mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
180 lines
4.4 KiB
C++
180 lines
4.4 KiB
C++
// Install dependencies:
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// sudo apt install libgl-dev libglew-dev libglfw3-dev libpng-dev libglm-dev
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#include <iostream>
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#include <cmath>
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#include <stdint.h>
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#define GLEW_STATIC
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <vector>
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#include <ctime>
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// GLM
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#include <glm/glm.hpp>
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#include <glm/ext.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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using namespace glm;
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "graphics/Mesh.h"
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#include "graphics/VoxelRenderer.h"
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#include "graphics/LineBatch.h"
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#include "graphics/Batch2D.h"
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#include "window/Window.h"
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#include "window/Events.h"
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#include "window/Camera.h"
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#include "loaders/png_loading.h"
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#include "voxels/voxel.h"
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#include "voxels/Chunk.h"
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#include "voxels/Chunks.h"
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#include "voxels/Block.h"
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#include "voxels/WorldGenerator.h"
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#include "voxels/ChunksController.h"
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#include "files/files.h"
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#include "files/WorldFiles.h"
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#include "lighting/LightSolver.h"
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#include "lighting/Lightmap.h"
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#include "lighting/Lighting.h"
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#include "physics/Hitbox.h"
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#include "physics/PhysicsSolver.h"
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#include "world/World.h"
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#include "world/Level.h"
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#include "audio/Audio.h"
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#include "audio/audioutil.h"
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#include "Assets.h"
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#include "objects/Player.h"
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#include "declarations.h"
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#include "world_render.h"
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#include "player_control.h"
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float gravity = 19.6f;
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int WIDTH = 1280;
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int HEIGHT = 720;
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// Save all world data to files
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void write_world(World* world, Level* level){
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WorldFiles* wfile = world->wfile;
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Chunks* chunks = level->chunks;
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for (unsigned int i = 0; i < chunks->volume; i++){
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Chunk* chunk = chunks->chunks[i];
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if (chunk == nullptr)
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continue;
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wfile->put((const char*)chunk->voxels, chunk->x, chunk->z);
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}
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wfile->write();
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world->wfile->writePlayer(level->player);
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}
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void update_level(World* world, Level* level, vec3 position, float delta, long frame){
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update_controls(level->physics, level->chunks, level->player, delta);
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update_interaction(level, lineBatch);
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level->chunks->setCenter(world->wfile, position.x, 0, position.z);
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int freeLoaders = level->chunksController->countFreeLoaders();
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for (int i = 0; i < freeLoaders; i++)
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level->chunksController->_buildMeshes(renderer, frame);
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freeLoaders = level->chunksController->countFreeLoaders();
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for (int i = 0; i < freeLoaders; i++)
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level->chunksController->loadVisible(world->wfile);
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}
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Level* load_level(World* world, Player* player) {
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Level* level = new Level(world, player, new Chunks(32,1,32, 0,0,0), new PhysicsSolver(vec3(0, -gravity, 0)));
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world->wfile->readPlayer(player);
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Camera* camera = player->camera;
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camera->rotation = mat4(1.0f);
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camera->rotate(player->camY, player->camX, 0);
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return level;
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}
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int initialize(Assets*& assets){
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Audio::initialize();
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Window::initialize(WIDTH, HEIGHT, "Window 2.0");
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Events::initialize();
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assets = new Assets();
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std::cout << "-- loading assets" << std::endl;
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int result = initialize_assets(assets);
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if (result){
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delete assets;
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Window::terminate();
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return result;
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}
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return 0;
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}
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int main() {
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setup_definitions();
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Assets* assets;
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int status = initialize(assets);
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if (status) return status;
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std::cout << "-- loading world" << std::endl;
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vec3 playerPosition = vec3(-320,200,32);
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Camera* camera = new Camera(playerPosition, radians(90.0f));
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World* world = new World("world-1", "world/", 42);
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Player* player = new Player(playerPosition, 4.0f, camera);
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Level* level = load_level(world, player);
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std::cout << "-- preparing systems" << std::endl;
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init_renderer();
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float lastTime = glfwGetTime();
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float delta = 0.0f;
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long frame = 0;
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bool occlusion = false;
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bool devdata = false;
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Window::swapInterval(1);
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std::cout << "-- initializing finished" << std::endl;
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while (!Window::isShouldClose()){
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frame++;
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float currentTime = glfwGetTime();
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delta = currentTime - lastTime;
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lastTime = currentTime;
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int fps = 1 / delta;
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if (Events::jpressed(GLFW_KEY_O)){
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occlusion = !occlusion;
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}
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if (Events::jpressed(GLFW_KEY_F3)){
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devdata = !devdata;
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}
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update_level(world, level, camera->position, delta, frame);
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draw_world(world, level, camera, assets, occlusion);
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draw_hud(world, level, assets, devdata, fps);
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Window::swapBuffers();
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Events::pullEvents();
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}
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std::cout << "-- saving world" << std::endl;
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write_world(world, level);
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delete world;
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std::cout << "-- shutting down" << std::endl;
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delete assets;
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finalize_renderer();
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Audio::finalize();
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Events::finalize();
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Window::terminate();
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return 0;
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}
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