chunk type, pull script, window setup

main
Brett 2024-09-13 14:11:22 -04:00
parent ee0950e4ab
commit 6e3ed2ce90
5 changed files with 148 additions and 6 deletions

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@ -1,11 +1,11 @@
cmake_minimum_required(VERSION 3.28) cmake_minimum_required(VERSION 3.25)
project(voxel-game VERSION 0.0.2) project(voxel-game VERSION 0.0.3)
option(ENABLE_ADDRSAN "Enable the address sanitizer" OFF) option(ENABLE_ADDRSAN "Enable the address sanitizer" OFF)
option(ENABLE_UBSAN "Enable the ub sanitizer" OFF) option(ENABLE_UBSAN "Enable the ub sanitizer" OFF)
option(ENABLE_TSAN "Enable the thread data race sanitizer" OFF) option(ENABLE_TSAN "Enable the thread data race sanitizer" OFF)
set(CMAKE_CXX_STANDARD 17) set(CMAKE_CXX_STANDARD 20)
add_subdirectory(lib/blt-with-graphics) add_subdirectory(lib/blt-with-graphics)

49
include/voxel/chunk.h Normal file
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#pragma once
/*
* Copyright (C) 2024 Brett Terpstra
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#ifndef VOXEL_GAME_CHUNK_H
#define VOXEL_GAME_CHUNK_H
#include <array>
#include <voxel/fwdecl.h>
#include <blt/std/hashmap.h>
namespace voxel
{
enum class chunk_generation_state_t
{
empty, // no data exists in chunk
empty_structure, // chunk was created for the purpose of storing a structure
biomes, // chunk generated biomes
noise, // chunk generated noise map
surface, // chunk generated surface details
carvers, // rivers
features, // structure generation
full
};
class chunk_t
{
public:
private:
chunk_generation_state_t state;
std::array<vid_t, CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE> blocks;
};
}
#endif //VOXEL_GAME_CHUNK_H

37
include/voxel/fwdecl.h Normal file
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#pragma once
/*
* Copyright (C) 2024 Brett Terpstra
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#ifndef VOXEL_GAME_FWDECL_H
#define VOXEL_GAME_FWDECL_H
#include <blt/std/types.h>
#include <cmath>
namespace voxel
{
inline constexpr blt::u64 CHUNK_SIZE = 32;
inline const blt::u64 CHUNK_MASK = static_cast<blt::u64>(std::log2(CHUNK_SIZE));
using vid_t = blt::u16;
class chunk_t;
}
#endif //VOXEL_GAME_FWDECL_H

5
pull_all.sh Executable file
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git pull
cd lib/blt-with-graphics
git pull
cd libraries/BLT
git pull

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@ -1,6 +1,57 @@
#include <iostream> /*
* Copyright (C) 2024 Brett Terpstra
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include <blt/gfx/window.h>
#include "blt/gfx/renderer/resource_manager.h"
#include "blt/gfx/renderer/batch_2d_renderer.h"
#include "blt/gfx/renderer/camera.h"
#include <imgui.h>
#include <voxel/chunk.h>
int main() blt::gfx::matrix_state_manager global_matrices;
blt::gfx::resource_manager resources;
blt::gfx::batch_renderer_2d renderer_2d(resources, global_matrices);
blt::gfx::first_person_camera camera;
void init(const blt::gfx::window_data&)
{ {
std::cout << "Hello World!" << std::endl; using namespace blt::gfx;
global_matrices.create_internals();
resources.load_resources();
renderer_2d.create();
} }
void update(const blt::gfx::window_data& data)
{
global_matrices.update_perspectives(data.width, data.height, 90, 0.1, 2000);
camera.update();
camera.update_view(global_matrices);
global_matrices.update();
renderer_2d.render(data.width, data.height);
}
int main(int, const char**)
{
blt::gfx::init(blt::gfx::window_data{"My Sexy Window", init, update}.setSyncInterval(1));
global_matrices.cleanup();
resources.cleanup();
renderer_2d.cleanup();
blt::gfx::cleanup();
}