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arg [/usr/lib/gcc/x86_64-linux-gnu/12/collect2] ==> ignore
arg [-plugin] ==> ignore
arg [/usr/lib/gcc/x86_64-linux-gnu/12/liblto_plugin.so] ==> ignore
arg [-plugin-opt=/usr/lib/gcc/x86_64-linux-gnu/12/lto-wrapper] ==> ignore
arg [-plugin-opt=-fresolution=/tmp/cchTLg7C.res] ==> ignore
arg [-plugin-opt=-fresolution=/tmp/ccU9wNpi.res] ==> ignore
arg [-plugin-opt=-pass-through=-lgcc_s] ==> ignore
arg [-plugin-opt=-pass-through=-lgcc] ==> ignore
arg [-plugin-opt=-pass-through=-lc] ==> ignore
@ -392,7 +392,7 @@ Parsed CXX implicit link information from above output:
arg [/lib64/ld-linux-x86-64.so.2] ==> ignore
arg [-pie] ==> ignore
arg [-o] ==> ignore
arg [cmTC_078c6] ==> ignore
arg [cmTC_2a383] ==> ignore
arg [/usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu/Scrt1.o] ==> obj [/usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu/Scrt1.o]
arg [/usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu/crti.o] ==> obj [/usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu/crti.o]
arg [/usr/lib/gcc/x86_64-linux-gnu/12/crtbeginS.o] ==> obj [/usr/lib/gcc/x86_64-linux-gnu/12/crtbeginS.o]
@ -404,7 +404,7 @@ Parsed CXX implicit link information from above output:
arg [-L/usr/lib/x86_64-linux-gnu] ==> dir [/usr/lib/x86_64-linux-gnu]
arg [-L/usr/lib/../lib] ==> dir [/usr/lib/../lib]
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@ -434,8 +434,8 @@ Parsed CXX implicit link information from above output:
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Change Dir: /home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-release/CMakeFiles/CMakeTmp
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_b693e && [1/2] Building C object CMakeFiles/cmTC_b693e.dir/src.c.o
[2/2] Linking C executable cmTC_b693e
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_0822b && [1/2] Building C object CMakeFiles/cmTC_0822b.dir/src.c.o
[2/2] Linking C executable cmTC_0822b
Source file was:
@ -462,64 +462,64 @@ int main(void)
Determining if the function XOpenDisplay exists in the /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so passed with the following output:
Change Dir: /home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-release/CMakeFiles/CMakeTmp
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_dbae6 && [1/2] Building C object CMakeFiles/cmTC_dbae6.dir/CheckFunctionExists.c.o
[2/2] Linking C executable cmTC_dbae6
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_9ec52 && [1/2] Building C object CMakeFiles/cmTC_9ec52.dir/CheckFunctionExists.c.o
[2/2] Linking C executable cmTC_9ec52
Determining if the function gethostbyname exists passed with the following output:
Change Dir: /home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-release/CMakeFiles/CMakeTmp
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_4087c && [1/2] Building C object CMakeFiles/cmTC_4087c.dir/CheckFunctionExists.c.o
[2/2] Linking C executable cmTC_4087c
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_9b711 && [1/2] Building C object CMakeFiles/cmTC_9b711.dir/CheckFunctionExists.c.o
[2/2] Linking C executable cmTC_9b711
Determining if the function connect exists passed with the following output:
Change Dir: /home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-release/CMakeFiles/CMakeTmp
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_7ed22 && [1/2] Building C object CMakeFiles/cmTC_7ed22.dir/CheckFunctionExists.c.o
[2/2] Linking C executable cmTC_7ed22
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_b2866 && [1/2] Building C object CMakeFiles/cmTC_b2866.dir/CheckFunctionExists.c.o
[2/2] Linking C executable cmTC_b2866
Determining if the function remove exists passed with the following output:
Change Dir: /home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-release/CMakeFiles/CMakeTmp
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_5b7e7 && [1/2] Building C object CMakeFiles/cmTC_5b7e7.dir/CheckFunctionExists.c.o
[2/2] Linking C executable cmTC_5b7e7
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_5aa50 && [1/2] Building C object CMakeFiles/cmTC_5aa50.dir/CheckFunctionExists.c.o
[2/2] Linking C executable cmTC_5aa50
Determining if the function shmat exists passed with the following output:
Change Dir: /home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-release/CMakeFiles/CMakeTmp
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_4b6d4 && [1/2] Building C object CMakeFiles/cmTC_4b6d4.dir/CheckFunctionExists.c.o
[2/2] Linking C executable cmTC_4b6d4
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_bdff8 && [1/2] Building C object CMakeFiles/cmTC_bdff8.dir/CheckFunctionExists.c.o
[2/2] Linking C executable cmTC_bdff8
Determining if the function IceConnectionNumber exists in the ICE passed with the following output:
Change Dir: /home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-release/CMakeFiles/CMakeTmp
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_dbc6a && [1/2] Building C object CMakeFiles/cmTC_dbc6a.dir/CheckFunctionExists.c.o
[2/2] Linking C executable cmTC_dbc6a
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_0c5e9 && [1/2] Building C object CMakeFiles/cmTC_0c5e9.dir/CheckFunctionExists.c.o
[2/2] Linking C executable cmTC_0c5e9
Determining if the include file unistd.h exists passed with the following output:
Change Dir: /home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-release/CMakeFiles/CMakeTmp
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_cc1fe && [1/2] Building C object CMakeFiles/cmTC_cc1fe.dir/CheckIncludeFile.c.o
[2/2] Linking C executable cmTC_cc1fe
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_c47b7 && [1/2] Building C object CMakeFiles/cmTC_c47b7.dir/CheckIncludeFile.c.o
[2/2] Linking C executable cmTC_c47b7
Determining if the include file fcntl.h exists passed with the following output:
Change Dir: /home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-release/CMakeFiles/CMakeTmp
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_30b2c && [1/2] Building C object CMakeFiles/cmTC_30b2c.dir/CheckIncludeFile.c.o
[2/2] Linking C executable cmTC_30b2c
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_2b5b3 && [1/2] Building C object CMakeFiles/cmTC_2b5b3.dir/CheckIncludeFile.c.o
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Determining if the function shmat exists passed with the following output:
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Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja cmTC_40199 && [1/2] Building C object CMakeFiles/cmTC_40199.dir/CheckFunctionExists.c.o
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View File

