOG::error("vertex compilation failed");
print_shader_log(v_shader);
Shader::print_shader_log(v_shader);
}
glCompileShader(f_shader);
check_opengl_error();
Shader::check_opengl_error();
glGetShaderiv(f_shader, GL_COMPILE_STATUS, &fc);
if (fc != 1) {
LOG::error("vertex compilation failed");
print_shader_log(f_shader);
Shader::print_shader_log(f_shader);
}
GLuint vf_program = glCreateProgram();
glAttachShader(vf_program, v_shader);
@@ -141,11 +142,11 @@ GLuint create_shader_program() {
glLinkProgram(vf_program);
GLint linked;
check_opengl_error();
Shader::check_opengl_error();
glGetProgramiv(vf_program, GL_LINK_STATUS, &linked);
if (linked != 1) {
LOG::error("linking failed");
print_program_info(vf_program);
Shader::print_program_info(vf_program);
}
return vf_program;
@@ -163,7 +164,7 @@ void init(GLFWwindow* window) {
aspect = (float)width / (float)height;
glViewport(0, 0, width, height);
p_mat = glm::perspective(glm::radians(60.0f), aspect, 0.1f, 1000.0f);
// Must call after texture_manager.init_texture();
grass_block_texture = texture_manager.get_block_texture("grass_block").texture;
for (int i = 0; i < 6; i++) {
@@ -311,8 +312,10 @@ int main() {
glfwSetWindowSizeCallback(window, window_reshape_callback);
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, cursor_position_callback);
MapTable::init_map();
texture_manager.init_texture();
init(window);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
while(!glfwWindowShouldClose(window)) {

27
src/map_table.cpp Normal file
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@@ -0,0 +1,27 @@
#include <Cubed/config.hpp>
#include <Cubed/map_table.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/cubed_hash.hpp>
std::unordered_map<unsigned, std::string> MapTable::id_to_name_map;
std::unordered_map<size_t, unsigned> MapTable::name_to_id_map;
const std::string& MapTable::get_name_from_id(unsigned id) {
auto it = id_to_name_map.find(id);
CUBED_ASSERT_MSG(it != id_to_name_map.end(), "Id: " + std::to_string(id) + " is not exist");
return it->second;
}
const unsigned MapTable::get_id_from_name(const std::string& name) {
auto it = name_to_id_map.find(HASH::str(name));
CUBED_ASSERT_MSG(it != name_to_id_map.end(), "Name " + name + " is not exist");
return it->second;
}
void MapTable::init_map() {
id_to_name_map.reserve(MAX_BLOCK_NUM);
name_to_id_map.reserve(MAX_BLOCK_NUM);
id_to_name_map[0] = "grass_block";
name_to_id_map[HASH::str("grass_block")] = 0;
}

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@@ -1,46 +1,66 @@
#include <Cubed/config.hpp>
#include <Cubed/map_table.hpp>
#include <Cubed/texture_manager.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/log.hpp>
TextureManager::TextureManager() {
}
TextureManager::~TextureManager() {
delet_texture();
}
std::size_t TextureManager::make_hash(std::string name) {
std::size_t h1 = std::hash<std::string>{}(name);
return h1;
const BlockTexture& TextureManager::get_block_texture(const std::string& name) {
load_block_texture(name);
return m_block_textures[MapTable::get_id_from_name(name)];
}
const BlockTexture& TextureManager::get_block_texture(std::string name) {
auto it = m_block_textures.find(make_hash(name));
if (it != m_block_textures.end()) {
return it->second;
}
load_block_texture(name);
return m_block_textures[make_hash(name)];
const BlockTexture& TextureManager::get_block_texture(unsigned id) {
load_block_texture(id);
return m_block_textures[id];
}
void TextureManager::delet_texture() {
for (const auto& texture : m_block_textures) {
auto [key, block_texture] = texture;
for (const GLuint& texture_id : block_texture.texture) {
glDeleteTextures(1, &texture_id);
}
for (const auto& block_texture : m_block_textures) {
for (const auto& id : block_texture.texture) {
glDeleteTextures(1, &id);
}
}
LOG::info("Successfully delete all texture");
}
void TextureManager::load_block_texture(std::string block_name) {
BlockTexture block_texture;
void TextureManager::load_block_texture(const std::string& block_name) {
auto id = MapTable::get_id_from_name(block_name);
std::string block_texture_path = "assets/texture/block/" + block_name;
block_texture.texture.emplace_back(load_texture(block_texture_path + "/front.png"));
block_texture.texture.emplace_back(load_texture(block_texture_path + "/right.png"));
block_texture.texture.emplace_back(load_texture(block_texture_path + "/back.png"));
block_texture.texture.emplace_back(load_texture(block_texture_path + "/left.png"));
block_texture.texture.emplace_back(load_texture(block_texture_path + "/top.png"));
block_texture.texture.emplace_back(load_texture(block_texture_path + "/base.png"));
m_block_textures[make_hash(block_name)] = block_texture;
m_block_textures[id].texture.emplace_back(Shader::load_texture(block_texture_path + "/front.png"));
m_block_textures[id].texture.emplace_back(Shader::load_texture(block_texture_path + "/right.png"));
m_block_textures[id].texture.emplace_back(Shader::load_texture(block_texture_path + "/back.png"));
m_block_textures[id].texture.emplace_back(Shader::load_texture(block_texture_path + "/left.png"));
m_block_textures[id].texture.emplace_back(Shader::load_texture(block_texture_path + "/top.png"));
m_block_textures[id].texture.emplace_back(Shader::load_texture(block_texture_path + "/base.png"));
}
void TextureManager::load_block_texture(unsigned block_id) {
CUBED_ASSERT_MSG(block_id < MAX_BLOCK_NUM, "Exceed the max block sum limit");
load_block_texture(MapTable::get_name_from_id(block_id));
}
void TextureManager::init_texture() {
MapTable::init_map();
m_block_textures.resize(MAX_BLOCK_NUM);
for (int i = 0; i < MAX_BLOCK_NUM; i++) {
load_block_texture(i);
}
}