chunk type, pull script, window setup
parent
ee0950e4ab
commit
6e3ed2ce90
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@ -1,11 +1,11 @@
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cmake_minimum_required(VERSION 3.28)
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project(voxel-game VERSION 0.0.2)
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cmake_minimum_required(VERSION 3.25)
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project(voxel-game VERSION 0.0.3)
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option(ENABLE_ADDRSAN "Enable the address sanitizer" OFF)
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option(ENABLE_UBSAN "Enable the ub sanitizer" OFF)
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option(ENABLE_TSAN "Enable the thread data race sanitizer" OFF)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD 20)
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add_subdirectory(lib/blt-with-graphics)
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#pragma once
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/*
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* Copyright (C) 2024 Brett Terpstra
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#ifndef VOXEL_GAME_CHUNK_H
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#define VOXEL_GAME_CHUNK_H
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#include <array>
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#include <voxel/fwdecl.h>
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#include <blt/std/hashmap.h>
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namespace voxel
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{
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enum class chunk_generation_state_t
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{
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empty, // no data exists in chunk
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empty_structure, // chunk was created for the purpose of storing a structure
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biomes, // chunk generated biomes
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noise, // chunk generated noise map
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surface, // chunk generated surface details
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carvers, // rivers
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features, // structure generation
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full
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};
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class chunk_t
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{
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public:
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private:
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chunk_generation_state_t state;
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std::array<vid_t, CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE> blocks;
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};
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}
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#endif //VOXEL_GAME_CHUNK_H
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#pragma once
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/*
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* Copyright (C) 2024 Brett Terpstra
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#ifndef VOXEL_GAME_FWDECL_H
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#define VOXEL_GAME_FWDECL_H
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#include <blt/std/types.h>
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#include <cmath>
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namespace voxel
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{
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inline constexpr blt::u64 CHUNK_SIZE = 32;
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inline const blt::u64 CHUNK_MASK = static_cast<blt::u64>(std::log2(CHUNK_SIZE));
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using vid_t = blt::u16;
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class chunk_t;
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}
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#endif //VOXEL_GAME_FWDECL_H
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@ -0,0 +1,5 @@
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git pull
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cd lib/blt-with-graphics
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git pull
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cd libraries/BLT
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git pull
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57
src/main.cpp
57
src/main.cpp
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#include <iostream>
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/*
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* Copyright (C) 2024 Brett Terpstra
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include <blt/gfx/window.h>
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#include "blt/gfx/renderer/resource_manager.h"
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#include "blt/gfx/renderer/batch_2d_renderer.h"
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#include "blt/gfx/renderer/camera.h"
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#include <imgui.h>
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#include <voxel/chunk.h>
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int main()
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blt::gfx::matrix_state_manager global_matrices;
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blt::gfx::resource_manager resources;
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blt::gfx::batch_renderer_2d renderer_2d(resources, global_matrices);
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blt::gfx::first_person_camera camera;
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void init(const blt::gfx::window_data&)
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{
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std::cout << "Hello World!" << std::endl;
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using namespace blt::gfx;
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global_matrices.create_internals();
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resources.load_resources();
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renderer_2d.create();
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}
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void update(const blt::gfx::window_data& data)
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{
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global_matrices.update_perspectives(data.width, data.height, 90, 0.1, 2000);
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camera.update();
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camera.update_view(global_matrices);
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global_matrices.update();
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renderer_2d.render(data.width, data.height);
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}
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int main(int, const char**)
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{
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blt::gfx::init(blt::gfx::window_data{"My Sexy Window", init, update}.setSyncInterval(1));
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global_matrices.cleanup();
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resources.cleanup();
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renderer_2d.cleanup();
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blt::gfx::cleanup();
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}
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