@ -1,3 +1,3 @@
Start testing: Mar 04 23:09 EST
Start testing: Feb 16 00:13 EST
----------------------------------------------------------
End testing: Mar 04 23:09 EST
End testing: Feb 16 00:13 EST

View File

@ -11,7 +11,7 @@
#include <render/window.h>
#include <vector>
#include <unordered_map>
#include <blt/math/math.h>
#include <blt/std/math.h>
#include <blt/std/string.h>
#include <string>
@ -99,12 +99,10 @@ namespace fp {
* @param attribute_number attribute position to bind
* @param coordinate_size size of this attribute (1 for float, 2 for vec2...)
* @param type type to store. Use GL_FLOAT mostly
* @param stride stride how many bytes the COMPLETE data takes in the VBO, 0 will automatically assume packed data.
* @param stride stride will automatically be calculated using coordinate size (4 bytes is assumed!)
* @param offset offset into the data that this attribute is stored. Allows for weaving of data
* @param repeated used to specify that this is the second+ time we've used this VBO to point to data, as a result it will be not be added
* to the attribute update list and MUST be updated using the original attribute number
*/
void bindVBO(VBO* vbo, int attribute_number, int coordinate_size, GLenum type = GL_FLOAT, int stride = 0, long offset = 0, bool repeated = false);
void bindVBO(VBO* vbo, int attribute_number, int coordinate_size, GLenum type = GL_FLOAT, int stride = 0, long offset = 0);
/**
* Binds the VBO as if it was the element buffer (indices). Note: calling this more than once is not supported.

