Added GUI shaders to the repository.
parent
ffdcf3d828
commit
68edae3fcb
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@ -66,6 +66,10 @@ add_executable(zeus
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zeus/lua_api/LuaParser.h
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zeus/lua_api/LRegisterBlock.cpp
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zeus/lua_api/LRegisterBlock.h
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zeus/engine/iVec3.h zeus/mesh/TextBuilder.cpp zeus/mesh/TextBuilder.h zeus/mesh/TextBuilder.cpp zeus/engine/graphics/HudText.cpp zeus/engine/graphics/HudText.h)
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zeus/mesh/TextBuilder.cpp
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zeus/mesh/TextBuilder.h
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zeus/mesh/TextBuilder.cpp
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zeus/engine/graphics/HudText.cpp
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zeus/engine/graphics/HudText.h)
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target_link_libraries(zeus ${OPENGL_gl_LIBRARY} glfw libGLEW.so pthread lua dl)
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@ -21,5 +21,5 @@ zeus.register_block('default:dirt', {
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-- Stone
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zeus.register_block('default:stone', {
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name = "Stone",
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textures = {"default_stone"}
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textures = {"default_cobblestone"}
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})
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@ -37,7 +37,7 @@ void Renderer::update() {
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void Renderer::begin() {
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//Clear Window
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClearColor(0.1f, 0.15f, 0.2f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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@ -1,53 +0,0 @@
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//
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// Created by aurailus on 19/12/18.
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//
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#ifndef ZEUS_IVEC3_H
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#define ZEUS_IVEC3_H
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struct iVec3 {
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int x, y, z;
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iVec3() {
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x = 0;
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y = 0;
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z = 0;
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}
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iVec3(int x, int y, int z) {
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this->x = x;
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this->y = y;
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this->z = z;
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}
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// iVec3(int n) {
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// this->x = n;
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// this->y = n;
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// this->z = n;
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// }
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};
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#endif //ZEUS_IVEC3_H
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namespace std {
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template<> struct hash<iVec3> {
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std::size_t operator()(const iVec3 &k) const {
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return (k.x * 97 + k.y) * 89 + k.z;
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}
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};
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template<> struct less<iVec3> {
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bool operator()(const iVec3 &a, const iVec3 &b) const {
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if (a.x < b.x) return true;
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if (a.y < b.y) return true;
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if (a.z < b.z) return true;
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return false;
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}
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};
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template<> struct equal_to<iVec3> {
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bool operator()(const iVec3 &a, const iVec3 &b) const {
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return (a.x == b.x && a.y == b.y && a.z == b.z);
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}
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};
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}
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@ -0,0 +1,14 @@
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#version 330
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in vec4 color;
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in vec2 fragTex;
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out vec4 fragColor;
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uniform sampler2D tex;
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void main() {
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vec2 texCoord = fragTex;
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fragColor = texture(tex, texCoord) * color;
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// fragColor = color;
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}
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@ -0,0 +1,18 @@
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#version 330
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec2 tex;
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layout (location = 2) in vec3 nor;
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uniform mat4 model;
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uniform mat4 ortho;
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out vec4 color;
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out vec2 fragTex;
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void main() {
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gl_Position = ortho * model * vec4(pos, 1.0);
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color = vec4(1, 1, 1, 1);
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fragTex = tex;
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}
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@ -26,9 +26,9 @@ void GameInstance::initialize(Renderer* renderer) {
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//The world requires the blockAtlas for meshing and handling inputs.
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world = new World(blockAtlas);
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int SIZE = 32;
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int SIZE = 24;
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for (int i = -SIZE; i < SIZE; i++) {
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for (int j = 0; j < 4; j++) {
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for (int j = 0; j < 3; j++) {
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for (int k = -SIZE; k < SIZE; k++) {
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world->genNewChunk(glm::vec3(i, j, k));
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}
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