Compare commits

60 Commits

Author SHA1 Message Date
zhenyan121
f4114c2699 refactor: world generation (#17)
* refactor: use TBB for concurrent hash maps and parallelize chunk processing

* fix: tbb link fail

* refactor(chunk): remove biome check for caves in rivers and oceans

* refactor(random): replace std distributions with custom implementations

Avoid overhead and platform-dependent behavior of `<random>` distributions by using direct engine operations and integer arithmetic. This ensures deterministic, cross-platform results and improves performance.

* refactor(generation): use chunk seed for cave and river paths

- Use per-chunk seed instead of global path_id for cave and river generation.
- Remove unused m_sum variables and m_path_id members.
- Clamp river yaw within 10 degrees of initial direction.
- Fix river radius interpolation (use t instead of 1-t).
- Lower sea level from 64 to 63.
2026-06-14 11:36:37 +08:00
zhenyan121
932463663f feat: ocean (#16)
* feat(gameplay): add Ocean biome with water generation and heightmap adjustments

- Introduce Ocean biome enum, builder, and detection logic.
- Add ocean water building to all existing biomes and modify heightmap thresholds for low mountainous areas.
- Skip cave and river generation in Ocean (and River) biomes; avoid carving water blocks.
- Comment out border blending call and update block fill logic.

* fix(gameplay): re-enable border blending and protect water in cave gen

* refactor(generation): move ocean water build to later phase

* feat(block): add is_transitional property and refine border blending

* fix(block): set stone block as transitional

* fix(world): generate temporary chunks for surface blend neighbor data

* fix(gameplay): simplify block fill logic in blend_surface_blocks_borders

* refactor(tree): remove debug logging and unused include
2026-06-12 19:42:59 +08:00
zhenyan121
bac3df801b refactor: chunk render (#15)
* refactor(renderer): centralize VAO setup and rename init_underwater

* refactor(gameplay): replace VBO with VAO for vertex data

* fix(renderer): move depth test enable to world rendering

The `glEnable(GL_DEPTH_TEST)` call was incorrectly placed in the general `render()` function, affecting UI and text rendering. Moved it to the start of the world rendering loop to ensure depth testing is only active during 3D world pass.
2026-06-11 14:58:39 +08:00
zhenyan121
d0bc8d627f refactor: transparent render (#14)
* fix(renderer): defer uniform location retrieval and add view matrix in outline rendering

* refactor(gameplay): encapsulate per-type vertex data into VertexData struct

* feat(rendering): separate transparent blocks into discard and blend modes

* feat(renderer): implement order-independent transparency

* fix(shaders): reduce alpha discard threshold to 0.8
2026-06-11 12:21:19 +08:00
zhenyan121
2906106597 feat: water rendering (#13)
* refactor: update water texture

* feat(gameplay): implement transparent block rendering with depth sorting

* fix(world): use camera pos for distance calculations, make water passable

* refactor(player): use ivec3 for block pass check

* feat(camera): add underwater detection

* feat(renderer): add underwater effect with framebuffer post-processing

* feat(block): add gas property and refactor solid block check

* fix(assets): set leaf block transparency to false

* fix(block): set leaf as transparent
2026-05-30 15:11:40 +08:00
zhenyan121
a0139dd315 fix: msvc build fail (#12) 2026-05-28 21:55:44 +08:00
zhenyan121
5901ab7cd9 feat: grass (#11)
* feat: add grass texture and update grass_block texture

* feat: add block data

* feat: add blocks_tool

* feat: add sync info and change function in blocks_tools

* feat: add check and new function

* refactor: make block texture loading data-driven

* feat: add rendering for grass

* feat: passable grass

* feat: random grass place

* fix: memory leak in TextureManager::load_cross_plane_texture
2026-05-28 21:34:36 +08:00
zhenyan121
bbf8b4e969 refactor: river (#10)
* fix: correct snowy grass block texture

* refactor: river generation

* fix: water placement error due to interpolation

* perf: improve river naturalness

* feat: add river tab item

* fix: path truncation
2026-05-23 14:29:41 +08:00
zhenyan121
a54e87dbc6 refactor: terrain generation (#9)
* feat: add BlockType

* refactor: use fBM for heightmap generation

* feat: improve mountain realism

* refactor: adjust mountain spawn probability

* feat: add biome boundary blending

* refactor: remove resolve_biome_adjacency_conflict function

* feat: add snowy plain

* perf: speed up world generation

* refactor: lower overall terrain height
2026-05-23 10:33:52 +08:00
zhenyan121
1a26474a05 feat: add cave (#8)
* feat: add cave generate

* fix: incorrect blocks on cave surface

* fix: non-deterministic cave generator

* refactor: move all chunk generation to dedicated generation thread

* refactor: remove inital cave

* feat: add cave parameter adjustment

* refactor: adjust cave probability
2026-05-09 20:13:55 +08:00
zhenyan121
d986e03f9c fix: windows build fail (#7) 2026-05-03 19:45:14 +08:00
zhenyan121
9d200f31be refactor: chunk interpolate (#6)
* refactor: rewrite blend_heightmap_boundaries

* refactor: init_world

* fix: unnatural biome boundary transition
2026-05-03 16:02:01 +08:00
zhenyan121
a02bfad639 refactor: biome build (#5)
* refactor: rename Biome to BiomeType

* feat: add biome builder
2026-05-02 13:40:46 +08:00
zhenyan121
a63dfa7f47 feat: add river biome (#4)
* feat: add river biome

* fix: duplicate mountain terrain generation

* fix: safe_int_to_biome not include river
2026-05-01 19:18:46 +08:00
zhenyan121
d4d761b2aa Potential fix for code scanning alert no. 1: Workflow does not contain permissions (#3)
Co-authored-by: Copilot Autofix powered by AI <62310815+github-advanced-security[bot]@users.noreply.github.com>
2026-04-30 12:08:12 +08:00
zhenyan121
315c60e4a6 feat: block switching (#2)
* feat: add item tab item in dev panel

* feat: add block switching via mouse wheel
2026-04-30 11:53:35 +08:00
zhenyan121
9a8e76d25f refactor: set forest base y to 62 (#1) 2026-04-28 21:58:35 +08:00
14c942333c ci: upgrade clang image tag to latest 2026-04-28 12:46:01 +08:00
b88bc30756 ci: add find in include directory 2026-04-28 12:13:10 +08:00
a526d37f97 ci: use Docker instead of directly installing clang-format 2026-04-28 12:06:55 +08:00
fb86836e19 ci: upgrade clang-format version in CI 2026-04-28 09:38:22 +08:00
f2f00ce658 ci: add automated code style checking 2026-04-28 09:33:07 +08:00
611a795481 chore: add clang-format and pre-commit configuration 2026-04-28 09:22:55 +08:00
dc3be5a4bc refactor: adjust mountain frequency 2026-04-27 15:26:49 +08:00
932c11a646 fix: chunk conflict resolution not taking effort 2026-04-27 09:30:45 +08:00
5b2f06b3ec feat: add about tab item 2026-04-26 21:14:13 +08:00
bd5665c935 fix: can't find iota 2026-04-26 17:34:11 +08:00
59ab47d317 feat: add anisotropic filtering control 2026-04-26 17:29:58 +08:00
e34a20599d feat: add tp in devpanel 2026-04-26 14:26:39 +08:00
c5a78185ba feat: add ChunkGenerator 2026-04-26 14:10:09 +08:00
a3eb19e58f feat: smooth biome block transition 2026-04-26 11:35:16 +08:00
9402847e89 feat: add biome parameter adjustment 2026-04-25 22:23:24 +08:00
a95ad796ce feat: add world and player tab item 2026-04-25 18:36:13 +08:00
8b5717a655 refactor: extract constants into separate constants.hpp file 2026-04-25 16:25:47 +08:00
055c4d687b fix: load path failure
Co-authored-by: Copilot <copilot@github.com>
2026-04-25 14:33:43 +08:00
4ca2133ff3 feat: add DevPanel 2026-04-25 14:24:50 +08:00
ada0603a2f build: enable Freetype support 2026-04-25 13:42:14 +08:00
dc3926e47f chore: add imgui library 2026-04-24 21:25:01 +08:00
3e27ab675c fix: fullscreen resolution error on Windows 2026-04-24 18:01:17 +08:00
106cc3d398 feat: add Config class 2026-04-24 17:08:06 +08:00
2409734e89 chore: add toml++ library 2026-04-24 10:21:26 +08:00
8f8e2c1bd5 chore: remove dead code 2026-04-23 21:09:03 +08:00
2707748843 refactor: increase BLEND_RADIUS to 12 2026-04-23 15:40:40 +08:00
e90b0ce2f4 refactor: chunk generation logic 2026-04-23 15:19:34 +08:00
c7a0aff0c1 chore: add .clangd configuration 2026-04-21 22:53:34 +08:00
c2321a0a6e refactor: warp everything in Cubed namespace 2026-04-20 22:18:02 +08:00
6c74f4582c docs: add build guide 2026-04-19 18:01:09 +08:00
553955841b fix: missing face culling for old chunks during generation 2026-04-19 17:49:08 +08:00
ca82d6a447 feat: add Spectator Mode 2026-04-18 20:01:29 +08:00
0a0024361d fix: negative seed values 2026-04-18 19:11:58 +08:00
47ce4cf2d3 fix: is_init data race 2026-04-18 16:19:45 +08:00
af34d7eb82 fix: y is too height 2026-04-18 16:19:19 +08:00
03ea97055f fix: make Perlin noise seed reproducible 2026-04-18 15:50:48 +08:00
639648969b fix: range::iota build fail 2026-04-18 15:47:24 +08:00
de4df4b476 fix: data race in world::init_world() 2026-04-18 15:14:11 +08:00
11b6e88d0d feat: initialize world in multiple threads 2026-04-18 12:35:48 +08:00
099b1cbdd7 refactor: update log and leaf materials 2026-04-18 11:56:33 +08:00
955c4ddec7 fix: resolve transparency rendering issues 2026-04-18 11:55:53 +08:00
bb888fd7b7 feat: add tree generation 2026-04-18 10:59:37 +08:00
63930dcdc7 refactor: separate biome declaration and definition 2026-04-18 09:20:51 +08:00
178 changed files with 68824 additions and 2148 deletions

321
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3
.clang-format-ignore Normal file
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@@ -0,0 +1,3 @@
third_party/
build/
vendor/

2
.clangd Normal file
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@@ -0,0 +1,2 @@
CompileFlags:
Add: [-Wall, -Wextra, -Wpedantic, -Wno-unused-parameter]