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@ -10,12 +10,11 @@
#include <string>
#include <utility>
#include <stb/stb_image.h>
#include "stb/stb_image_resize.h"
#include <util/settings.h>
#include <unordered_map>
#include <vector>
#include <render/gl.h>
#include "stb/stb_image_resize.h"
namespace fp::texture {
@ -30,69 +29,34 @@ namespace fp::texture {
* @param path path to the texture file
* @param name reference name for this texture. If empty the texture will use path as its identifier
*/
explicit file_texture(const std::string& path, const std::string& name = ""):
m_Name(name.empty() ? path : name), m_Path(path) {}
explicit file_texture(const std::string& path, const std::string& name = ""): m_Name(name.empty() ? path : name), m_Path(path) {}
static file_texture* load(file_texture*& texture) {
// we want to load every texture as if it has transparency,
// otherwise textures won't be correctly resized and loaded to the gpu
constexpr int channel_count = 4;
texture->m_Data = stbi_load(
texture->m_Path.c_str(), &texture->width, &texture->height,
&texture->channels, channel_count
);
texture->channels = channel_count;
static file_texture* load(file_texture* texture) {
stbi_load(texture->m_Path.c_str(), &texture->width, &texture->height, &texture->channels, 4);
return texture;
}
static file_texture* resize(
file_texture* texture, int target_width, int target_height
) {
static file_texture* resize(file_texture* texture, int target_width, int target_height) {
if (target_width == texture->width && target_height == texture->height)
return texture;
// since we will be replacing the loaded data pointer, is it wise to use the allocator
// that matches with what stb image uses, which is malloc, since we unload with stbi_image_free -> (free)
auto* output_Data = (unsigned char*) malloc(
target_width * target_height * texture->channels
// since stb is a c lib we must use malloc, otherwise we'd have to deal with using the right free on destruction
auto* output_Data = (unsigned char*) malloc(target_width * target_height * texture->channels);
stbir_resize_uint8(
texture->m_Data, texture->width, texture->height, texture->width * texture->channels, output_Data, target_width,
target_height, target_width * texture->channels, texture->channels
);
// resize the texture
if (stbir_resize_uint8(
// input
texture->m_Data, texture->width, texture->height, 0,
// output
output_Data, target_width, target_height, 0,
// channels
texture->channels
)) {
BLT_WARN("Error resizing block texture image!");
}
// free up the old data
stbi_image_free(texture->m_Data);
texture->m_Data = output_Data;
texture->width = target_width;
texture->height = target_height;
return texture;
}
unsigned char* data() {
return m_Data;
}
[[nodiscard]] int getChannels() const {
return channels;
}
[[nodiscard]] int getWidth() const {
return width;
}
[[nodiscard]] int getHeight() const {
return height;
}
[[nodiscard]] const std::string& getName() {
return m_Name;
}
@ -109,15 +73,10 @@ namespace fp::texture {
GLint textureColorMode;
int m_width, m_height;
gl_texture(
int width, int height, GLint bind_type = GL_TEXTURE_2D,
GLint color_mode = GL_RGBA
):
m_width(width), m_height(height), textureBindType(bind_type),
textureColorMode(color_mode) {
gl_texture(int width, int height, GLint bind_type = GL_TEXTURE_2D, GLint color_mode = GL_RGBA):
m_width(width), m_height(height), textureBindType(bind_type), textureColorMode(color_mode) {
glGenTextures(1, &textureID);
}
public:
void bind() const {
glBindTexture(textureBindType, textureID);
@ -148,41 +107,24 @@ namespace fp::texture {
return textureID;
}
virtual ~gl_texture() {
~gl_texture() {
glDeleteTextures(1, &textureID);
}
};
struct gl_texture2D : public gl_texture {
public:
gl_texture2D(int width, int height, GLint colorMode = GL_RGBA):
gl_texture(width, height, GL_TEXTURE_2D, colorMode) {
gl_texture2D(int width, int height, GLint colorMode = GL_RGBA): gl_texture(width, height, GL_TEXTURE_2D, colorMode) {
bind();
glTexStorage2D(
textureBindType, std::stoi(fp::settings::get("MIPMAP_LEVELS")), colorMode,
width, height
);
glTexStorage2D(textureBindType, std::stoi(fp::settings::get("MIPMAP_LEVELS")), colorMode, width, height);
}
void upload(
void* data, GLint dataColorMode = GL_RGBA, int level = 0, int x_offset = 0,
int y_offset = 0, int sub_width = -1,
int sub_height = -1
) const {
void upload(void* data, int level = 0, int x_offset = 0, int y_offset = 0, int sub_width = -1, int sub_height = -1) const {
if (sub_width < 0)
sub_width = m_width;
if (sub_height < 0)
sub_height = m_height;
bind();
glTexSubImage2D(
textureBindType, level, x_offset, y_offset, sub_width, sub_height,
dataColorMode, GL_UNSIGNED_BYTE, data
);
unbind();
}
void upload(file_texture* texture) const {
upload(texture->data(), texture->getChannels() == 4 ? GL_RGBA : GL_RGB);
glTexSubImage2D(textureBindType, level, x_offset, y_offset, sub_width, sub_height, textureColorMode, GL_UNSIGNED_BYTE, data);
}
};
@ -190,38 +132,25 @@ namespace fp::texture {
protected:
int m_layers;
public:
gl_texture2D_array(int width, int height, int layers, GLint colorMode = GL_RGBA8):
gl_texture2D_array(int width, int height, int layers, GLint colorMode = GL_RGBA):
gl_texture(width, height, GL_TEXTURE_2D_ARRAY, colorMode), m_layers(layers) {
bind();
// 3 mipmaps is about good since anything smaller is probably useless (32x32(0) -> 16x16(1) -> 8x8(2))
glTexStorage3D(textureBindType, 3, colorMode, width, height, layers);
BLT_DEBUG("Creating 2D Texture Array with ID: %d", textureID);
glTexStorage3D(textureBindType, std::stoi(fp::settings::get("MIPMAP_LEVELS")), colorMode, width, height, layers);
}
void upload(
void* data, int index, GLint dataColorMode = GL_RGBA, int level = 0,
int x_offset = 0, int y_offset = 0, int sub_width = -1,
int sub_height = -1
) const {
void upload(void* data, int index, int level = 0, int x_offset = 0, int y_offset = 0, int sub_width = -1, int sub_height = -1) const {
if (sub_width < 0)
sub_width = m_width;
if (sub_height < 0)
sub_height = m_height;
bind();
glTexSubImage3D(
textureBindType, level, x_offset, y_offset, index, sub_width, sub_height, 1,
dataColorMode, GL_UNSIGNED_BYTE, data
);
unbind();
glTexSubImage3D(textureBindType, level, x_offset, y_offset, index, sub_width, sub_height, 1, textureColorMode, GL_UNSIGNED_BYTE, data);
}
};
typedef int texture_index;
class palette {
private:
union negDInt {
texture_index i = -1;
int i = -1;
};
// as of GL3.0 this limit is 256. (4.5 extends it to 2048.)
static constexpr int MAX_ARRAY_LAYERS = 256;
@ -235,22 +164,19 @@ namespace fp::texture {
palette() = default;
void generateGLTexture() {
delete texture_array;
auto texture_size = std::stoi(fp::settings::get("TEXTURE_SIZE"));
texture_array = new gl_texture2D_array(
texture_size, texture_size, (int) textures.size());
texture_array->bind();
for (const auto t : textures) {
texture_array->upload(
t->data(), textureIndices[t->getName()].i,
t->getChannels() == 4 ? GL_RGBA : GL_RGB
);
BLT_TRACE("Loaded texture %s", t->getName().c_str());
}
texture_array = new gl_texture2D_array(texture_size, texture_size, (int)textures.size());
for (const auto t : textures)
texture_array->upload(t->data(), textureIndices[t->getName()].i);
texture_array->setDefaults();
texture_array->generateMipmaps();
}
void registerTexture(file_texture* texture) {
auto texture_size = std::stoi(fp::settings::get("TEXTURE_SIZE"));
texture = file_texture::resize(texture, texture_size, texture_size);
textureIndices[texture->getName()].i = (int) textures.size();
textures.push_back(texture);
}
@ -259,7 +185,7 @@ namespace fp::texture {
return textureIndices[name].i >= 0;
}
texture_index getTexture(const std::string& name) {
int getTexture(const std::string& name) {
return textureIndices[name].i;
}
@ -268,8 +194,6 @@ namespace fp::texture {
}
~palette() {
for (auto* t : textures)
delete t;
delete texture_array;
};
};

