mirror of
https://github.com/Kbz-8/42_vox.git
synced 2026-01-11 14:43:34 +00:00
working on chunk generation
This commit is contained in:
6
Application/Block.h
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6
Application/Block.h
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#ifndef BLOCK_H
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#define BLOCK_H
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#include <ScopGraphics.h>
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#endif
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29
Application/Chunk.cpp
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29
Application/Chunk.cpp
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#include <Chunk.h>
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#include <algorithm>
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Chunk::Chunk(Scop::Scene& world, Scop::Vec2ui offset) : m_data(CHUNK_VOLUME), m_offset(offset), m_position(std::move(offset) * Scop::Vec2ui{ CHUNK_SIZE })
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{
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}
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void Chunk::GenerateChunk()
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{
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std::fill(m_data.begin(), m_data.end(), 0);
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for(std::uint32_t x = 0; x < CHUNK_SIZE.x; x++)
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{
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for(std::uint32_t z = 0; z < CHUNK_SIZE.z; z++)
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{
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std::uint32_t pos_x = m_position.x + x;
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std::uint32_t pos_z = m_position.y + z;
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for(std::uint32_t y = 0; y < CHUNK_SIZE.y; y++)
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{
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std::uint32_t index = (z * CHUNK_SIZE.x * CHUNK_SIZE.y) + (y * CHUNK_SIZE.x) + x;
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// Implement noise here
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m_data[index] = y < 10 ? 1 : 0;
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}
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}
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}
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}
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27
Application/Chunk.h
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27
Application/Chunk.h
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#ifndef CHUNK_H
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#define CHUNK_H
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#include <vector>
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#include <ScopGraphics.h>
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#include <ScopMaths.h>
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constexpr Scop::Vec3ui CHUNK_SIZE = Scop::Vec3ui{ 16, 256, 16 };
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constexpr std::uint32_t CHUNK_VOLUME = CHUNK_SIZE.x * CHUNK_SIZE.y * CHUNK_SIZE.z;
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class Chunk
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{
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public:
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Chunk(Scop::Scene& world, Scop::Vec2ui offset);
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void GenerateChunk();
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~Chunk() = default;
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private:
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std::vector<std::uint32_t> m_data;
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Scop::Vec2ui m_offset; // In chunks
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Scop::Vec2ui m_position; // In blocks
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Scop::NonOwningPtr<Scop::Actor> p_actor = nullptr;
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};
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#endif
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@@ -1,118 +0,0 @@
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#include <ScriptSubRoutines.h>
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constexpr const float SPEED = 40.0f;
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void WireframeHandler(Scop::NonOwningPtr<Scop::Scene> scene, Scop::Inputs& inputs)
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{
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static bool key_pressed_last_frame = false;
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if(inputs.IsKeyPressed(SDL_SCANCODE_F))
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key_pressed_last_frame = true;
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else if(key_pressed_last_frame)
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{
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scene->GetForwardData().wireframe = !scene->GetForwardData().wireframe;
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Scop::RenderCore::Get().WaitDeviceIdle();
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scene->GetPipeline().Destroy();
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key_pressed_last_frame = false;
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}
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static Scop::Vec3f rotations{ 0.0f, 0.0f, 0.0f };
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}
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void MovementHandler(Scop::NonOwningPtr<Scop::Actor> actor, Scop::Inputs& inputs, float delta)
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{
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static Scop::Vec3f position{ 0.0f, 0.0f, 0.0f };
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if(inputs.IsKeyPressed(SDL_SCANCODE_I))
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position.x += SPEED * delta;
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if(inputs.IsKeyPressed(SDL_SCANCODE_K))
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position.x -= SPEED * delta;
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if(inputs.IsKeyPressed(SDL_SCANCODE_L))
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position.z += SPEED * delta;
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if(inputs.IsKeyPressed(SDL_SCANCODE_J))
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position.z -= SPEED * delta;
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if(inputs.IsKeyPressed(SDL_SCANCODE_U))
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position.y += SPEED * delta;
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if(inputs.IsKeyPressed(SDL_SCANCODE_O))
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position.y -= SPEED * delta;
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actor->SetPosition(position);
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}
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void ColorsTransitionHandler(Scop::NonOwningPtr<Scop::Actor> actor, Scop::Inputs& inputs, float delta, Scop::MaterialData& data)
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{
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static bool colors_transition = false;
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static bool colors_key_pressed_last_frame = false;