17
.github/workflows/format-check.yml vendored Normal file
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@@ -0,0 +1,17 @@
# .github/workflows/format-check.yml
name: Code Format Check
on: [push, pull_request]
permissions:
contents: read
jobs:
formatting:
runs-on: ubuntu-latest
container: silkeh/clang:latest
steps:
- uses: actions/checkout@v4
- name: Run clang-format
run: |
find src include -name '*.cpp' -o -name '*.h' -print0 | xargs -0 clang-format --dry-run --Werror

4
.gitignore vendored
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@@ -39,4 +39,6 @@ CMakeError.log
*.swp
*.swo
*~
.DS_Store
.DS_Store
assets/config.toml
.venv/

8
.pre-commit-config.yaml Normal file
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@@ -0,0 +1,8 @@
repos:
- repo: https://github.com/pre-commit/mirrors-clang-format
rev: "v22.1.4"
hooks:
- id: clang-format
args: ["--style=file"]
types_or: ["c++", "c"]
exclude: '^third_party/.*$'

1
.python-version Normal file
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@@ -0,0 +1 @@
3.14

View File

@@ -58,6 +58,21 @@ if (WIN32)
if(TARGET freetype)
add_library(Freetype::Freetype ALIAS freetype)
endif()
set(_BUILD_SHARED_LIBS_SAVED ${BUILD_SHARED_LIBS})
set(BUILD_SHARED_LIBS ON)
FetchContent_Declare(
onetbb
GIT_REPOSITORY https://github.com/uxlfoundation/oneTBB.git
GIT_TAG v2023.0.0
)
set(BUILD_TESTING OFF CACHE BOOL "Build tests" FORCE)
set(TBB_TEST OFF CACHE BOOL "Build TBB tests" FORCE)
FetchContent_MakeAvailable(onetbb)
set(BUILD_SHARED_LIBS ${_BUILD_SHARED_LIBS_SAVED})
unset(_BUILD_SHARED_LIBS_SAVED)
endif()
FetchContent_Declare(
@@ -74,6 +89,14 @@ FetchContent_Declare(
)
FetchContent_MakeAvailable(soil2)
FetchContent_Declare(
tomlplusplus
GIT_REPOSITORY https://github.com/marzer/tomlplusplus.git
GIT_TAG v3.4.0
)
FetchContent_MakeAvailable(tomlplusplus)
add_subdirectory(third_party/imgui)
set(INCLUDE_DIR ${PROJECT_SOURCE_DIR}/include)
@@ -82,34 +105,55 @@ add_executable(${PROJECT_NAME}
src/app.cpp
src/debug_collector.cpp
src/camera.cpp
src/config.cpp
src/dev_panel.cpp
src/gameplay/biome.cpp
src/gameplay/chunk.cpp
src/gameplay/chunk_generator.cpp
src/gameplay/player.cpp
src/gameplay/tree.cpp
src/gameplay/world.cpp
src/input.cpp
src/map_table.cpp
src/renderer.cpp
src/shader.cpp
src/texture_manager.cpp
src/tools/cubed_random.cpp
src/tools/math_tools.cpp
src/tools/shader_tools.cpp
src/tools/font.cpp
src/tools/log.cpp
src/tools/perlin_noise.cpp
src/ui/text.cpp
src/window.cpp
src/gameplay/builders/biome_builder.cpp
src/gameplay/builders/plain_builder.cpp
src/gameplay/builders/mountain_builder.cpp
src/gameplay/builders/river_builder.cpp
src/gameplay/builders/desert_builder.cpp
src/gameplay/builders/forest_builder.cpp
src/gameplay/cave_carver.cpp
src/gameplay/cave_path.cpp
src/gameplay/builders/snowy_plain_builder.cpp
src/gameplay/river_worm.cpp
src/gameplay/river_path.cpp
src/block.cpp
src/gameplay/vertex_data.cpp
src/gameplay/builders/ocean_builder.cpp
)
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
message(STATUS "Building with AddressSanitizer enabled for target: ${PROJECT_NAME}")
target_compile_options(${PROJECT_NAME} PRIVATE
-fsanitize=address
#-fsanitize=address
#-fsanitize=thread
-fno-omit-frame-pointer
-g
)
target_link_options(${PROJECT_NAME} PRIVATE
-fsanitize=address
#-fsanitize=address
#-fsanitize=thread
)
target_compile_definitions(${PROJECT_NAME} PRIVATE DEBUG_MODE)
@@ -132,8 +176,15 @@ target_link_libraries(${PROJECT_NAME}
OpenGL::GL
soil2
Freetype::Freetype
tomlplusplus::tomlplusplus
imgui
tbb
)
if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
# target_link_libraries(${PROJECT_NAME} PRIVATE tbb)
endif()
if (UNIX AND NOT APPLE)
target_link_libraries(${PROJECT_NAME}
PRIVATE
@@ -151,3 +202,19 @@ if (UNIX AND NOT APPLE)
target_compile_options(${PROJECT_NAME} PRIVATE ${EGL_CFLAGS_OTHER} ${Wayland_CFLAGS_OTHER})
endif()
if (WIN32)
foreach(TBB_LIB IN ITEMS tbb tbbmalloc tbbmalloc_proxy)
if(TARGET ${TBB_LIB})
add_custom_command(
TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
$<TARGET_FILE:${TBB_LIB}>
$<TARGET_FILE_DIR:${PROJECT_NAME}>
COMMENT "Copying ${TBB_LIB}.dll"
)
else()
message(STATUS "Target ${TBB_LIB} not found, skipping copy")
endif()
endforeach()
endif()

View File

@@ -1,2 +1,21 @@
## What's it
A cube game like Minecraft, using C++ and OpenGL.
A cube game like Minecraft, using C++ and OpenGL.
## Build Guide
### Prerequisites
- **CMake** (>= 3.24)
- **C++ 23** compatible compiler
### Step
1. Clone the repository
```bash
git clone https://github.com/zhenyan121/Cubed.git && cd Cubed
```
2. Configure with CMake
```bash
mkdir build && cd build
cmake -G "Ninja" ..
```
3. Build the project
```bash
ninja
```

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@@ -0,0 +1,10 @@
id = 0
is_blend = false
is_cross_plane = false
is_discard = true
is_gas = true
is_liquid = false
is_passable = true
is_transitional = false
is_transparent = true
name = 'air'

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@@ -0,0 +1,10 @@
id = 2
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'dirt'

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@@ -0,0 +1,10 @@
id = 9
is_blend = false
is_cross_plane = true
is_discard = true
is_gas = false
is_liquid = false
is_passable = true
is_transitional = false
is_transparent = true
name = 'grass'

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@@ -0,0 +1,10 @@
id = 1
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'grass_block'

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@@ -0,0 +1,10 @@
id = 6
is_blend = false
is_cross_plane = false
is_discard = true
is_gas = false
is_liquid = false
is_passable = false
is_transitional = false
is_transparent = true
name = 'leaf'

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@@ -0,0 +1,10 @@
id = 5
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = false
is_transparent = false
name = 'log'

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@@ -0,0 +1,10 @@
id = 4
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'sand'

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@@ -0,0 +1,10 @@
id = 8
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'snowy_grass_block'

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@@ -0,0 +1,10 @@
id = 3
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'stone'

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@@ -0,0 +1,10 @@
name = "template"
id = 0
is_liquid = false
is_gas = false
is_passable = false
is_cross_plane = false
is_transparent = false
is_discard = false
is_blend = false
is_transitional = false

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@@ -0,0 +1,10 @@
id = 7
is_blend = true
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = true
is_passable = true
is_transitional = false
is_transparent = true
name = 'water'

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#version 460
layout (location = 0) out vec4 accum;
layout (location = 1) out float reveal;
in vec2 tc;
flat in int tex_layer;
in float v_depth;
layout (binding = 0) uniform sampler2DArray samp;
float weight(float z, float a) {
float intermediate = 0.03 / (1e-5 + pow(z / 200.0, 4.0));
return a * clamp(intermediate, 1e-2, 3e2);
}
void main() {
vec4 color = texture(samp, vec3(tc, tex_layer));
float alpha = color.a;
if (alpha < 1e-4) discard;
float w = weight(v_depth, alpha);
accum = vec4(color.rgb * alpha * w, alpha * w);
reveal = alpha;
}

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#version 460
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texCoord;
layout (location = 2) in float layer;
out vec2 tc;
flat out int tex_layer;
out float v_depth;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
void main(void) {
vec4 view_pos = mv_matrix * vec4(pos, 1.0);
gl_Position = proj_matrix * view_pos;
tc = texCoord;
tex_layer = int(layer);
v_depth = -view_pos.z;
}

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#version 460
uniform sampler2D u_accumTex;
uniform sampler2D u_revealTex;
in vec2 TexCoord;
out vec4 FragColor;
void main() {
vec4 a = texture(u_accumTex, TexCoord);
float r = texture(u_revealTex, TexCoord).r;
if (a.a < 1e-4) discard;
vec3 color = a.rgb / max(a.a, 1e-5);
float transmittance = r;
float opacity = 1.0 - transmittance;
FragColor = vec4(color * opacity, opacity);
}

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#version 460
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texCoord;
out vec2 TexCoord;
void main() {
gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
TexCoord = texCoord;
}

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@@ -8,5 +8,8 @@ layout (binding = 0) uniform sampler2DArray samp;
void main(void) {
color = texture(samp, vec3(tc, tex_layer));
if (color.a < 0.8) {
discard;
}
//color = varyingColor;
}

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#version 460
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D u_sceneTexture;
uniform float u_time;
uniform bool u_underwater;
uniform vec3 u_waterColor;
uniform float u_fogDensity;
void main() {
vec4 original = texture(u_sceneTexture, TexCoord);
if (!u_underwater) {
FragColor = original;
return;
}
vec2 distoredUV = TexCoord;
float strength = 0.003;
distoredUV.x += sin(TexCoord.y * 15.0 + u_time * 5.0) * strength;
distoredUV.y += cos(TexCoord.x * 15.0 + u_time * 4.3) * strength;
distoredUV = clamp(distoredUV, 0.001, 0.999);
vec4 distorted = texture(u_sceneTexture, distoredUV);
float caustic = 0.9 + 0.1 * sin(TexCoord.x * 20.0 + u_time) * cos(TexCoord.y * 20.0 + u_time * 1.2);
vec3 causticLight = vec3(caustic, caustic * 0.95, caustic * 0.9);
//vec3 causticLight = vec3(1.0);
float fogFactor = clamp(1.0 - (TexCoord.y * u_fogDensity * 10.0), 0.0, 1.0);
vec3 mixed = mix(u_waterColor, distorted.rgb * causticLight, fogFactor);
FragColor = vec4(mixed, 1.0);
}

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#version 460
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texCoord;
out vec2 TexCoord;
void main() {
gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
TexCoord = texCoord;
}

