Fix Windows x64 builds
parent
c6418540b3
commit
6c06d0ba8d
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@ -1,5 +1,5 @@
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cmake_minimum_required (VERSION 3.12 FATAL_ERROR)
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set (CMAKE_CXX_STANDARD 14)
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set (CMAKE_CXX_STANDARD 17)
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set (PROJECT_NAME "Zepha")
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set (MAIN_EXEC_NAME "Zepha")
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@ -7,32 +7,74 @@ set (TEST_EXEC_NAME "ZephaTest")
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project (${PROJECT_NAME})
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find_path(GLEW_HEADERS GL/glew.h)
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find_path(GLFW_HEADERS GLFW/glfw3.h)
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find_path(LUA_HEADERS lua.hpp)
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find_path(ASSIMP_HEADERS assimp/Importer.hpp)
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find_path(ENET_HEADERS enet/enet.h)
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find_path(NOISE_HEADERS noise/noise.h)
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find_path(GLM_HEADERS glm/glm.hpp)
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find_path(PTHREAD_HEADERS pthread.h)
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find_library(GLEW_LIB glew32)
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find_library(GLFW_LIB glfw3dll)
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find_library(LUA_LIB lua)
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if (WIN32)
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find_library(ASSIMP_LIB assimp)
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# find_library(ASSIMP_LIB assimp-vc142-mt)
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else()
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find_library(ASSIMP_LIB assimp)
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endif()
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find_library(ENET_LIB enet)
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find_library(NOISE_LIB noise-static)
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find_library(NOISEUTIL_LIB noiseutils-static)
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if (WIN32)
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find_library(PTHREAD_LIB pthreadVC3)
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else()
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find_library(PTHREAD_LIB pthread)
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endif()
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include_directories(
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# Include Header Only Libraries
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lib/header/catch2/include # Catch2 unit testing library.
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lib/header/gzip/include # GZip Compression header library.
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lib/header/glm/include # OpenGL Mathematics Library.
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${GLM_HEADERS} # OpenGL Mathematics Library.
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lib/header/sol2/include # Sol2 Lua Parser library.
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lib/header/cute_files/include # Cute file traversal header library.
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lib/header/stb_image/include # STB Image processor header library.
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lib/header/json/include # JSON header library.
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# Include Static Library Headers
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lib/static/glew/include # GLEW headers.
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lib/static/glfw/include # GLFW headers.
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lib/static/assimp/include # Assimp headers.
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lib/static/lua/install/include # Lua headers.
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lib/static/enet/include # ENet headers.
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lib/static/noise/include # Noise headers.
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# lib/static/glew/include # GLEW headers.
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# lib/static/glfw/include # GLFW headers.
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# lib/static/assimp/include # Assimp headers.
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# lib/static/lua/install/include # Lua headers.
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# lib/static/enet/include # ENet headers.
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# lib/static/noise/include # Noise headers.
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${GLEW_HEADERS}
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${LUA_HEADERS}
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${ASSIMP_HEADERS}
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${ENET_HEADERS}
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${NOISE_HEADERS}
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${PTHREAD_HEADERS}
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)
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add_subdirectory (src)
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add_executable (${MAIN_EXEC_NAME} src/Main.cpp)
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target_link_libraries (${MAIN_EXEC_NAME} Zepha_Core)
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target_include_directories(${MAIN_EXEC_NAME} PRIVATE ${GLFW_HEADERS})
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# Load Libraries
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include(${CMAKE_CURRENT_SOURCE_DIR}/LoadLibs.cmake)
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# Fix Win32 networking
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if(WIN32)
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target_link_libraries(${MAIN_EXEC_NAME} winmm ws2_32)