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@ -7,7 +7,7 @@
#ifndef FINALPROJECT_TEXT_H
#define FINALPROJECT_TEXT_H
#include <blt/math/math.h>
#include <blt/std/math.h>
#include <string>
namespace fp::text {

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@ -21,7 +21,7 @@
#define EGL_EGLEXT_PROTOTYPES
#endif
#include <GLFW/glfw3.h>
#include <blt/math/math.h>
#include <blt/std/math.h>
namespace fp::window {
/**

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@ -6,16 +6,12 @@ precision mediump float;
out vec4 FragColor;
in vec2 uv;
uniform mediump sampler2DArray texturep_palette;
void main() {
/** if (gl_fragcoord * gl_fragcoord < vec2(5, 5))
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
else
discard;*/
FragColor = texture(texturep_palette, vec3(uv, 0.0f));
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
")";

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@ -5,9 +5,6 @@
precision mediump float;
layout (location = 0) in vec3 vertex;
layout (location = 1) in vec2 texture_coord;
out vec2 uv;
uniform mat4 translation;
@ -21,9 +18,8 @@ layout (std140) uniform StandardMatrices
mat4 orthographic;
};
void main() {
void main() {
gl_Position = projection * view * translation * vec4(vertex.x, vertex.y, vertex.z, 1.0);
uv = texture_coord;
}
")";

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@ -7,7 +7,7 @@
#ifndef FINALPROJECT_STORAGE_H
#define FINALPROJECT_STORAGE_H
#include <blt/math/math.h>
#include <blt/std/math.h>
#include <vector>
#include "blt/std/logging.h"
#include <world/chunk/typedefs.h>