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@@ -1,19 +1,20 @@
#pragma once
#include <glm/glm.hpp>
namespace Cubed {
struct AABB {
glm::vec3 min{0.0f, 0.0f, 0.0f};
glm::vec3 max{0.0f, 0.0f, 0.0f};
AABB(glm::vec3 min_point, glm::vec3 max_point):
min(min_point),
max(max_point)
{
}
AABB(glm::vec3 min_point, glm::vec3 max_point)
: min(min_point), max(max_point) {}
bool intersects(const AABB& other) const {
return (min.x <= other.max.x && max.x >= other.min.x) &&
(min.y <= other.max.y && max.y >= other.min.y) &&
(min.z <= other.max.z && max.z >= other.min.z);
}
};
};
} // namespace Cubed

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@@ -1,49 +1,68 @@
#pragma once
#include <Cubed/camera.hpp>
#include <Cubed/gameplay/world.hpp>
#include <Cubed/input.hpp>
#include <Cubed/renderer.hpp>
#include <Cubed/texture_manager.hpp>
#include <Cubed/window.hpp>
#define GLFW_INCLUDE_NONE
#include "Cubed/camera.hpp"
#include "Cubed/dev_panel.hpp"
#include "Cubed/gameplay/world.hpp"
#include "Cubed/renderer.hpp"
#include "Cubed/texture_manager.hpp"
#include "Cubed/window.hpp"
namespace Cubed {
class App {
public:
App();
~App();
static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos);
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
static void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
static void cursor_position_callback(GLFWwindow* window, double xpos,
double ypos);
static void key_callback(GLFWwindow* window, int key, int scancode,
int action, int mods);
static void mouse_button_callback(GLFWwindow* window, int button,
int action, int mods);
static void window_focus_callback(GLFWwindow* window, int focused);
static void window_reshape_callback(GLFWwindow* window, int new_width, int new_height);
static void window_reshape_callback(GLFWwindow* window, int new_width,
int new_height);
static void mouse_scroll_callback(GLFWwindow* window, double xoffset,
double yoffset);
static void cursor_enter_callback(GLFWwindow* window, int entered);
static void char_callback(GLFWwindow* window, unsigned int ch);
static int start_cubed_application(int argc, char** argv);
static unsigned int seed();
static float delte_time();
static float get_fps();
Camera& camera();
DevPanel& dev_panel();
Renderer& renderer();
TextureManager& texture_manager();
Window& window();
World& world();
private:
Camera m_camera;
TextureManager m_texture_manager;
World m_world;
Renderer m_renderer{m_camera, m_world, m_texture_manager};
DevPanel m_dev_panel{*this};
Renderer m_renderer{m_camera, m_world, m_texture_manager, m_dev_panel};
Window m_window{m_renderer};
inline static double last_time = glfwGetTime();
inline static double current_time = glfwGetTime();
inline static double delta_time = 0.0f;
inline static double fps_time_count = 0.0f;
inline static int frame_count = 0;
inline static int fps = 0;
inline static unsigned int m_seed = 0;
void init();
auto init_camera();
auto init_texture();
auto init_world();
void render();
void run();
void update();
};
};
} // namespace Cubed

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@@ -1,35 +1,37 @@
#pragma once
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
namespace Cubed {
class Player;
class Camera {
private:
bool m_firse_mouse = true;
Player* m_player;
float m_last_mouse_x, m_last_mouse_y;
glm::vec3 m_camera_pos;
bool m_under_water = false;
public:
Camera();
void update_move_camera();
void camera_init(Player* player);
void hot_reload();
void reset_camera();
void update_cursor_position_camera(double xpos, double ypos);
const glm::mat4 get_camera_lookat() const;
const glm::vec3& get_camera_pos() const;
bool is_under_water() const;
};
} // namespace Cubed

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@@ -1,150 +1,107 @@
#pragma once
constexpr int WORLD_SIZE_Y = 256;
constexpr int MAX_BLOCK_NUM = 5;
constexpr int MAX_UI_NUM = 1;
#include "Cubed/tools/cubed_assert.hpp"
constexpr int CHUCK_SIZE = 16;
constexpr int DISTANCE = 24;
constexpr int MAX_BLOCK_STATUS = 1;
constexpr int MAX_CHARACTER = 128;
constexpr float NORMAL_FOV = 70.0f;
#include <toml++/toml.hpp>
constexpr int MAX_BIOME_SUM = 4;
namespace Cubed {
constexpr float VERTICES_POS[6][6][3] = {
// ===== front (z = +1) =====
0.0f, 0.0f, 1.0f, // bottom left
0.0f, 1.0f, 1.0f, // top left
1.0f, 1.0f, 1.0f, // top right
1.0f, 1.0f, 1.0f, // top right
1.0f, 0.0f, 1.0f, // bottom right
0.0f, 0.0f, 1.0f, // bottom left
// ===== right (x = +1) =====
1.0f, 0.0f, 1.0f, // bottom front
1.0f, 0.0f, 0.0f, // bottom back
1.0f, 1.0f, 0.0f, // top back
1.0f, 1.0f, 0.0f, // top back
1.0f, 1.0f, 1.0f, // top front
1.0f, 0.0f, 1.0f, // bottom front
// ===== back (z = -1) =====
0.0f, 0.0f, 0.0f, // bottom left
1.0f, 0.0f, 0.0f, // bottom right
1.0f, 1.0f, 0.0f, // top right
1.0f, 1.0f, 0.0f, // top right
0.0f, 1.0f, 0.0f, // top left
0.0f, 0.0f, 0.0f, // bottom left
// ===== left (x = -1) =====
0.0f, 0.0f, 0.0f, // bottom back
0.0f, 0.0f, 1.0f, // bottom front
0.0f, 1.0f, 1.0f, // top front
0.0f, 1.0f, 1.0f, // top front
0.0f, 1.0f, 0.0f, // top back
0.0f, 0.0f, 0.0f, // bottom back
// ===== top (y = +1) =====
0.0f, 1.0f, 0.0f, // back left
1.0f, 1.0f, 0.0f, // back right
1.0f, 1.0f, 1.0f, // front right
1.0f, 1.0f, 1.0f, // front right
0.0f, 1.0f, 1.0f, // front left
0.0f, 1.0f, 0.0f, // back left
// ===== bottom (y = -1) =====
0.0f, 0.0f, 1.0f, // front left
1.0f, 0.0f, 1.0f, // front right
1.0f, 0.0f, 0.0f, // back right
1.0f, 0.0f, 0.0f, // back right
0.0f, 0.0f, 0.0f, // back left
0.0f, 0.0f, 1.0f // front left
};
template <typename T>
concept TomlValueType =
std::same_as<T, int> || std::same_as<T, bool> || std::same_as<T, double> ||
std::same_as<T, const char*> || std::same_as<T, toml::date> ||
std::same_as<T, toml::time> || std::same_as<T, toml::date_time> ||
std::same_as<T, std::string>;
constexpr float TEX_COORDS[6][6][2] = {
// ===== front (z = +1) =====
0.0f, 1.0f, // bottom left
0.0f, 0.0f, // top left
1.0f, 0.0f, // top right
1.0f, 0.0f, // top right
1.0f, 1.0f, // bottom right
0.0f, 1.0f, // bottom left
// ===== right (x = +1) =====
0.0f, 1.0f, // bottom front
1.0f, 1.0f, // bottom back
1.0f, 0.0f, // top back
1.0f, 0.0f, // top back
0.0f, 0.0f, // top front
0.0f, 1.0f, // bottom front
// ===== back (z = -1) =====
1.0f, 1.0f, // bottom left
0.0f, 1.0f, // bottom right
0.0f, 0.0f, // top right
0.0f, 0.0f, // top right
1.0f, 0.0f, // top left
1.0f, 1.0f, // bottom left
// ===== left (x = -1) =====
1.0f, 1.0f, // bottom back
0.0f, 1.0f, // bottom front
0.0f, 0.0f, // top front
0.0f, 0.0f, // top front
1.0f, 0.0f, // top back
1.0f, 1.0f, // bottom back
// ===== top (y = +1) =====
0.0f, 0.0f, // back left
1.0f, 0.0f, // back right
1.0f, 1.0f, // front right
1.0f, 1.0f, // front right
0.0f, 1.0f, // front left
0.0f, 0.0f, // back left
// ===== bottom (y = -1) =====
0.0f, 0.0f, // front left
1.0f, 0.0f, // front right
1.0f, 1.0f, // back right
1.0f, 1.0f, // back right
0.0f, 1.0f, // back left
0.0f, 0.0f, // front left
class Config {
public:
Config();
~Config();
static Config& get();
toml::table& table();
void load_or_create_config();
void save_to_file();
template <TomlValueType T> T get(std::string_view key) const {
size_t cur = 0;
auto pos = key.find('.');
const toml::table* table = &m_tbl;
while (pos != std::string_view::npos) {
std::string_view s = key.substr(cur, pos - cur);
if (s.empty()) {
Logger::error("Empty key/table name in path '{}'", key);
ASSERT(false);
std::abort();
}
cur = pos + 1;
pos = key.find('.', cur);
if (auto* next = (*table)[s].as_table()) {
table = next;
} else {
Logger::error("Can't find table {}", s);
ASSERT(false);
std::abort();
}
}
std::string_view n_key = key.substr(cur);
if (n_key.empty()) {
Logger::error("Trailing dot in path '{}'", key);
ASSERT(false);
std::abort();
}
auto opt = (*table)[n_key].value<T>();
if (opt) {
return *opt;
} else {
Logger::error("Can't find key {}", n_key);
ASSERT(false);
std::abort();
}
}
template <typename T> void set(std::string_view key, T&& val) {
if constexpr (!TomlValueType<std::decay_t<T>>) {
static_assert(false, "Type Not Support");
}
size_t cur = 0;
auto pos = key.find('.');
toml::table* table = &m_tbl;
while (pos != std::string_view::npos) {
std::string_view s = key.substr(cur, pos - cur);
if (s.empty()) {
Logger::error("Empty key/table name in path '{}'", key);
ASSERT(false);
std::abort();
}
cur = pos + 1;
pos = key.find('.', cur);
if (auto* next = (*table)[s].as_table()) {
table = next;
} else {
auto [it, inserted] = table->insert_or_assign(s, toml::table{});
table = it->second.as_table();
}
}
std::string_view n_key = key.substr(cur);
if (n_key.empty()) {
Logger::error("Trailing dot in path '{}'", key);
ASSERT(false);
std::abort();
}
table->insert_or_assign(n_key, std::forward<T>(val));
}
template <typename T> void set_and_save(std::string_view key, T&& val) {
set(key, std::forward(val));
save_to_file();
}
toml::node_view<toml::node> val_view(std::string_view key);
private:
toml::table m_tbl;
constexpr static inline std::string_view CONGIF_PATH =
ASSETS_PATH "config.toml";
void create_config();
};
constexpr float CUBE_VER[24] = {
0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0,
1.0, 0.0, 1.0,
1.0, 1.0, 1.0,
0.0, 1.0, 1.0
};
constexpr int OUTLINE_CUBE_INDICES[24] = {
0,1, 1,2, 2,3, 3,0,
4,5, 5,6, 6,7, 7,4,
0,4, 1,5, 2,6, 3,7
};
constexpr float SQUARE_VERTICES[6][2] = {
-0.5f, -0.5f, // bottom left
-0.5f, 0.5f, // top left
0.5f, 0.5f, // top right
0.5f, 0.5f, // top right
0.5f, -0.5f, // bottom right
-0.5f, -0.5f // bottom left
};
constexpr float SQUARE_TEXTURE_POS[6][2] = {
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f,
};
struct Vertex {
float x = 0.0f, y = 0.0f, z = 0.0f;
float s = 0.0f, t = 0.0f;
float layer = 0.0f;
};
struct Vertex2D {
float x = 0.0f, y = 0.0f;
float s = 0.0f, t = 0.0f;
float layer = 0.0f;
};
} // namespace Cubed