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static std::uint8_t colors_transition_way = 0;
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if(inputs.IsKeyPressed(SDL_SCANCODE_C) && !colors_transition)
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colors_key_pressed_last_frame = true;
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else if(colors_key_pressed_last_frame)
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{
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colors_key_pressed_last_frame = false;
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colors_transition = true;
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colors_transition_way = (data.dissolve_black_white_colors_factor >= 0.5f);
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}
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if(colors_transition)
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{
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if(colors_transition_way == 1)
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{
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data.dissolve_black_white_colors_factor -= 1.0f * delta;
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colors_transition = (data.dissolve_black_white_colors_factor > 0.0f);
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}
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else
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{
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data.dissolve_black_white_colors_factor += 1.0f * delta;
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colors_transition = (data.dissolve_black_white_colors_factor < 1.0f);
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}
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}
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static bool normals_transition = false;
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static bool normals_key_pressed_last_frame = false;
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static std::uint8_t normals_transition_way = 0;
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if(inputs.IsKeyPressed(SDL_SCANCODE_N) && !normals_transition)
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normals_key_pressed_last_frame = true;
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else if(normals_key_pressed_last_frame)
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{
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normals_key_pressed_last_frame = false;
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normals_transition = true;
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normals_transition_way = (data.dissolve_normals_colors_factor >= 0.5f);
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}
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if(normals_transition)
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{
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if(normals_transition_way == 1)
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{
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data.dissolve_normals_colors_factor -= 1.0f * delta;
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normals_transition = (data.dissolve_normals_colors_factor > 0.0f);
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}
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else
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{
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data.dissolve_normals_colors_factor += 1.0f * delta;
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normals_transition = (data.dissolve_normals_colors_factor < 1.0f);
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}
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}
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}
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void TextureTransitionHandler(Scop::NonOwningPtr<Scop::Actor> actor, Scop::Inputs& inputs, float delta, Scop::MaterialData& data)
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{
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static bool texture_transition = false;
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static bool key_pressed_last_frame = false;
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static std::uint8_t transition_way = 0;
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if(inputs.IsKeyPressed(SDL_SCANCODE_T) && !texture_transition)
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key_pressed_last_frame = true;
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else if(key_pressed_last_frame)
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{
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texture_transition = true;
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key_pressed_last_frame = false;
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transition_way = (data.dissolve_texture_factor >= 0.5f);
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}
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if(texture_transition)
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{
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if(transition_way == 1)
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{
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data.dissolve_texture_factor -= 1.0f * delta;
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texture_transition = (data.dissolve_texture_factor > 0.0f);
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}
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else
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{
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data.dissolve_texture_factor += 1.0f * delta;
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texture_transition = (data.dissolve_texture_factor < 1.0f);
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}
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}
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}
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@@ -1,12 +0,0 @@
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#ifndef __SCRIPT_SUB_ROUTINES__
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#define __SCRIPT_SUB_ROUTINES__
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#include <ScopCore.h>
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#include <ScopGraphics.h>
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void WireframeHandler(Scop::NonOwningPtr<Scop::Scene> scene, Scop::Inputs& inputs);
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void MovementHandler(Scop::NonOwningPtr<Scop::Actor> actor, Scop::Inputs& inputs, float delta);
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void ColorsTransitionHandler(Scop::NonOwningPtr<Scop::Actor> actor, Scop::Inputs& inputs, float delta, Scop::MaterialData& data);
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void TextureTransitionHandler(Scop::NonOwningPtr<Scop::Actor> actor, Scop::Inputs& inputs, float delta, Scop::MaterialData& data);
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#endif
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20
Application/Utils.h
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20
Application/Utils.h
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#ifndef UTILS_H
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#define UTILS_H
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#include <unistd.h>