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@ -9,7 +9,7 @@
// size of the chunk in number of blocks
constexpr int CHUNK_SIZE = 32;
const int CHUNK_SHIFT = (int) (log(CHUNK_SIZE) / log(2));
const int CHUNK_SHIFT = (int)(log(CHUNK_SIZE) / log(2));
// size that the base vertex arrays are assumed to be (per face)
constexpr int VTX_ARR_SIZE = 4;
@ -59,7 +59,6 @@ namespace fp {
// since OpenGL allows us to specify attributes based on offsets from the same VBO.
typedef struct {
float x, y, z;
float u, v;
} vertex;
namespace _static {
@ -89,15 +88,13 @@ namespace fp {
}
};
static inline bool f_equal(float v1, float v2) {
return v1 >= v2 - EPSILON && v1 <= v2 + EPSILON;
}
struct vertex_equality {
inline bool operator()(const vertex& p1, const vertex& p2) const {
return f_equal(p1.x, p2.x) && f_equal(p1.y, p2.y) && f_equal(p1.z, p2.z) &&
f_equal(p1.u, p2.u) && f_equal(p1.v, p2.v);
return p1.x >= p2.x - EPSILON && p1.x <= p2.x + EPSILON && p1.y >= p2.y - EPSILON && p1.y <= p2.y + EPSILON && p1.z >= p2.z - EPSILON && p1.z <= p2.z + EPSILON;
}
// inline bool operator()(const vertex& p1, const vertex& p2) const {
// return p1.x == p2.x && p1.y == p2.y && p1.z == p2.z;
// }
};
}

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@ -85,10 +85,7 @@ namespace fp {
// since they both use the same amount of memory we will only store the vertices and draw with drawArrays, since it is less complex.
// set up the VBOs which will be later updated when the mesh is generated.
auto vbo = new VBO(ARRAY_BUFFER, nullptr, 0);
auto data_size = 3 * sizeof(float) + 2 * sizeof(float);
chunk_vao->bindVBO(vbo, 0, 3, GL_FLOAT, (int)data_size, 0);
chunk_vao->bindVBO(vbo, 1, 2, GL_FLOAT, (int)data_size, 3 * sizeof(float), true);
chunk_vao->bindVBO(new VBO(ARRAY_BUFFER, nullptr, 0), 0, 3, GL_FLOAT, 3 * sizeof(float), 0);
chunk_vao->bindElementVBO(new VBO(ELEMENT_BUFFER, nullptr, 0));
}

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@ -7,54 +7,28 @@
#ifndef FINALPROJECT_REGISTRY_H
#define FINALPROJECT_REGISTRY_H
#include <string>
#include <render/textures.h>
namespace fp {
typedef unsigned char block_type;
}
namespace fp::registry {
/**
* Bit masked enum description how the block should be treated by the renderer
*/
enum block_visibility {
// has no transparency
OPAQUE = 0,
// opaque but texture has alpha which should be treated as 100% transparent
// this allows us to insert it into the opaque blocks render but requires us to include its neighbour's mesh
TRANSPARENT_TEXTURE = 1,
// texture is partially see-through
TRANSLUCENT = 2,
// block should be treated as 100% transparent everywhere
TRANSPARENT = 4,
TRANSLUCENT = 1,
TRANSPARENT = 2,
};
struct block_properties {
// how should we handle this block? Blocks with transparent textures can be added to OPAQUE blocks
block_visibility visibility = OPAQUE;
// does this block produce light?
bool produces_light = false;
// WebGL doesn't default to empty textures, use index 0 to store an empty texture
std::string textureName = "Air";
};
constexpr block_type AIR = 0;
constexpr block_type STONE = 1;
void registerBlock(block_type id, block_properties properties);
void registerTexture(texture::file_texture* texture);
void textureInit();
void setupTextureLoaderThreads(int count = 8);
void generateTexturePalette();
void cleanup();
block_properties get(block_type id);
unsigned int getTextureID();
texture::texture_index getTextureIndex(const std::string& name);
/**
@ -65,20 +39,5 @@ namespace fp::registry {
registerBlock(STONE, {});
}
inline void registerDefaultTextures() {
textureInit();
registerTexture(new texture::file_texture{"assets/textures/1676004600027876.jpg", "Stone"});
registerTexture(new texture::file_texture{"assets/textures/1668750351593692.jpg", "Dirt"});
registerTexture(new texture::file_texture{"assets/textures/1638777414645.jpg", "Dolph"});
registerTexture(new texture::file_texture{"assets/textures/1603423355849.jpg", "Sit"});
registerTexture(new texture::file_texture{"assets/textures/1603422678312.jpg", "Loser"});
registerTexture(new texture::file_texture{"assets/textures/1592244663459.png", "Frog"});
registerTexture(new texture::file_texture{"assets/textures/1592234267606.png", "Explode"});
setupTextureLoaderThreads();
generateTexturePalette();
}
}
#endif //FINALPROJECT_REGISTRY_H

@ -1 +1 @@
Subproject commit bd89abb2f3da1e04d8fae667db2866675ae2280c
Subproject commit d72441f1703fa44d397b960e4e9e761f07786505