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endif()
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# Enable Safeties
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target_compile_definitions(${MAIN_EXEC_NAME} PUBLIC SOL_ALL_SAFETIES_ON)
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@ -1,3 +1,6 @@
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# Enet
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target_link_libraries(${MAIN_EXEC_NAME} ${ENET_LIB})
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# Find and Link OpenGL
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find_package (OpenGL REQUIRED)
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target_link_libraries(${MAIN_EXEC_NAME} ${OPENGL_gl_LIBRARY})
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@ -7,12 +10,15 @@ set (GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
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set (GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
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set (GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
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add_subdirectory (lib/static/glfw)
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# Find GLFW
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if (WIN32)
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target_link_libraries (${MAIN_EXEC_NAME} glfw3dll)
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else()
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target_link_libraries (${MAIN_EXEC_NAME} glfw)
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include_directories(lib/static/glfw/src)
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endif()
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# Link Glew
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target_link_libraries(${MAIN_EXEC_NAME} ${CMAKE_SOURCE_DIR}/lib/static/glew/libGLEW.a)
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target_link_libraries(${MAIN_EXEC_NAME} ${GLEW_LIB})
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# Build and Link Assimp
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set(BUILD_SHARED_LIBS OFF)
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@ -24,21 +30,17 @@ set(ASSIMP_BUILD_ALL_IMPORTERS_BY_DEFAULT OFF)
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set(ASSIMP_BUILD_B3D_IMPORTER ON)
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set(ASSIMP_BUILD_X3D_IMPORTER ON) # Doesn't compile if not defined
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add_subdirectory(lib/static/assimp)
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target_compile_options(assimp PRIVATE -w)
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# add_subdirectory(lib/static/assimp)
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target_link_libraries(${MAIN_EXEC_NAME} assimp)
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# Link Lua 5.3.5
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target_link_libraries(${MAIN_EXEC_NAME} ${CMAKE_SOURCE_DIR}/lib/static/lua/install/lib/liblua.a)
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# Enet
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target_link_libraries(${MAIN_EXEC_NAME} ${CMAKE_SOURCE_DIR}/lib/static/enet/.libs/libenet.a)
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target_link_libraries(${MAIN_EXEC_NAME} ${LUA_LIB})
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# Link Noise
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target_link_libraries(${MAIN_EXEC_NAME} ${CMAKE_SOURCE_DIR}/lib/static/noise/build/src/libnoise.a)
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target_link_libraries(${MAIN_EXEC_NAME} ${NOISE_LIB})
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# Link PThread Dynamically
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target_link_libraries (${MAIN_EXEC_NAME} pthread)
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target_link_libraries (${MAIN_EXEC_NAME} ${PTHREAD_LIB})
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# Link Z Dynamically
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target_link_libraries (${MAIN_EXEC_NAME} z)
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@ -0,0 +1,25 @@
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# Idiot's Guide to building Zepha on Windows:
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## ~~Your Amazon Wish List~~ Prequesites:
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### Step 0:
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Download [Zepha](https://github.com/Aurailus/Zeus_cpp/)
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### Step 1:
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Install [VCPKG](https://github.com/microsoft/vcpkg), (like to your desktop, as it's just a folder)
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### Step 2:
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Install [CMake](https://cmake.org/download/)
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### Step 3:
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Install [Visual Studio Community](https://visualstudio.microsoft.com/vs/community/) (Clang and GCC not supported!)
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### Step 4:
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Install VCPKG dependancies:
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In powershell, in the `vcpkg` folder, execute:
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`.\vcpkg install gzip glm sol2 stb-image glew glfw assimp libnoise enet lua pthread --triplet x64-windows`
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## ~~Hiring Cowboy Builders~~ The Pre-Building Process:
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Load up CMake, and find the downloaded `Zeus_cpp` repo, and create another folder called `Zeus_build`.
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With CMake, click `Browse Source`, select the `Zeus_cpp` folder as mentioned earlier as this contains the information to correctly build the game. With that step done, click `Browse Build`, and select the folder `Zeus_build`. With these folders correctly chosen, click configure, which should bring up a wizard like window.