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#include <climits>
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#include <filesystem>
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inline std::filesystem::path GetExecutablePath()
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{
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char result[PATH_MAX];
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ssize_t count = readlink("/proc/self/exe", result, PATH_MAX);
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return std::string(result, (count > 0) ? count : 0);
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}
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inline std::filesystem::path GetResourcesPath()
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{
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return GetExecutablePath().parent_path().parent_path() / "Resources";
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}
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#endif
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18
Application/World.cpp
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18
Application/World.cpp
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#include <ScopCore.h>
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#include <World.h>
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#include <Utils.h>
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World::World(Scop::Scene& scene) : m_scene(scene), m_narrator(scene.CreateNarrator())
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{
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Scop::Vec2ui32 map_size;
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Scop::MaterialTextures material_params;
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material_params.albedo = std::make_shared<Scop::Texture>(Scop::LoadBMPFile(GetResourcesPath() / "prototype.bmp", map_size), map_size.x, map_size.y);
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p_block_material = std::make_shared<Scop::Material>(material_params);
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auto narrator_update = [](Scop::NonOwningPtr<Scop::Scene> scene, Scop::Inputs& input, float delta)
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{
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};
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m_narrator.AttachScript(std::make_shared<Scop::NativeNarratorScript>(std::function<void()>{}, narrator_update, std::function<void()>{}));
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}
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28
Application/World.h
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28
Application/World.h
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#ifndef WORLD_H
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#define WORLD_H
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#include <vector>
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#include <ScopGraphics.h>
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#include <Chunk.h>
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class World
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{
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public:
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World(Scop::Scene& scene);
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[[nodiscard]] inline Scop::Scene& GetScene() noexcept { return m_scene; }
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~World() = default;
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private:
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static inline constexpr std::size_t CHUNKS_SIZE = 16;
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std::vector<std::vector<Chunk>> m_chunks;
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std::shared_ptr<Scop::Material> p_block_material;
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Scop::Narrator& m_narrator;
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Scop::Scene& m_scene;
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};
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#endif
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@@ -1,27 +1,9 @@
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#include <ScopCore.h>
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#include <ScopGraphics.h>
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#include <ScriptSubRoutines.h>
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#include <Splash.h>
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#include <climits>
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#include <memory>
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#include <unistd.h>
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#include <filesystem>
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#include <string>
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#include <cmath>
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std::filesystem::path GetExecutablePath()
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{
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char result[PATH_MAX];
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ssize_t count = readlink("/proc/self/exe", result, PATH_MAX);
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return std::string(result, (count > 0) ? count : 0);
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}
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std::filesystem::path GetResourcesPath()
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{
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return GetExecutablePath().parent_path().parent_path() / "Resources";
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}
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#include <Utils.h>
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#include <World.h>
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int main(int ac, char** av)
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{
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@@ -37,6 +19,16 @@ int main(int ac, char** av)
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Scop::Vec2ui32 skybox_size;
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main_scene.AddSkybox(std::make_shared<Scop::CubeTexture>(Scop::LoadBMPFile(GetResourcesPath() / "skybox.bmp", skybox_size), skybox_size.x, skybox_size.y));
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World world(main_scene);
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Scop::Actor& object = main_scene.CreateActor(Scop::CreateCube());
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Scop::Vec2ui32 map_size;
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Scop::MaterialTextures material_params;
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material_params.albedo = std::make_shared<Scop::Texture>(Scop::LoadBMPFile(GetResourcesPath() / "prototype.bmp", map_size), map_size.x, map_size.y);
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std::shared_ptr<Scop::Material> material = std::make_shared<Scop::Material>(material_params);
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object.GetModelRef().SetMaterial(material, 0);
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engine.RegisterMainScene(splash_scene.get());
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engine.Run();
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return 0;
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