View File

@ -29,8 +29,6 @@ void loop(){
world->update();
world->render(*chunk_shader);
//fp::text::drawText("Hello There", 0, 0, fp::text::FONT_18, {0,0,0, 1.0});
fp::camera::update();
fp::debug::render();
fp::text::render();
@ -51,7 +49,6 @@ int main() {
fp::window::init();
fp::text::init();
fp::registry::registerDefaultBlocks();
fp::registry::registerDefaultTextures();
chunk_shader = new fp::shader(shader_chunk_vert, shader_chunk_frag);
world = new fp::world();
@ -82,13 +79,11 @@ int main() {
loop();
#endif
BLT_PRINT_PROFILE("Chunk Generator", blt::logging::TRACE, true);
BLT_PRINT_ORDERED("Chunk Generator", blt::logging::TRACE, true, true);
delete(chunk_shader);
delete(world);
/** !! MUST BE CALLED HERE OTHERWISE glDeleteTextures WILL BE CALLED AFTER THE GL CONTEXT IS DESTROYED! !! **/
fp::registry::cleanup();
fp::text::destroy();
fp::window::close();
fp::settings::save("settings.txt");

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@ -5,7 +5,7 @@
*/
#include <render/camera.h>
#include <render/gl.h>
#include <blt/math/math.h>
#include <blt/std/math.h>
#include <cmath>
#include "util/math.h"
@ -73,9 +73,9 @@ void updateViewMatrix(){
viewMatrix.m23(float(z.w()));
// view matrix are inverted, dot product to simulate translate matrix multiplication
viewMatrix.m03(-float(blt::vec<float, 4>::dot(x, blt::vec<float, 4>{position.x(), position.y(), position.z(), 0})));
viewMatrix.m13(-float(blt::vec<float, 4>::dot(y, blt::vec<float, 4>{position.x(), position.y(), position.z(), 0})));
viewMatrix.m23(-float(blt::vec<float, 4>::dot(z, blt::vec<float, 4>{position.x(), position.y(), position.z(), 0})));
viewMatrix.m03(-float(blt::vec<4>::dot(x, blt::vec<4>{position.x(), position.y(), position.z(), 0})));
viewMatrix.m13(-float(blt::vec<4>::dot(y, blt::vec<4>{position.x(), position.y(), position.z(), 0})));
viewMatrix.m23(-float(blt::vec<4>::dot(z, blt::vec<4>{position.x(), position.y(), position.z(), 0})));
viewMatrix.m33(1);
fp::shader::updateViewMatrix(viewMatrix);

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@ -72,7 +72,7 @@ namespace fp {
glDeleteVertexArrays(1, &vaoID);
}
void VAO::bindVBO(VBO* vbo, int attribute_number, int coordinate_size, GLenum type, int stride, long offset, bool repeated) {
void VAO::bindVBO(VBO* vbo, int attribute_number, int coordinate_size, GLenum type, int stride, long offset) {
bind();
vbo->bind();
@ -82,8 +82,7 @@ namespace fp {
glEnableVertexAttribArray(attribute_number);
// since attribute number must be unique we can use it to reference the VBO if we need to update it.
if (!repeated)
VBOs.insert({attribute_number, vbo});
VBOs.insert({attribute_number, vbo});
}
void VAO::bindElementVBO(VBO* vbo) {
@ -173,7 +172,7 @@ namespace fp {
glGetProgramInfoLog(programID, log_length + 1, nullptr, infoLog.buffer);
BLT_ERROR("--- --- --- --- --- --- --- --- ---");
BLT_ERROR("Unable to link program of ID: %d", programID);
BLT_ERROR("Unable to link program of ID: %", programID);
BLT_ERROR(vertex_source);
BLT_ERROR(fragment_source);
BLT_ERROR(geometry_source);

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@ -6,7 +6,7 @@
#include <render/ui/debug.h>
#include <render/ui/text.h>
#include <render/window.h>
#include <blt/math/averages.h>
#include <blt/std/math.h>
namespace fp::debug {
const float spacing = 5;

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@ -13,7 +13,8 @@ std::unordered_map<std::string, std::string> properties;
// will be overwritten if the file has something different.
void write_default_values(){
properties["TEXTURE_SIZE"] = std::to_string(128);
properties["TEXTURE_SIZE"] = std::to_string(32);
properties["MIPMAP_LEVELS"] = std::to_string(3);
}
void fp::settings::load(const std::string& file) {
@ -35,18 +36,15 @@ void fp::settings::load(const std::string& file) {
auto& value = blt::string::trim(split_line[1]);
properties[property] = value;
BLT_TRACE("Loading property %s with value %s", property.c_str(), value.c_str());
}
} catch (std::exception& e) {
BLT_WARN("Unable to read %s settings file!", file.c_str());
}
} catch (std::exception& e) {}
}
void fp::settings::save(const std::string& file) {
std::ofstream output {file};
output.exceptions(std::ios::failbit | std::ios::badbit);
for (const auto& property : properties){
output << property.first << " = " << property.second << "\n";
output << property.first << " = " << property.second;
}
}