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Once in the window for configuring the build, set `optional platform for generator` to `x64` under the dropdown menu. After that, select the radio button `Specify toolchain for crosscompiling`, which will allow you to select the `vcpkg` libraries and header files required by `Zeus_cpp`. With that out of the way, click `next`
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Navigate to the toolchain file which is located in the `vcpkg` folder, which is found here: `vcpkg\scripts\buildsystems\vcpkg.cmake` with the toolchain file completed, click `Finish`
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## ~~Reading Some Books~~ Getting Libraries Fixed:
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@ -131,7 +131,12 @@ void cf_do_unit_tests();
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#if !defined _CRT_SECURE_NO_WARNINGS
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#ifdef _WIN32
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#define NOMINMAX
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#define WIN32_LEAN_AND_MEAN
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#include <Windows.h>
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#endif
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struct cf_file_t
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{
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File diff suppressed because it is too large
Load Diff
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@ -4,7 +4,7 @@
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#pragma once
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#include <c++/5/string>
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#include <string>
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class ItemDef {
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public:
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@ -9,6 +9,8 @@
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#include <glm/vec3.hpp>
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#include "../../util/TransPos.h"
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typedef unsigned int uint;
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struct MapGenJob {
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std::array<uint, 4096> blocks;
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@ -8,6 +8,8 @@
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#include <vector>
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#include "MeshPart.h"
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#include "../../util/Dir.h"
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#include <algorithm>
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#include <limits>
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struct BlockModel {
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std::array<std::vector<MeshPart>, 7> parts;
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{glm::vec3{0, 1, 1}, glm::vec3{}, glm::vec2{1, 0}, glm::vec2{}},
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{glm::vec3{0, 1, 0}, glm::vec3{}, glm::vec2{0, 0}, glm::vec2{}}};
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indices = {0, 1, 2, 2, 3, 0};
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MeshPart leftMeshPart(vertices, indices, (textureRefs.empty()) ? nullptr : textureRefs[std::min(static_cast<int>(textureRefs.size() - 1), 2)]);
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MeshPart leftMeshPart = MeshPart::MeshPart(vertices, indices, (textureRefs.empty()) ? nullptr : textureRefs[(std::min)(static_cast<int>(textureRefs.size() - 1), 2)]);
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blockModel.parts[static_cast<int>(Dir::LEFT)].push_back(leftMeshPart);
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//Right Face
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{glm::vec3{1, 0, 0}, glm::vec3{}, glm::vec2{0, 1}, glm::vec2{}},
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{glm::vec3{1, 1, 0}, glm::vec3{}, glm::vec2{0, 0}, glm::vec2{}}};
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indices = {0, 1, 2, 2, 3, 0};
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MeshPart rightMeshPart(vertices, indices, (textureRefs.empty()) ? nullptr : textureRefs[std::min(static_cast<int>(textureRefs.size() - 1), 3)]);
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MeshPart rightMeshPart = MeshPart::MeshPart(vertices, indices, (textureRefs.empty()) ? nullptr : textureRefs[(std::min)(static_cast<int>(textureRefs.size() - 1), 3)]);
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blockModel.parts[static_cast<int>(Dir::RIGHT)].push_back(rightMeshPart);
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//Top Face
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@ -52,7 +54,7 @@ struct BlockModel {
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{glm::vec3{1, 1, 1}, glm::vec3{}, glm::vec2{1, 1}, glm::vec2{}},
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{glm::vec3{1, 1, 0}, glm::vec3{}, glm::vec2{1, 0}, glm::vec2{}}};
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indices = {0, 1, 2, 2, 3, 0};
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MeshPart topMeshPart(vertices, indices, (textureRefs.empty()) ? nullptr : textureRefs[std::min(static_cast<int>(textureRefs.size() - 1), 0)]);
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MeshPart topMeshPart = MeshPart::MeshPart(vertices, indices, (textureRefs.empty()) ? nullptr : textureRefs[(std::min)(static_cast<int>(textureRefs.size() - 1), 0)]);
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blockModel.parts[static_cast<int>(Dir::TOP)].push_back(topMeshPart);
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//Bottom Face
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{glm::vec3{1, 0, 1}, glm::vec3{}, glm::vec2{1, 1}, glm::vec2{}},
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{glm::vec3{0, 0, 1}, glm::vec3{}, glm::vec2{0, 1}, glm::vec2{}}};
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indices = {0, 1, 2, 2, 3, 0};
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MeshPart bottomMeshPart(vertices, indices, (textureRefs.empty()) ? nullptr : textureRefs[std::min(static_cast<int>(textureRefs.size() - 1), 1)]);
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MeshPart bottomMeshPart = MeshPart::MeshPart(vertices, indices, (textureRefs.empty()) ? nullptr : textureRefs[(std::min)(static_cast<int>(textureRefs.size() - 1), 1)]);