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@@ -0,0 +1,35 @@
#pragma once
#include "Cubed/gameplay/chunk_pos.hpp"
#include <array>
namespace Cubed {
constexpr int WORLD_SIZE_Y = 256;
constexpr int CHUNK_SIZE = 16;
constexpr int SEA_LEVEL = 63;
constexpr int MAX_UI_NUM = 1;
constexpr int MAX_BLOCK_STATUS = 1;
constexpr int MAX_BIOME_SUM = 4;
constexpr int MAX_CHARACTER = 128;
constexpr int PRE_LOAD_DISTANCE = 24;
constexpr int MAX_DISTANCE = 128;
constexpr int CROSS_PLANE_DISTANCE = 8;
constexpr float DEFAULT_FOV = 70.0f;
constexpr float DEFAULT_MAX_WALK_SPEED = 4.5f;
constexpr float DEFAULT_MAX_RUN_SPEED = 7.0f;
constexpr float DEFAULT_ACCELERATION = 10.0f;
constexpr float DEFAULT_DECELERATION = 15.0f;
constexpr float DEFAULT_G = 22.5f;
static constexpr int SIZE_X = CHUNK_SIZE;
static constexpr int SIZE_Y = WORLD_SIZE_Y;
static constexpr int SIZE_Z = CHUNK_SIZE;
constexpr ChunkPos CHUNK_DIR[]{{1, 0}, {-1, 0}, {0, 1}, {0, -1},
{1, 1}, {-1, 1}, {1, -1}, {-1, -1}};
using HeightMapArray = std::array<std::array<int, CHUNK_SIZE>, CHUNK_SIZE>;
} // namespace Cubed

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@@ -1,14 +1,16 @@
#pragma once
#include <Cubed/ui/text.hpp>
#include "Cubed/ui/text.hpp"
#include <unordered_map>
namespace Cubed {
class DebugCollector {
public:
static DebugCollector& get();
DebugCollector();
std::unordered_map<std::size_t, Text>& all_texts();
Text& text(std::string_view name);
@@ -17,4 +19,6 @@ public:
private:
std::unordered_map<std::size_t, Text> m_texts;
};
};
} // namespace Cubed

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@@ -0,0 +1,60 @@
#pragma once
#include <toml++/toml.hpp>
namespace Cubed {
class App;
class Player;
class DevPanel {
struct ConfigView {
float fov = 70.0f;
bool fullscreen = false;
bool v_sync = true;
float mouse_sensitivity = 0.15f;
int width = 800;
int height = 600;
int rendering_distance = 24;
int aniso = 1;
int max_aniso = 1;
bool is_enable_aniso = false;
bool is_support_aniso = true;
bool is_reload = true;
};
struct PlayerProfile {
int game_mode = 0;
int gait = 0;
float pos[3] = {0.0f, 0.0f, 0.0f};
};
struct TextEditing {
bool perlin_seed = false;
};
public:
DevPanel(App& app);
void init();
void render();
private:
App& m_app;
ConfigView m_config;
Player* m_player;
PlayerProfile m_player_profile;
TextEditing m_text_editing;
bool m_need_save_config = false;
bool m_gen_thread_running = true;
int m_theme = 0;
void show_about_table_bar();
void show_biome_table_bar();
void show_cave_table_bar();
void show_river_table_bar();
void show_settings_tab_item();
void show_world_tab_item();
void show_player_tab_item();
void show_items_tab_item();
void update_config_view();
void update_player_profile();
};
} // namespace Cubed

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@@ -1,25 +1,28 @@
#pragma once
#include <array>
#include <cmath>
#include <string>
#include <unordered_map>
#include <vector>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/log.hpp>
#include <Cubed/tools/perlin_noise.hpp>
namespace Cubed {
constexpr float BIOME_NOISE_FREQUENCY = 0.003f;
constexpr float PLAIN_FREQ = 0.5f;
constexpr float FOREST_FREQ = 1.0f;
constexpr float DESERT_FREQ = 1.0f;
constexpr float MOUNTAIN_FREQ = 2.0f;
enum class Biome {
constexpr float BIOME_NOISE_FREQUENCY = 0.06f;
constexpr float HEIGHTMAP_NOISE_FREQUENCY = 0.001f;
constexpr float MOUNTAINOUS_NOISE_FREQUENCY = 0.003f;
enum class BiomeType {
PLAIN = 0,
FOREST,
DESERT,
MOUNTAIN
MOUNTAIN,
RIVER,
SNOWY_PLAIN,
OCEAN,
NONE
};
struct BiomeConditions {
float temp = 0.0f;
float humid = 0.0f;
float mountainous = 0.0f;
};
struct BiomeHeightRange {
@@ -27,129 +30,51 @@ struct BiomeHeightRange {
int amplitude;
};
inline std::string get_biome_str(Biome biome) {
std::string str;
using enum Biome;
switch (biome) {
case PLAIN:
str = "Plain";
break;
case FOREST:
str = "Forest";
break;
case DESERT:
str = "Desert";
break;
case MOUNTAIN:
str = "Mountain";
break;
}
return str;
struct BiomeNonAdjacent {
BiomeType first;
std::vector<BiomeType> second;
BiomeType replace;
};
inline Biome get_biome_from_noise(float temp, float humid) {
auto weight = [](float t, float h, float ct, float ch) -> float {
float dt = t - ct;
float dh = h - ch;
float dist = std::sqrt(dt*dt + dh*dh);
return std::max(0.0f, 0.5f - dist);
};
float w_m = weight(temp, humid, 0.25f, 0.15f);
float w_p = weight(temp, humid, 0.50f, 0.40f);
float w_d = weight(temp, humid, 0.75f, 0.15f);
float w_f = weight(temp, humid, 0.75f, 0.75f);
w_m = pow(w_m, 8); w_p = pow(w_p, 8); w_d = pow(w_d, 8); w_f = pow(w_f, 8);
if (w_m >= w_p && w_m >= w_d && w_m >= w_f) return Biome::MOUNTAIN;
if (w_p >= w_m && w_p >= w_d && w_p >= w_f) return Biome::PLAIN;
if (w_d >= w_m && w_d >= w_p && w_d >= w_f) return Biome::DESERT;
return Biome::FOREST;
}
static inline const std::vector<BiomeNonAdjacent> NON_ADJACENT{
{{BiomeType::PLAIN, {BiomeType::DESERT}, BiomeType::RIVER},
{BiomeType::FOREST, {BiomeType::DESERT}, BiomeType::RIVER},
{BiomeType::DESERT, {BiomeType::FOREST}, BiomeType::RIVER},
{BiomeType::MOUNTAIN, {BiomeType::NONE}, BiomeType::RIVER}}};
inline std::array<float, 3> get_noise_frequencies_for_biome(Biome biome) {
using enum Biome;
switch (biome) {
case PLAIN:
return {0.003f, 0.010f, 0.020f};
case FOREST:
return {0.004f, 0.012f, 0.022f};
case DESERT:
return {0.003f, 0.010f, 0.020f};
case MOUNTAIN:
return {0.006f, 0.015f, 0.030f};
}
Logger::warn("Unknown Biome");
return {0.003f, 0.015f, 0.06f};
}
struct BaseBiomeParams {
BiomeType biome;
std::pair<float, float> temp;
std::pair<float, float> humid;
std::array<float, 3> frequencies;
BiomeHeightRange height_range;
};
inline BiomeHeightRange get_biome_height_range(Biome biome) {
using enum Biome;
switch (biome) {
case PLAIN:
return {62, 8};
case FOREST:
return {64, 12};
case DESERT:
return {61, 12};
case MOUNTAIN:
return {70, 70};
}
Logger::warn("Unknown Biome");
return {62, 4};
}
struct PlainParams : public BaseBiomeParams {};
inline Biome safe_int_to_biome(int x) {
using enum Biome;
static const std::unordered_map<int, Biome> INT_TO_BIOME_MAP {
{0, PLAIN},
{1, FOREST},
{2, DESERT},
{3, MOUNTAIN}
};
struct ForestParams : public BaseBiomeParams {
float tree_frequency;
};
auto it = INT_TO_BIOME_MAP.find(x);
CUBED_ASSERT_MSG(it != INT_TO_BIOME_MAP.end(), ":Can't Find");
return it->second;
}
struct DesertParams : public BaseBiomeParams {};
inline int get_interpolated_height(float world_x, float world_z, float temp, float humid) {
auto weight = [](float t, float h, float ct, float ch) -> float {
float dt = t - ct;
float dh = h - ch;
float dist = std::sqrt(dt*dt + dh*dh);
return std::max(0.0f, 0.5f - dist);
};
struct MountainParams : public BaseBiomeParams {};
float w_mountain = weight(temp, humid, 0.25f, 0.15f);
float w_plain = weight(temp, humid, 0.50f, 0.40f);
float w_desert = weight(temp, humid, 0.75f, 0.15f);
float w_forest = weight(temp, humid, 0.75f, 0.75f);
// adjust transitions between chunks
float pow_n = 8.0f; // the larger n is, the purer the biome
w_mountain = std::pow(w_mountain, pow_n) * MOUNTAIN_FREQ;
w_plain = std::pow(w_plain, pow_n) * PLAIN_FREQ;
w_desert = std::pow(w_desert, pow_n) * DESERT_FREQ;
w_forest = std::pow(w_forest, pow_n) * FOREST_FREQ;
struct RiverParams : public BaseBiomeParams {};
float total = w_mountain + w_plain + w_desert + w_forest;
w_mountain /= total; w_plain /= total; w_desert /= total; w_forest /= total;
std::string get_biome_str(BiomeType biome);
// std::array<float, 3> get_noise_frequencies_for_biome(BiomeType biome);
// BiomeHeightRange get_biome_height_range(BiomeType biome);
BiomeType safe_int_to_biome(int x);
int get_interpolated_height(float world_x, float world_z, float temp,
float humid);
auto sample_height = [&](Biome b) -> float {
auto range = get_biome_height_range(b);
auto [f1, f2, f3] = get_noise_frequencies_for_biome(b);
float n =
1.00f * PerlinNoise::noise(world_x * f1, 0.5f, world_z * f1) +
0.50f * PerlinNoise::noise(world_x * f2, 0.5f, world_z * f2) +
0.25f * PerlinNoise::noise(world_x * f3, 0.5f, world_z * f3);
n /= 1.75f;
return range.base_y + n * range.amplitude;
};
float h = w_mountain * sample_height(Biome::MOUNTAIN)
+ w_plain * sample_height(Biome::PLAIN)
+ w_desert * sample_height(Biome::DESERT)
+ w_forest * sample_height(Biome::FOREST);
return static_cast<int>(h);
}
BiomeType determine_biome(const BiomeConditions& conditions);
PlainParams& plain_params();
ForestParams& forest_params();
DesertParams& desert_params();
MountainParams& mountain_params();
RiverParams& river_params();
} // namespace Cubed