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@ -9,40 +9,40 @@
constexpr float scale = 0.5f;
const fp::vertex x_positive_vertices[VTX_ARR_SIZE] = {
{scale, scale, scale, 1, 1}, // +x top right
{scale, scale, -scale, 1, 0}, // +x bottom right
{scale, -scale, -scale, 0, 0}, // +x bottom left
{scale, -scale, scale, 0, 1} // +x top left
{scale, scale, scale}, // +x top right
{scale, scale, -scale}, // +x bottom right
{scale, -scale, -scale}, // +x bottom left
{scale, -scale, scale} // +x top left
};
const fp::vertex x_negative_vertices[VTX_ARR_SIZE] = {
{-scale, scale, scale, 1, 1}, // -x top right
{-scale, scale, -scale, 1, 0}, // -x bottom right
{-scale, -scale, -scale, 0, 0}, // -x bottom left
{-scale, -scale, scale, 0, 1} // -x top left
{-scale, scale, scale}, // -x top right
{-scale, scale, -scale}, // -x bottom right
{-scale, -scale, -scale}, // -x bottom left
{-scale, -scale, scale} // -x top left
};
const fp::vertex y_positive_vertices[VTX_ARR_SIZE] = {
{scale, scale, scale, 1, 1}, // +y top right
{-scale, scale, scale, 1, 0}, // +y bottom right
{-scale, scale, -scale, 0, 0}, // +y bottom left
{scale, scale, -scale, 0, 1}, // +y top left
{scale, scale, scale}, // +y top right
{-scale, scale, scale}, // +y bottom right
{-scale, scale, -scale}, // +y bottom left
{scale, scale, -scale}, // +y top left
};
const fp::vertex y_negative_vertices[VTX_ARR_SIZE] = {
{scale, -scale, scale, 1, 1}, // -y top right
{-scale, -scale, scale, 1, 0}, // -y bottom right
{-scale, -scale, -scale, 0, 0}, // -y bottom left
{scale, -scale, -scale, 0, 1}, // -y top left
{scale, -scale, scale}, // -y top right
{-scale, -scale, scale}, // -y bottom right
{-scale, -scale, -scale}, // -y bottom left
{scale, -scale, -scale}, // -y top left
};
const fp::vertex z_positive_vertices[VTX_ARR_SIZE] = {
{scale, scale, scale, 1, 1}, // +z top right
{scale, -scale, scale, 1, 0}, // +z bottom right
{-scale, -scale, scale, 0, 0}, // +z bottom left
{-scale, scale, scale, 0, 1}, // +z top left
{scale, scale, scale}, // +z top right
{scale, -scale, scale}, // +z bottom right
{-scale, -scale, scale}, // +z bottom left
{-scale, scale, scale}, // +z top left
};
const fp::vertex z_negative_vertices[VTX_ARR_SIZE] = {
{scale, scale, -scale, 1, 1}, // -z top right
{scale, -scale, -scale, 1, 0}, // -z bottom right
{-scale, -scale, -scale, 0, 0}, // -z bottom left
{-scale, scale, -scale, 0, 1}, // -z top left
{scale, scale, -scale}, // -z top right
{scale, -scale, -scale}, // -z bottom right
{-scale, -scale, -scale}, // -z bottom left
{-scale, scale, -scale}, // -z top left
};
// indices are the same on all axis but are flipped between negative / positive as a result of back-face culling.
@ -74,12 +74,9 @@ void fp::mesh_storage::addFace(fp::face face, const block_pos& pos) {
// generate translated vertices
for (int i = 0; i < VTX_ARR_SIZE; i++) {
// first copy all the information over, since there is extra information we need to preserve like index and UV / normal
translated_face_vertices[i] = face_vertices[i];
// then we can apply the translation, since the face_vertex value is already there we can add the translation raw
translated_face_vertices[i].x += (float) pos.x;
translated_face_vertices[i].y += (float) pos.y;
translated_face_vertices[i].z += (float) pos.z;
translated_face_vertices[i].x = face_vertices[i].x + (float) pos.x;
translated_face_vertices[i].y = face_vertices[i].y + (float) pos.y;
translated_face_vertices[i].z = face_vertices[i].z + (float) pos.z;
}
for (unsigned int face_index : face_indices) {