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blockModel.parts[static_cast<int>(Dir::BOTTOM)].push_back(bottomMeshPart);
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//Front Face
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@ -72,7 +74,7 @@ struct BlockModel {
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{glm::vec3{1, 1, 1}, glm::vec3{}, glm::vec2{1, 0}, glm::vec2{}},
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{glm::vec3{0, 1, 1}, glm::vec3{}, glm::vec2{0, 0}, glm::vec2{}}};
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indices = {0, 1, 2, 2, 3, 0};
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MeshPart frontMeshPart(vertices, indices, (textureRefs.empty()) ? nullptr : textureRefs[std::min(static_cast<int>(textureRefs.size() - 1), 4)]);
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MeshPart frontMeshPart = MeshPart::MeshPart(vertices, indices, (textureRefs.empty()) ? nullptr : textureRefs[(std::min)(static_cast<int>(textureRefs.size() - 1), 4)]);
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blockModel.parts[static_cast<int>(Dir::FRONT)].push_back(frontMeshPart);
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//Back Face
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@ -82,7 +84,7 @@ struct BlockModel {
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{glm::vec3{1, 1, 0}, glm::vec3{}, glm::vec2{1, 0}, glm::vec2{}},
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{glm::vec3{1, 0, 0}, glm::vec3{}, glm::vec2{1, 1}, glm::vec2{}}};
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indices = {0, 1, 2, 2, 3, 0};
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MeshPart backMeshPart(vertices, indices, (textureRefs.empty()) ? nullptr : textureRefs[std::min(static_cast<int>(textureRefs.size() - 1), 5)]);
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MeshPart backMeshPart = MeshPart::MeshPart(vertices, indices, (textureRefs.empty()) ? nullptr : textureRefs[(std::min)(static_cast<int>(textureRefs.size() - 1), 5)]);
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blockModel.parts[static_cast<int>(Dir::BACK)].push_back(backMeshPart);
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return blockModel;
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#include <stb_image/stb_image.h>
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#include <stb_image/stb_image_write.h>
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typedef unsigned int uint;
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//Height is optional and defaults to 0
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TextureAtlas::TextureAtlas(unsigned int width, unsigned int height) :
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pageWidth(width),
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@ -56,6 +56,8 @@ void Client::loop() {
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}
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Client::~Client() {
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if (serverPID != 0) kill(serverPID, SIGKILL);
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#ifndef _WIN32
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if (serverPID != 0) kill(serverPID, SIGKILL);
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#endif
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sceneManager.cleanupScene();
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}
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@ -3,6 +3,7 @@
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//
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#include "AnimationState.h"
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typedef unsigned int uint;
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AnimationState::AnimationState(Model &source) {
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const ModelAnimation& animation = source.getAnimation();
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//
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#include "Model.h"
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typedef unsigned int uint;
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void Model::fromMesh(uptr<EntityMesh> mesh) {
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meshes.clear();
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <glm/glm.hpp>
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#include <glm/ext.hpp>
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#include "ModelBone.h"
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#include <string>
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#include <vector>
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#include "AnimChannel.h"
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typedef unsigned int uint;
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class ModelAnimation {
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public:
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#include <cmath>
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//
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// Created by aurailus on 15/05/19.
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//
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#include <cmath>
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#include <random>
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#include "ParticleEntity.h"
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ParticleEntity::ParticleEntity(glm::vec3 pos, BlockDef &block) {
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@ -41,7 +41,7 @@ ParticleEntity::ParticleEntity(glm::vec3 pos, BlockDef &block) {
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0, 2, 1, 2, 0, 3,
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};
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auto dir = glm::radians(static_cast<float>(random() % 360));
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auto dir = glm::radians(static_cast<float>(rand() % 360));
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float xDir = sinf(dir);
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float zDir = cosf(dir);
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#pragma once
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#include <glm/glm.hpp>
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#include "../Entity.h"
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#include "../../../def/item/BlockDef.h"