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@@ -1,10 +1,13 @@
#pragma once
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <string>
#include <vector>
namespace Cubed {
using BlockType = uint8_t;
struct BlockTexture {
std::string name;
@@ -12,9 +15,7 @@ struct BlockTexture {
std::vector<GLuint> texture;
};
struct Block : public BlockTexture{
};
struct Block : public BlockTexture {};
struct BlockRenderData {
std::vector<bool> draw_face;
@@ -22,12 +23,8 @@ struct BlockRenderData {
BlockRenderData() = default;
BlockRenderData(const BlockRenderData&) = default;
BlockRenderData& operator=(const BlockRenderData&) = default;
BlockRenderData(BlockRenderData&& data) :
draw_face(std::move(data.draw_face)),
block_id(data.block_id)
{
}
BlockRenderData(BlockRenderData&& data)
: draw_face(std::move(data.draw_face)), block_id(data.block_id) {}
BlockRenderData& operator=(BlockRenderData&& data) {
draw_face = std::move(data.draw_face);
block_id = data.block_id;
@@ -38,4 +35,57 @@ struct BlockRenderData {
struct LookBlock {
glm::ivec3 pos;
glm::ivec3 normal;
};
};
struct BlockData {
std::string name;
BlockType id = 0;
bool is_liquid = false;
bool is_gas = false;
bool is_passable = false;
bool is_cross_plane = false;
bool is_transparent = false;
bool is_discard = false;
bool is_blend = false;
bool is_transitional = false;
BlockData(BlockType b_id, std::string_view b_name, bool liquid,
bool passable, bool cross_plane, bool transparent, bool gas,
bool discard, bool blend, bool transitional)
: name(b_name), id(b_id), is_liquid(liquid), is_gas(gas),
is_passable(passable), is_cross_plane(cross_plane),
is_transparent(transparent), is_discard(discard), is_blend(blend),
is_transitional(transitional) {}
};
class BlockManager {
public:
static const std::vector<BlockData>& datas();
static void init();
static unsigned sums();
static unsigned cross_plane_sum();
static const std::string& name_form_id(BlockType id);
static bool is_gas(BlockType id);
static bool is_liquid(BlockType id);
static bool is_cross_plane(BlockType id);
static bool is_transparent(BlockType id);
static bool is_passable(BlockType id);
static bool is_discard(BlockType id);
static bool is_blend(BlockType id);
static bool is_transitional(BlockType id);
static BlockType cross_plane_index(BlockType id);
private:
static void set_up_cross_plane_map();
static inline std::vector<BlockData> m_datas;
static inline bool is_init = false;
static inline std::unordered_map<BlockType, BlockType> m_cross_plane_map;
};
} // namespace Cubed

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@@ -0,0 +1,18 @@
#pragma once
namespace Cubed {
class ChunkGenerator;
class BiomeBuilder {
public:
BiomeBuilder() = default;
virtual ~BiomeBuilder() = default;
virtual ChunkGenerator& get_chunk_generator() = 0;
virtual void build_biome() = 0;
virtual void build_vegetation() = 0;
void ocean_water_build();
protected:
void build_bottom();
void place_grass();
};
} // namespace Cubed

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@@ -0,0 +1,21 @@
#pragma once
#include "Cubed/gameplay/builders/biome_builder.hpp"
namespace Cubed {
class ChunkGenerator;
class DesertBuilder : public BiomeBuilder {
public:
DesertBuilder(ChunkGenerator& chunk_generator);
void build_biome() override;
ChunkGenerator& get_chunk_generator() override;
void build_vegetation() override;
private:
ChunkGenerator& m_chunk_generator;
void build_blocks();
};
} // namespace Cubed

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@@ -0,0 +1,21 @@
#pragma once
#include "Cubed/gameplay/builders/biome_builder.hpp"
namespace Cubed {
class ChunkGenerator;
class ForestBuilder : public BiomeBuilder {
public:
ForestBuilder(ChunkGenerator& chunk_generator);
void build_biome() override;
ChunkGenerator& get_chunk_generator() override;
void build_vegetation() override;
private:
ChunkGenerator& m_chunk_generator;
void build_blocks();
};
} // namespace Cubed

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@@ -0,0 +1,21 @@
#pragma once
#include "Cubed/gameplay/builders/biome_builder.hpp"
namespace Cubed {
class ChunkGenerator;
class MountainBuilder : public BiomeBuilder {
public:
MountainBuilder(ChunkGenerator& chunk_generator);
void build_biome() override;
ChunkGenerator& get_chunk_generator() override;
void build_vegetation() override;
private:
ChunkGenerator& m_chunk_generator;
void build_blocks();
};
} // namespace Cubed

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@@ -0,0 +1,23 @@
#pragma once
#pragma once
#include "Cubed/gameplay/builders/biome_builder.hpp"
namespace Cubed {
class ChunkGenerator;
class OceanBuilder : public BiomeBuilder {
public:
OceanBuilder(ChunkGenerator& chunk_generator);
void build_biome() override;
ChunkGenerator& get_chunk_generator() override;
void build_vegetation() override;
private:
ChunkGenerator& m_chunk_generator;
void build_blocks();
};
} // namespace Cubed

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@@ -0,0 +1,21 @@
#pragma once
#include "Cubed/gameplay/builders/biome_builder.hpp"
namespace Cubed {
class ChunkGenerator;
class PlainBuilder : public BiomeBuilder {
public:
PlainBuilder(ChunkGenerator& chunk_generator);
void build_biome() override;
ChunkGenerator& get_chunk_generator() override;
void build_vegetation() override;
private:
ChunkGenerator& m_chunk_generator;
void build_blocks();
};
} // namespace Cubed

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@@ -0,0 +1,21 @@
#pragma once
#include "Cubed/gameplay/builders/biome_builder.hpp"
namespace Cubed {
class ChunkGenerator;
class RiverBuilder : public BiomeBuilder {
public:
RiverBuilder(ChunkGenerator& chunk_generator);
void build_biome() override;
ChunkGenerator& get_chunk_generator() override;
void build_vegetation() override;
private:
ChunkGenerator& m_chunk_generator;
void build_blocks();
};
} // namespace Cubed

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@@ -0,0 +1,21 @@
#pragma once
#include "Cubed/gameplay/builders/biome_builder.hpp"
namespace Cubed {
class ChunkGenerator;
class SnowyPlainBuilder : public BiomeBuilder {
public:
SnowyPlainBuilder(ChunkGenerator& chunk_generator);
void build_biome() override;
ChunkGenerator& get_chunk_generator() override;
void build_vegetation() override;
private:
ChunkGenerator& m_chunk_generator;
void build_blocks();
};
} // namespace Cubed

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@@ -0,0 +1,27 @@
#pragma once
#include "Cubed/gameplay/cave_path.hpp"
#include <tbb/concurrent_hash_map.h>
namespace Cubed {
class CaveCarver {
using CaveHashMap = tbb::concurrent_hash_map<unsigned, CavePath>;
public:
CaveCarver();
CaveHashMap& paths();
void init(unsigned world_seed);
void reload(unsigned world_seed);
void add_path(const glm::vec3& pos, unsigned chunk_seed);
void try_to_add_path(const ChunkPos& pos, unsigned chunk_seed);
void cleanup_finished_caves();
int cave_sum() const;
float& cave_probability();
private:
CaveHashMap m_paths;
unsigned m_seed = 0;
Random m_random;
float m_cave_probability = 0.035f;
};
} // namespace Cubed

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@@ -0,0 +1,54 @@
#pragma once
#include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/gameplay/path_point.hpp"
#include "Cubed/tools/cubed_random.hpp"
#include <glm/glm.hpp>
#include <tbb/concurrent_hash_map.h>
namespace Cubed {
class CavePath {
using ChunkPosSet =
tbb::concurrent_hash_map<ChunkPos, bool, ChunkPos::TBBHash>;
public:
CavePath(unsigned int chunk_seed, unsigned world_seed,
const glm::vec3& start_pos);
const std::vector<PathPoint>& points() const;
void clear_chunk(const ChunkPos& pos);
bool is_finished() const;
static float& radius_xz_min();
static float& radius_xz_max();
static float& radius_y_min();
static float& radius_y_max();
static float& delta_angle_min();
static float& delta_angle_max();
static int& step_min();
static int& step_max();
private:
static inline float m_radius_xz_min = 5.0f;
static inline float m_radius_xz_max = 15.0f;
static inline float m_radius_y_min = 4.0f;
static inline float m_radius_y_max = 10.0f;
static inline float m_delta_angle_min = -5.0f;
static inline float m_delta_angle_max = 5.0f;
static inline int m_step_min = 10;
static inline int m_step_max = 400;
unsigned int m_seed = 0;
float m_yaw = 0.0f;
float m_pitch = 0.0f;
int m_step = 0;
float m_step_len = 1.0f;
PathPoint m_start_path_point{{0.0f, 0.0f, 0.0f}, 0.0f, 0.0f};
Random m_random;
std::vector<PathPoint> m_points;
ChunkPosSet m_pending_chunks;
void collect_path_points();
void precompute_chunk_coverage();
};
} // namespace Cubed