View File

@ -15,8 +15,8 @@ void fp::world::generateFullMesh(mesh_storage* mesh, fp::chunk* chunk) {
for (int j = 0; j < CHUNK_SIZE; j++) {
for (int k = 0; k < CHUNK_SIZE; k++) {
auto block = chunk->storage->get({i, j, k});
// The main chunk mesh can handle opaque and transparent textures. (Transparency will be discarded)
if (fp::registry::get(block).visibility <= registry::TRANSPARENT_TEXTURE) {
// opaque visibility is always 0. Non-zero values (true) are what we care about since opaque blocks are completely hidden
if (!fp::registry::get(block).visibility) {
if (fp::registry::get(chunk->storage->getBounded(outside, {i - 1, j, k})).visibility && !outside)
mesh->addFace(X_NEG, {i, j, k});
if (fp::registry::get(chunk->storage->getBounded(outside, {i + 1, j, k})).visibility && !outside)
@ -42,7 +42,7 @@ inline void checkEdgeFaces(
fp::mesh_storage* mesh, fp::chunk* chunk, fp::chunk* neighbour, fp::face face, const fp::block_pos& pos, const fp::block_pos& neighbour_pos
) {
auto block = chunk->storage->get(pos);
if (fp::registry::get(block).visibility <= fp::registry::TRANSPARENT_TEXTURE) {
if (!fp::registry::get(block).visibility) {
if (fp::registry::get(neighbour->storage->get(neighbour_pos)).visibility)
mesh->addFace(face, pos);
}
@ -101,9 +101,6 @@ void fp::world::update() {
void fp::world::render(fp::shader& shader) {
shader.use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, fp::registry::getTextureID());
for (const auto& chunk_pair : chunk_storage) {
auto chunk = chunk_pair.second;

View File

@ -5,100 +5,13 @@
*/
#include <world/registry.h>
#include <unordered_map>
#include <utility>
#include <thread>
#include <mutex>
#include <queue>
#include <condition_variable>
std::unordered_map<fp::block_type, fp::registry::block_properties> blocks;
fp::texture::palette* base_palette;
std::mutex palette_mutex {};
std::mutex main_mutex {};
std::mutex queue_mutex {};
std::mutex completion_mutex {};
std::condition_variable main_wait {};
volatile unsigned int threads_left = 0;
std::queue<fp::texture::file_texture*>* texture_queue;
std::thread** texture_loader_threads;
int thread_count = 0;
void fp::registry::registerBlock(fp::block_type id, fp::registry::block_properties properties) {
blocks[id] = std::move(properties);
blocks[id] = properties;
}
fp::registry::block_properties fp::registry::get(fp::block_type id) {
return blocks.at(id);
}
void fp::registry::registerTexture(fp::texture::file_texture* texture) {
texture_queue->push(texture);
BLT_TRACE("Queued texture %s", texture->getName().c_str());
}
unsigned int fp::registry::getTextureID() {
return base_palette->getTextureID();
}
fp::texture::texture_index fp::registry::getTextureIndex(const std::string& name) {
return base_palette->getTexture(name);
}
void fp::registry::generateTexturePalette() {
for (int i = 0; i < thread_count; i++) {
texture_loader_threads[i]->join();
delete texture_loader_threads[i];
}
BLT_INFO("Finished loading all textures!");
delete texture_queue;
delete[] texture_loader_threads;
base_palette->generateGLTexture();
BLT_INFO("Palette generated!");
}
void fp::registry::setupTextureLoaderThreads(int count) {
BLT_DEBUG("Setting up texture loading threads (%d)", count);
thread_count = count;
texture_loader_threads = new std::thread*[count];
threads_left = count;
for (int i = 0; i < count; i++){
texture_loader_threads[i] = new std::thread([](int thread_id) -> void {
while (!texture_queue->empty()) {
queue_mutex.lock();
auto& top = texture_queue->front();
texture_queue->pop();
queue_mutex.unlock();
auto texture_size = std::stoi(fp::settings::get("TEXTURE_SIZE"));
auto t = texture::file_texture::resize(texture::file_texture::load(top), texture_size, texture_size);
std::scoped_lock<std::mutex> lock(palette_mutex);
base_palette->registerTexture(t);
BLT_TRACE("Loaded file %s", t->getName().c_str());
}
std::scoped_lock<std::mutex> lock{completion_mutex};
threads_left--;
BLT_TRACE("Loading thread finished %d more to go", threads_left);
main_wait.notify_one();
}, i);
}
std::unique_lock<std::mutex> main_lock{main_mutex};
main_wait.wait(main_lock, []() -> bool { return threads_left <= 0; });
}
void fp::registry::textureInit() {
texture_queue = new std::queue<fp::texture::file_texture*>();
base_palette = new texture::palette();
}
void fp::registry::cleanup() {
delete base_palette;
}