VoxelEngine/src/declarations.h
2022-03-04 17:44:14 +03:00

115 lines
2.6 KiB
C++

#ifndef DECLARATIONS_H
#define DECLARATIONS_H
#include <iostream>
#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