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@@ -1,68 +1,134 @@
#pragma once
#include <atomic>
#include <cstdint>
#include "Cubed/gameplay/biome.hpp"
#include "Cubed/gameplay/block.hpp"
#include "Cubed/gameplay/chunk_generator.hpp"
#include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/gameplay/vertex_data.hpp"
#include <Cubed/config.hpp>
#include <Cubed/gameplay/biome.hpp>
#include <Cubed/gameplay/chunk_pos.hpp>
#include <Cubed/gameplay/block.hpp>
#include <atomic>
#include <mutex>
namespace Cubed {
class World;
// if want to use, do init_chunk(), gen_vertex_data() and
// if want to use, do init_chunk(), gen_vertex_data() and
class Chunk {
private:
std::atomic<bool> m_dirty {false};
static constexpr int SIZE_X = CHUCK_SIZE;
using OptionalBlockVectorArray =
std::array<std::optional<std::vector<BlockType>>, 4>;
static constexpr int SIZE_X = CHUNK_SIZE;
static constexpr int SIZE_Y = WORLD_SIZE_Y;
static constexpr int SIZE_Z = CHUCK_SIZE;
Biome m_biome = Biome::PLAIN;
static constexpr int SIZE_Z = CHUNK_SIZE;
static constexpr int VERTEX_DATA_SUM = 4;
std::atomic<bool> m_dirty{false};
std::atomic<bool> m_need_upload{true};
std::atomic<bool> m_is_on_gen_vertex_data{false};
std::atomic<BiomeType> m_biome = BiomeType::PLAIN;
std::mutex m_vertexs_data_mutex;
std::unique_ptr<ChunkGenerator> m_generator;
ChunkPos m_chunk_pos;
World& m_world;
HeightMapArray m_heightmap;
// the index is a array of block id
std::vector<uint8_t> m_blocks;
GLuint m_vbo = 0;
std::vector<Vertex> m_vertexs_data;
std::vector<BlockType> m_blocks;
/*
0 - normal
1 - cross_plane
2 - normal_discard
3 - transparent and blend
*/
std::vector<VertexData> m_vertex_data;
float frequency = 0.01f;
float height = 80;
unsigned m_seed = 0;
BiomeConditions m_conditions;
void clear_dirty();
void resolve_biome();
void resolve_blocks();
void gen_vertices(const OptionalBlockVectorArray& neighbor_block);
void gen_cross_plane_vertices(int world_x, int world_y, int world_z,
BlockType id);
public:
Chunk(World& world, ChunkPos chunk_pos);
~Chunk();
Chunk(const Chunk&) = delete;
Chunk& operator=(const Chunk&) = delete;
Chunk(Chunk&&);
Chunk& operator=(Chunk&&);
Chunk(Chunk&&) noexcept;
Chunk& operator=(Chunk&&) noexcept;
Biome get_biome() const;
const std::vector<uint8_t>& get_chunk_blocks() const;
static int get_index(int x, int y, int z);
void init_chunk();
void gen_vertex_data();
// 0 : (1, 0)
// 1 : (-1, 0)
// 2 : (0, 1)
// 3 : (0, -1)
void gen_vertex_data(const std::vector<const std::vector<uint8_t>*>& neighbor_block);
static std::tuple<int, int, int> world_to_block(int world_x, int world_y,
int world_z, int chunk_x,
int chunk_z);
static std::tuple<int, int, int> world_to_block(const glm::ivec3& block_pos,
ChunkPos chunk_pos);
static std::tuple<int, int, int> block_to_world(int x, int y, int z,
int chunk_x, int chunk_z);
static std::tuple<int, int, int> block_to_world(const glm::ivec3& block_pos,
ChunkPos chunk_pos);
BiomeType get_biome() const;
ChunkPos get_chunk_pos() const;
const std::vector<BlockType>& get_chunk_blocks() const;
HeightMapArray get_heightmap() const;
static int index(int x, int y, int z);
static int index(const glm::vec3& pos);
// Init Chunk
// Determine biome from temperature and humidity noise
void gen_phase_one();
// Resolve biome adjacency conflicts with neighbor chunks
void gen_phase_two(const std::array<const Chunk*, 8>& adj_chunks);
// Generate heightmap using biome-specific noise
void gen_phase_three();
// Blend heightmap with neighbors for smooth transitions
void gen_phase_four(
const std::array<std::optional<HeightMapArray>, 8>& neighbor_heightmap,
const std::array<BiomeType, 8>& neighbor_biome);
// Generate terrain blocks from heightmap and biome
void gen_phase_five();
// Blend surface blocks at chunk borders with neighbors
void gen_phase_six(const std::array<std::optional<std::vector<BlockType>>,
4>& neighbor_block);
// Generate biome-specific vegetation/structures
void gen_phase_seven();
// void gen_vertex_data();
// 0 : (1, 0)
// 1 : (-1, 0)
// 2 : (0, 1)
// 3 : (0, -1)
void gen_vertex_data(const OptionalBlockVectorArray& neighbor_block);
void upload_to_gpu();
GLuint get_vbo() const;
const std::vector<Vertex>& get_vertex_data() const;
GLuint get_normal_vao() const;
size_t get_normal_vertices_sum() const;
GLuint get_cross_vao() const;
size_t get_cross_vertices_sum() const;
GLuint get_normal_discard_vao() const;
size_t get_normal_discard_vertices_sum() const;
GLuint get_normal_blend_vao() const;
size_t get_normal_blend_vertices_sum() const;
bool is_dirty() const;
void mark_dirty();
bool is_need_upload() const;
void need_upload();
void set_chunk_block(int index, unsigned id);
};
ChunkPos chunk_pos() const;
BiomeType biome() const;
void biome(BiomeType b);
HeightMapArray& heightmap();
std::vector<BlockType>& blocks();
World& world();
unsigned seed() const;
BiomeConditions& conditions();
};
} // namespace Cubed

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@@ -0,0 +1,70 @@
#pragma once
#include "Cubed/constants.hpp"
#include "Cubed/gameplay/biome.hpp"
#include "Cubed/gameplay/block.hpp"
#include "Cubed/gameplay/builders/biome_builder.hpp"
#include "Cubed/gameplay/path_point.hpp"
#include "Cubed/tools/cubed_random.hpp"
#include <atomic>
#include <memory>
#include <optional>
namespace Cubed {
class Chunk;
class ChunkGenerator {
public:
ChunkGenerator(Chunk& chunk);
static void init();
static void reload();
static const unsigned& seed();
static void seed(unsigned s);
unsigned chunk_seed() const;
// Generate Biome
void assign_chunk_biome();
// Adjust Biome
void resolve_biome_adjacency_conflict(
const std::array<const Chunk*, 8>& adj_chunks);
// Generate Heightmap
void generate_heightmap();
// Adjust Height
void blend_heightmap_boundaries(
const std::array<std::optional<HeightMapArray>, 8>& neighbor_heightmap,
const std::array<BiomeType, 8>& neighbor_biome);
// Generate Block
void generate_terrain_blocks();
// Adjust Block;
void blend_surface_blocks_borders(
const std::array<std::optional<std::vector<BlockType>>, 4>&
neighbor_block);
// Generate Structure
void generate_vegetation();
BiomeType get_biome_at(float world_x, float world_z);
Chunk& chunk();
Random& random();
const std::array<BiomeType, 8>& neighbor_biome() const;
void ocean_build();
void generate_cave();
void generate_river();
private:
static inline std::atomic<bool> is_init{false};
static inline unsigned m_generator_seed{0};
static inline std::atomic<bool> is_seed_change{false};
Chunk& m_chunk;
Random m_random;
std::unique_ptr<BiomeBuilder> m_biome_builder{nullptr};
bool is_cur_chunk_ins = false;
std::array<BiomeType, 8> m_neighbor_biome;
unsigned m_chunk_seed = 0;
void make_biome_builder();
void
carve_worm(const std::vector<PathPoint>& points, const ChunkPos& chunk_pos,
std::function<void(int /*x*/, int /*y*/, int /*z*/)> on_hit);
};
} // namespace Cubed

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@@ -1,23 +1,30 @@
#pragma once
#include <functional>
namespace Cubed {
#include <Cubed/tools/log.hpp>
#include <Cubed/tools/cubed_assert.hpp>
struct ChunkPos {
int x;
int z;
bool operator==(const ChunkPos&) const = default;
struct Hash {
std::size_t operator()(const ChunkPos& pos) const{
std::size_t operator()(const ChunkPos& pos) const {
std::size_t h1 = std::hash<int>{}(pos.x);
std::size_t h2 = std::hash<int>{}(pos.z);
return h1 ^ (h2 + 0x9e3779b9 + (h1 << 6) + (h1 >> 2));
}
};
ChunkPos operator+(const ChunkPos& pos) const{
struct TBBHash {
std::size_t hash(const ChunkPos& p) const {
return ChunkPos::Hash{}(p);
}
bool equal(const ChunkPos& a, const ChunkPos& b) const {
return a == b;
}
};
ChunkPos operator+(const ChunkPos& pos) const {
return ChunkPos{x + pos.x, z + pos.z};
}
@@ -28,3 +35,4 @@ struct ChunkPos {
};
};
} // namespace Cubed

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@@ -0,0 +1,21 @@
#pragma once
#include <stdexcept>
#include <string>
namespace Cubed {
enum class GameMode { CREATIVE = 0, SPECTATOR };
inline std::string to_str(GameMode mode) {
using enum GameMode;
switch (mode) {
case CREATIVE:
return {"Creative"};
case SPECTATOR:
return {"Spective"};
}
throw std::invalid_argument{"GameMode is invaild"};
}
} // namespace Cubed

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@@ -0,0 +1,36 @@
#pragma once
#include <glm/glm.hpp>
struct PathPoint {
glm::vec3 pos;
glm::vec3 tangent{0.0f, 0.0f, 1.0f};
float rad_xz;
float rad_y;
PathPoint(const glm::vec3& p, float rx, float ry)
: pos(p), rad_xz(rx), rad_y(ry) {}
bool contains(const glm::vec3& other_pos) const {
glm::vec3 to_point = other_pos - pos;
glm::vec3 world_up(0.0f, 1.0f, 0.0f);
glm::vec3 right = glm::normalize(glm::cross(tangent, world_up));
if (glm::length(right) < 0.001f) {
glm::vec3 alt_up(1.0f, 0.0f, 0.0f);
right = glm::normalize(glm::cross(tangent, alt_up));
}
glm::vec3 up = glm::normalize(glm::cross(right, tangent));
float horizontal_dist = glm::dot(to_point, right);
float vertical_dist = glm::dot(to_point, up);
float a = rad_xz;
float b = rad_y;
if (a <= 0.0f || b <= 0.0f)
return false;
float check = (horizontal_dist * horizontal_dist) / (a * a) +
(vertical_dist * vertical_dist) / (b * b);
return check <= 1.0f;
}
};

