#ifndef DECLARATIONS_H #define DECLARATIONS_H #include #include "Assets.h" #include "graphics/Shader.h" #include "graphics/Texture.h" #include "window/Window.h" #include "voxels/Block.h" // Shaders, textures, renderers bool _load_shader(Assets* assets, std::string vertex_file, std::string fragment_file, std::string name){ Shader* shader = load_shader(vertex_file, fragment_file); if (shader == nullptr){ std::cerr << "failed to load shader '" << name << "'" << std::endl; return false; } assets->store(shader, name); return true; } bool _load_texture(Assets* assets, std::string filename, std::string name){ Texture* texture = load_texture(filename); if (texture == nullptr){ std::cerr << "failed to load texture '" << name << "'" << std::endl; return false; } assets->store(texture, name); return true; } int initialize_assets(Assets* assets) { #define LOAD_SHADER(VERTEX, FRAGMENT, NAME) \ if (!_load_shader(assets, VERTEX, FRAGMENT, NAME))\ return 1; #define LOAD_TEXTURE(FILENAME, NAME) \ if (!_load_texture(assets, FILENAME, NAME))\ return 1; LOAD_SHADER("res/main.glslv", "res/main.glslf", "main"); LOAD_SHADER("res/crosshair.glslv", "res/crosshair.glslf", "crosshair"); LOAD_SHADER("res/lines.glslv", "res/lines.glslf", "lines"); LOAD_TEXTURE("res/block.png", "block"); return 0; } // All in-game definitions (blocks, items, etc..) void setup_definitions() { // AIR Block* block = new Block(0,0); block->drawGroup = 1; block->lightPassing = true; block->skyLightPassing = true; block->obstacle = false; block->selectable = false; Block::blocks[block->id] = block; // STONE block = new Block(1,2); Block::blocks[block->id] = block; // GRASS block = new Block(2,4); block->textureFaces[2] = 2; block->textureFaces[3] = 1; Block::blocks[block->id] = block; // LAMP block = new Block(3,3); block->emission[0] = 15; block->emission[1] = 14; block->emission[2] = 13; Block::blocks[block->id] = block; // GLASS block = new Block(4,5); block->drawGroup = 2; block->lightPassing = true; Block::blocks[block->id] = block; // PLANKS block = new Block(5,6); Block::blocks[block->id] = block; // WOOD block = new Block(6,7); block->textureFaces[2] = 8; block->textureFaces[3] = 8; Block::blocks[block->id] = block; // LEAVES block = new Block(7,9); Block::blocks[block->id] = block; // ACTUAL STONE block = new Block(8,10); Block::blocks[block->id] = block; // WATER block = new Block(9,11); block->drawGroup = 4; block->lightPassing = true; block->skyLightPassing = false; block->obstacle = false; block->selectable = false; Block::blocks[block->id] = block; } #endif // DECLARATIONS_H