View File

@@ -1,65 +1,70 @@
#pragma once
#include "Cubed/AABB.hpp"
#include "Cubed/constants.hpp"
#include "Cubed/gameplay/block.hpp"
#include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/gameplay/game_mode.hpp"
#include "Cubed/input.hpp"
#include <glm/glm.hpp>
#include <Cubed/AABB.hpp>
#include <Cubed/config.hpp>
#include <Cubed/gameplay/block.hpp>
#include <Cubed/gameplay/chunk_pos.hpp>
#include <Cubed/input.hpp>
#include <optional>
#include <string>
enum class Gait{
WALK,
RUN
};
namespace Cubed {
enum class Gait { WALK = 0, RUN };
class World;
class Player {
private:
constexpr static float WALK_SPEED = 4.5f;
constexpr static float RUN_SPEED = 7.0f;
constexpr static float ACCELERATION = 10.0f;
constexpr static float DECELERATION = 15.0f;
constexpr static float G = 22.5f;
using enum GameMode;
float m_max_walk_speed = DEFAULT_MAX_WALK_SPEED;
float m_max_run_speed = DEFAULT_MAX_RUN_SPEED;
float m_acceleration = DEFAULT_ACCELERATION;
float m_deceleration = DEFAULT_DECELERATION;
float m_g = DEFAULT_G;
constexpr static float MAX_SPACE_ON_TIME = 0.3f;
constexpr static float MAX_SPACE_ON_TIME = 0.3f;
float m_yaw = 0.0f;
float m_pitch = 0.0f;
float m_sensitivity = 0.15f;
float max_speed = WALK_SPEED;
float y_speed = 0.0f;
float m_max_speed = m_max_walk_speed;
float m_y_speed = 0.0f;
bool can_up = true;
float space_on_time = 0.0f;
bool space_on = false;
bool is_fly = false;
float speed = 0;
glm::vec3 direction = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 move_distance {0.0f, 0.0f, 0.0f};
// player is tow block tall, the pos is the lower pos
glm::vec3 m_player_pos {0.0f, 120.0f, 0.0f};
ChunkPos m_player_chunk_pos {0, 0};
glm::vec3 m_front {0, 0, -1};
glm::vec3 m_right {0, 0, 0};
glm::vec3 m_size {0.6f, 1.8f, 0.6f};
float m_xz_speed = 0.0f;
unsigned m_place_block = 1;
glm::vec3 direction = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 move_distance{0.0f, 0.0f, 0.0f};
// player is tow block tall, the pos is the lower pos
glm::vec3 m_player_pos{0.0f, 255.0f, 0.0f};
ChunkPos m_player_chunk_pos{0, 0};
glm::vec3 m_front{0, 0, -1};
glm::vec3 m_right{0, 0, 0};
glm::vec3 m_size{0.6f, 1.8f, 0.6f};
Gait m_gait = Gait::WALK;
MoveState m_move_state {};
MoveState m_move_state{};
GameMode m_game_mode = CREATIVE;
std::optional<LookBlock> m_look_block = std::nullopt;
std::string m_name {};
std::string m_name{};
World& m_world;
bool ray_cast(const glm::vec3& start, const glm::vec3& dir, glm::ivec3& block_pos, glm::vec3& normal, float distance = 4.0f);
bool ray_cast(const glm::vec3& start, const glm::vec3& dir,
glm::ivec3& block_pos, glm::vec3& normal,
float distance = 4.0f);
void check_player_chunk_transition();
void update_direction();
@@ -78,11 +83,28 @@ public:
const std::optional<LookBlock>& get_look_block_pos() const;
const glm::vec3& get_player_pos() const;
const MoveState& get_move_state() const;
void change_mode(GameMode mode);
void hot_reload();
void set_player_pos(const glm::vec3& pos);
void set_place_block(unsigned id);
void update(float delta_time);
void update_front_vec(float offset_x, float offset_y);
void update_player_move_state(int key, int action);
void update_scroll(double yoffset);
float& max_walk_speed();
float& max_run_speed();
float& max_speed();
float& acceleration();
float& deceleration();
float& g();
};
unsigned place_block() const;
Gait& gait();
GameMode& game_mode();
const World& get_world() const;
};
} // namespace Cubed

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@@ -0,0 +1,55 @@
#pragma once
#include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/gameplay/path_point.hpp"
#include "Cubed/tools/cubed_random.hpp"
#include <glm/glm.hpp>
#include <tbb/concurrent_hash_map.h>
namespace Cubed {
class RiverPath {
using ChunkPosSet =
tbb::concurrent_hash_map<ChunkPos, bool, ChunkPos::TBBHash>;
public:
RiverPath(unsigned int chunk_seed, unsigned world_seed,
const glm::vec3& start_pos);
const std::vector<PathPoint>& points() const;
void clear_chunk(const ChunkPos& pos);
bool is_finished() const;
static float& radius_xz_min();
static float& radius_xz_max();
static float& radius_y_min();
static float& radius_y_max();
static float& delta_angle_min();
static float& delta_angle_max();
static int& step_min();
static int& step_max();
private:
static inline float m_radius_xz_min = 5.0f;
static inline float m_radius_xz_max = 10.0f;
static inline float m_radius_y_min = 4.0f;
static inline float m_radius_y_max = 8.0f;
static inline float m_delta_angle_min = -3.0f;
static inline float m_delta_angle_max = 3.0f;
static inline int m_step_min = 200;
static inline int m_step_max = 400;
unsigned int m_seed = 0;
float m_yaw = 0.0f;
float m_initial_yaw = 0.0f;
float m_pitch = 0.0f;
int m_step = 0;
float m_step_len = 1.0f;
PathPoint m_start_path_point{{0.0f, 0.0f, 0.0f}, 0.0f, 0.0f};
Random m_random;
std::vector<PathPoint> m_points;
ChunkPosSet m_pending_chunks;
void collect_path_points();
void precompute_chunk_coverage();
};
} // namespace Cubed

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@@ -0,0 +1,32 @@
#pragma once
#include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/gameplay/river.path.hpp"
#include "Cubed/tools/cubed_random.hpp"
#include <glm/glm.hpp>
#include <tbb/concurrent_hash_map.h>
namespace Cubed {
class RiverWorm {
using RiverHashMap = tbb::concurrent_hash_map<unsigned, RiverPath>;
public:
RiverWorm();
RiverHashMap& paths();
void init(unsigned world_seed);
void reload(unsigned world_seed);
void add_path(const glm::vec3& pos, unsigned chunk_seed);
void try_to_add_path(const ChunkPos& pos, unsigned chunk_seed);
void cleanup_finished_rivers();
int river_sum() const;
float& river_probability();
private:
RiverHashMap m_paths;
unsigned m_seed = 0;
Random m_random;
float m_probability = 0.01f;
};
}; // namespace Cubed

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@@ -0,0 +1,16 @@
#pragma once
#include <glm/glm.hpp>
namespace Cubed {
class Chunk;
struct TreeStructNode {
glm::ivec3 offset{0, 0, 0};
unsigned id = 0;
};
bool build_tree(Chunk& chunk, const glm::ivec3& pos);
} // namespace Cubed

View File

@@ -0,0 +1,25 @@
#pragma once
#include "Cubed/primitive_data.hpp"
#include <atomic>
#include <glad/glad.h>
#include <vector>
namespace Cubed {
class World;
struct VertexData {
std::vector<Vertex> m_vertices;
GLuint m_vbo = 0;
GLuint m_vao = 0;
std::atomic<std::size_t> m_sum{0};
World& m_world;
VertexData(World& world);
~VertexData();
VertexData(const VertexData&) = delete;
VertexData(VertexData&&) noexcept;
VertexData& operator=(const VertexData&) = delete;
VertexData& operator=(VertexData&&) noexcept;
void upload();
void update_sum();
};
} // namespace Cubed

View File

@@ -1,28 +1,46 @@
#pragma once
#include "Cubed/AABB.hpp"
#include "Cubed/gameplay/cave_carver.hpp"
#include "Cubed/gameplay/chunk.hpp"
#include "Cubed/gameplay/river_worm.hpp"
#include <atomic>
#include <condition_variable>
#include <mutex>
#include <thread>
#include <optional>
#include <thread>
#include <unordered_map>
#include <unordered_set>
#include <Cubed/AABB.hpp>
#include <Cubed/gameplay/chunk.hpp>
namespace Cubed {
struct ChunkRenderSnapshot {
GLuint vbo;
size_t vertex_count;
GLuint normal_vao;
size_t normal_vertices_count;
GLuint cross_vao;
size_t cross_vertices_count;
GLuint normal_discard_vao;
size_t normal_discard_vertices_count;
GLuint normal_blend_vao;
size_t normal_blend_vertices_count;
glm::vec3 center;
glm::vec3 half_extents;
};
class Player;
class TextureManager;
class World {
private:
private:
using OptionalBlockVectorArray =
std::array<std::optional<std::vector<BlockType>>, 4>;
using ChunkPtrUpdateList = std::vector<std::pair<ChunkPos, Chunk*>>;
using ChunkPairVector = std::vector<std::pair<ChunkPos, Chunk>>;
using ConstChunkMap =
std::unordered_map<ChunkPos, const Chunk*, ChunkPos::Hash>;
using ChunkPosSet = std::unordered_set<ChunkPos, ChunkPos::Hash>;
using ChunkHashMap = std::unordered_map<ChunkPos, Chunk, ChunkPos::Hash>;
glm::vec3 m_gen_player_pos{0.0f, 0.0f, 0.0f};
std::unordered_map<ChunkPos , Chunk, ChunkPos::Hash> m_chunks;
ChunkHashMap m_chunks;
std::unordered_map<std::size_t, Player> m_players;
std::vector<glm::vec4> m_planes;
@@ -31,48 +49,82 @@ private:
std::mutex m_gen_signal_mutex;
std::mutex m_new_chunk_queue_mutex;
std::mutex m_delete_vbo_mutex;
std::mutex m_delete_vao_mutex;
std::mutex m_gen_player_pos_mutex;
std::vector<GLuint> m_pending_delete_vbo;
std::vector<GLuint> m_pending_delete_vao;
std::condition_variable m_gen_cv;
std::atomic<bool> m_gen_running{false};
std::atomic<bool> m_need_gen_chunk{false};
std::atomic<bool> m_is_rebuilding{false};
std::atomic<bool> m_chunk_gen_finished{false};
std::atomic<bool> m_could_gen{true};
std::atomic<int> m_rendering_distance{24};
std::atomic<float> m_chunk_gen_fraction{0.0f};
std::vector<ChunkPos> m_dirty_queue;
std::vector<ChunkRenderSnapshot> m_render_snapshots;
std::vector<std::pair<ChunkPos, Chunk>> m_new_chunk;
std::vector<std::pair<ChunkPos, Chunk>> m_new_chunk_queue;
void gen_chunks_internal();
CaveCarver m_cave_carcer;
RiverWorm m_river_worm;
void init_chunks();
void start_gen_thread();
void stop_gen_thread();
void gen_chunks_internal();
void sync_player_pos(glm::vec3& player_pos);
void
compute_required_chunks(ChunkPosSet& required_chunks,
ChunkPairVector& temp_neighbor,
std::vector<ChunkPos>& need_gen_temp_chunks_pos);
void sync_and_collect_missing_chunks(std::vector<ChunkPos>&,
const ChunkPosSet&);
void
build_neighbor_context_for_new_chunks(ConstChunkMap& new_chunks_neighbor,
ChunkPtrUpdateList& affected_neighbor,
const ChunkPairVector& new_chunks);
void build_neighbor_context_for_affected_neighbors(ChunkPtrUpdateList&,
ConstChunkMap&);
public:
World();
~World();
bool can_move(const AABB& player_box) const;
//const BlockRenderData& get_block_render_data(int x, int y ,int z);
const std::optional<LookBlock>& get_look_block_pos(const std::string& name) const;
// const BlockRenderData& get_block_render_data(int x, int y ,int z);
const std::optional<LookBlock>&
get_look_block_pos(const std::string& name) const;
const Chunk* get_chunk(const ChunkPos& pos) const;
Player& get_player(const std::string& name);
void init_world();
bool is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents);
int get_block(const glm::ivec3& block_pos) const;
bool is_block(const glm::ivec3& block_pos) const;
bool is_solid(const glm::ivec3& block_pos) const;
bool can_pass_block(const glm::ivec3& block_pos) const;
BlockType get_block_tpye(const glm::ivec3& block_pos) const;
static ChunkPos chunk_pos(int world_x, int world_z);
void need_gen();
void render(const glm::mat4& mvp_matrix);
void set_block(const glm::ivec3& pos, unsigned id);
void update(float delta_time);
void push_delete_vbo(GLuint vbo);
};
void push_delete_vbo(GLuint vbo);
void push_delete_vao(GLuint vao);
void hot_reload();
void rebuild_world();
float chunk_gen_fraction() const;
int rendering_distance() const;
void rendering_distance(int rendering_distance);
void start_gen_thread();
void stop_gen_thread();
CaveCarver& cave_carcer();
RiverWorm& river_worm();
std::vector<glm::vec4>& planes();
std::vector<ChunkRenderSnapshot>& render_snapshots();
};
} // namespace Cubed

View File

@@ -2,6 +2,8 @@
#include <GLFW/glfw3.h>
namespace Cubed {
struct MoveState {
bool forward = false;
bool back = false;
@@ -27,7 +29,8 @@ struct InputState {
};
namespace Input {
InputState& get_input_state();
InputState& get_input_state();
}
}
} // namespace Cubed

View File

@@ -1,14 +1,26 @@
#pragma once
#include <string>
#include <unordered_map>
// #include <string>
// #include <unordered_map>
// #include <vector>
namespace Cubed {
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;
/*
static inline std::unordered_map<unsigned, std::string> id_to_name_map;
static inline std::unordered_map<size_t, unsigned> name_to_id_map;
static inline std::vector<std::string> item_id_to_name;
*/
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();
/*
static std::string_view get_name_from_id(unsigned id);
static unsigned get_id_from_name(const std::string& name);
static std::string_view item_name(unsigned id);
static const std::vector<std::string>& item_map();
*/
static void init_map();
};
} // namespace Cubed

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@@ -0,0 +1,171 @@
#pragma once
namespace Cubed {
#pragma region NORMAL_BLOCK
constexpr float VERTICES_POS[6][6][3] = {
// ===== front (z = +1) =====
{{0.0f, 0.0f, 1.0f}, // bottom left
{0.0f, 1.0f, 1.0f}, // top left
{1.0f, 1.0f, 1.0f}, // top right
{1.0f, 1.0f, 1.0f}, // top right
{1.0f, 0.0f, 1.0f}, // bottom right
{0.0f, 0.0f, 1.0f}}, // bottom left
// ===== right (x = +1) =====
{{1.0f, 0.0f, 1.0f}, // bottom front
{1.0f, 0.0f, 0.0f}, // bottom back
{1.0f, 1.0f, 0.0f}, // top back
{1.0f, 1.0f, 0.0f}, // top back
{1.0f, 1.0f, 1.0f}, // top front
{1.0f, 0.0f, 1.0f}}, // bottom front
// ===== back (z = -1) =====
{{0.0f, 0.0f, 0.0f}, // bottom left
{1.0f, 0.0f, 0.0f}, // bottom right
{1.0f, 1.0f, 0.0f}, // top right
{1.0f, 1.0f, 0.0f}, // top right
{0.0f, 1.0f, 0.0f}, // top left
{0.0f, 0.0f, 0.0f}}, // bottom left
// ===== left (x = -1) =====
{{0.0f, 0.0f, 0.0f}, // bottom back
{0.0f, 0.0f, 1.0f}, // bottom front
{0.0f, 1.0f, 1.0f}, // top front
{0.0f, 1.0f, 1.0f}, // top front
{0.0f, 1.0f, 0.0f}, // top back
{0.0f, 0.0f, 0.0f}}, // bottom back
// ===== top (y = +1) =====
{{0.0f, 1.0f, 0.0f}, // back left
{1.0f, 1.0f, 0.0f}, // back right
{1.0f, 1.0f, 1.0f}, // front right
{1.0f, 1.0f, 1.0f}, // front right
{0.0f, 1.0f, 1.0f}, // front left
{0.0f, 1.0f, 0.0f}}, // back left
// ===== bottom (y = -1) =====
{{0.0f, 0.0f, 1.0f}, // front left
{1.0f, 0.0f, 1.0f}, // front right
{1.0f, 0.0f, 0.0f}, // back right
{1.0f, 0.0f, 0.0f}, // back right
{0.0f, 0.0f, 0.0f}, // back left
{0.0f, 0.0f, 1.0f}} // front left
};
constexpr float TEX_COORDS[6][6][2] = {
// ===== front (z = +1) =====
{{0.0f, 1.0f}, // bottom left
{0.0f, 0.0f}, // top left
{1.0f, 0.0f}, // top right
{1.0f, 0.0f}, // top right
{1.0f, 1.0f}, // bottom right
{0.0f, 1.0f}}, // bottom left
// ===== right (x = +1) =====
{{0.0f, 1.0f}, // bottom front
{1.0f, 1.0f}, // bottom back
{1.0f, 0.0f}, // top back
{1.0f, 0.0f}, // top back
{0.0f, 0.0f}, // top front
{0.0f, 1.0f}}, // bottom front
// ===== back (z = -1) =====
{{1.0f, 1.0f}, // bottom left
{0.0f, 1.0f}, // bottom right
{0.0f, 0.0f}, // top right
{0.0f, 0.0f}, // top right
{1.0f, 0.0f}, // top left
{1.0f, 1.0f}}, // bottom left
// ===== left (x = -1) =====
{{1.0f, 1.0f}, // bottom back
{0.0f, 1.0f}, // bottom front
{0.0f, 0.0f}, // top front
{0.0f, 0.0f}, // top front
{1.0f, 0.0f}, // top back
{1.0f, 1.0f}}, // bottom back
// ===== top (y = +1) =====
{{0.0f, 0.0f}, // back left
{1.0f, 0.0f}, // back right
{1.0f, 1.0f}, // front right
{1.0f, 1.0f}, // front right
{0.0f, 1.0f}, // front left
{0.0f, 0.0f}}, // back left
// ===== bottom (y = -1) =====
{{0.0f, 0.0f}, // front left
{1.0f, 0.0f}, // front right
{1.0f, 1.0f}, // back right
{1.0f, 1.0f}, // back right
{0.0f, 1.0f}, // back left
{0.0f, 0.0f}} // front left
};
#pragma endregion
constexpr float CUBE_VER[24] = {0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0,
0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0,
0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0};
constexpr int OUTLINE_CUBE_INDICES[24] = {0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6,
6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7};
constexpr float SQUARE_VERTICES[6][2] = {
{-0.5f, -0.5f}, // bottom left
{-0.5f, 0.5f}, // top left
{0.5f, 0.5f}, // top right
{0.5f, 0.5f}, // top right
{0.5f, -0.5f}, // bottom right
{-0.5f, -0.5f} // bottom left
};
constexpr float SQUARE_TEXTURE_POS[6][2] = {
{0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f},
{1.0f, 1.0f}, {1.0f, 0.0f}, {0.0f, 0.0f},
};
#pragma region CROSS_PLANE
constexpr float CROSS_VERTICES_POS[2][6][3] = {
// ===== Plane 1: bottom-front-left to top-back-right =====
{{0.0f, 0.0f, 0.0f}, // bottom front left
{0.0f, 1.0f, 0.0f}, // top front left
{1.0f, 1.0f, 1.0f}, // top back right
{1.0f, 1.0f, 1.0f}, // top back right
{1.0f, 0.0f, 1.0f}, // bottom back right
{0.0f, 0.0f, 0.0f}}, // bottom front left
// ===== Plane 2: bottom-front-right to top-back-left =====
{{1.0f, 0.0f, 0.0f}, // bottom front right
{1.0f, 1.0f, 0.0f}, // top front right
{0.0f, 1.0f, 1.0f}, // top back left
{0.0f, 1.0f, 1.0f}, // top back left
{0.0f, 0.0f, 1.0f}, // bottom back left
{1.0f, 0.0f, 0.0f}}, // bottom front right
};
constexpr float CROSS_TEX_COORDS[2][6][2] = {
// ===== Plane 1: bottom-front-left to top-back-right =====
{{0.0f, 1.0f}, // bottom left
{0.0f, 0.0f}, // top left
{1.0f, 0.0f}, // top right
{1.0f, 0.0f}, // top right
{1.0f, 1.0f}, // bottom right
{0.0f, 1.0f}}, // bottom left
// ===== Plane 2: bottom-front-right to top-back-left =====
{{0.0f, 1.0f}, // bottom left
{0.0f, 0.0f}, // top left
{1.0f, 0.0f}, // top right
{1.0f, 0.0f}, // top right
{1.0f, 1.0f}, // bottom right
{0.0f, 1.0f}}, // bottom left
};
#pragma endregion
constexpr float QUAD_VERTICES[] = {
// postion // texcoorlds
-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f};
struct Vertex {
float x = 0.0f, y = 0.0f, z = 0.0f;
float s = 0.0f, t = 0.0f;
float layer = 0.0f;
};
struct Vertex2D {
float x = 0.0f, y = 0.0f;
float s = 0.0f, t = 0.0f;
float layer = 0.0f;
};
} // namespace Cubed

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