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@ -34,8 +34,8 @@ void Frustum::update(glm::vec3 &pos, glm::vec3 &look, glm::vec3 &up, glm::vec3 &
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planes[BOTTOM].setPoints(nbl,nbr,fbr);
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planes[LEFT].setPoints(ntl,nbl,fbl);
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planes[RIGHT].setPoints(nbr,ntr,fbr);
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planes[NEAR].setPoints(ntl,ntr,nbr);
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planes[FAR].setPoints(ftr,ftl,fbl);
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planes[FNEAR].setPoints(ntl,ntr,nbr);
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planes[FFAR].setPoints(ftr,ftl,fbl);
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}
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int Frustum::pointInFrustum(glm::vec3 &p) {
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@ -16,8 +16,8 @@ private:
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BOTTOM,
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LEFT,
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RIGHT,
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NEAR,
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FAR
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FNEAR,
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FFAR
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};
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public:
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#pragma once
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#include <GL/gl.h>
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#include <GL/glew.h>
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#include <glm/mat4x4.hpp>
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struct GuiUniforms {
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@ -5,6 +5,7 @@
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#pragma once
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#include "Shader.h"
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typedef unsigned int uint;
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class LightingShader : public Shader {
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public:
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@ -3,6 +3,7 @@
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//
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#include "SSAOShader.h"
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typedef unsigned int uint;
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SSAOShader::SSAOShader(glm::vec2 windowSize, float bufferScale, uint kernelCount) : Shader(),
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windowSize(windowSize),
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@ -6,6 +6,7 @@
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#include "Shader.h"
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#include <random>
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typedef unsigned int uint;
|
||||
|
||||
class SSAOShader : public Shader {
|
||||
public:
|
||||
|
|
|
@ -14,6 +14,8 @@
|
|||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include "../../../util/Log.h"
|
||||
|
||||
typedef unsigned int uint;
|
||||
|
||||
class Shader {
|
||||
public:
|
||||
Shader();
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
//
|
||||
|
||||
#include <iostream>
|
||||
#include <algorithm>
|
||||
#include "InventoryList.h"
|
||||
|
||||
InventoryList::InventoryList(unsigned short size, unsigned short width) :
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
|
||||
#include <iostream>
|
||||
#include <unordered_set>
|
||||
#include <bits/unordered_map.h>
|
||||
#include <unordered_map>
|
||||
#include <thread>
|
||||
#include <mutex>
|
||||
#include <glm/vec3.hpp>
|
||||
|
|
|
@ -15,6 +15,7 @@ WorldInterpolationStream::WorldInterpolationStream(unsigned int seed, LocalDefs&
|
|||
|
||||
bool WorldInterpolationStream::pushBack(Packet p) {
|
||||
queuedTasks.push_back(std::move(p));
|
||||
return true;
|
||||
}
|
||||
|
||||
std::vector<std::shared_ptr<BlockChunk>> WorldInterpolationStream::update() {
|
||||
|
|
|
@ -102,7 +102,7 @@ void MeshGenerator::addFaces(const glm::vec3 &offset, const vector<MeshPart> &me
|
|||
case ShaderMod::ROTATE_Z:
|
||||
case ShaderMod::SWAY_ATTACHED:
|
||||
case ShaderMod::SWAY_FULL_BLOCK: {
|
||||
modData = {Util::packFloat((offset - 8.f) / 8), mp.modValue, 0};
|
||||
modData = {Util::packFloat((offset - 8.f) / 8.f), mp.modValue, 0};
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
#include <vector>
|
||||
#include <cstdio>
|
||||
|
||||
#include "../../../../def/item/MeshPart.h"
|
||||
#include "../MeshDetails.h"
|
||||
#include "../../../../def/item/BlockModelVertex.h"
|
||||
#include "../../../../world/chunk/BlockChunk.h"
|
||||
|
@ -29,7 +30,7 @@ public:
|
|||
std::array<NoiseSample, 3>& blockOffsets);
|
||||
private:
|
||||
BlockDef& getBlockAt(const glm::vec3 &pos);
|
||||
void addFaces(const glm::vec3 &offset, const vector<MeshPart> &meshParts);
|
||||
void addFaces(const glm::vec3 &offset, const std::vector<MeshPart> &meshParts);
|
||||
|
||||
unsigned int indOffset = 0;
|
||||
|
||||
|
|
|
@ -7,6 +7,8 @@
|
|||
#include <GLFW/glfw3.h>
|
||||
#include <iostream>
|
||||
|
||||
typedef unsigned short ushort;
|
||||
|
||||
LuaInputManager::LuaInputManager() {
|
||||
for (bool& key : keysDown) key = false;
|
||||
for (bool& key : keysPressed) key = false;
|
||||
|
|
|
@ -6,6 +6,8 @@
|
|||
|
||||
#include <sol2/sol.hpp>
|
||||
|
||||
typedef unsigned short ushort;
|
||||
|
||||
class LuaInputManager {
|
||||
public:
|
||||
LuaInputManager();
|
||||
|
|
|
@ -4,6 +4,8 @@
|
|||
|
||||
#include "ServerDimension.h"
|
||||
|
||||
typedef unsigned int uint;
|
||||
|
||||
void ServerDimension::setChunk(sptr<BlockChunk> chunk) {
|
||||
blockChunks.insert({chunk->pos, chunk});
|
||||
}
|
||||
|
|
|
@ -8,6 +8,8 @@
|
|||
#include <glm/vec3.hpp>
|
||||
#include "../../world/chunk/BlockChunk.h"
|
||||
|
||||
typedef unsigned int uint;
|
||||
|
||||
class ServerDimension {
|
||||
public:
|
||||
ServerDimension() = default;
|
||||
|
|
|
@ -12,6 +12,8 @@
|
|||
#include <iostream>
|
||||
#include "Log.h"
|
||||
|
||||
typedef unsigned short ushort;
|
||||
|
||||
namespace Util {
|
||||
struct EnumClassHash {
|
||||
template <typename T>
|
||||
|
|
|
@ -21,7 +21,7 @@ void NetHandler::initServer(unsigned short port, short max_clients) {
|
|||
|
||||
if (enet_initialize() != 0) {
|
||||
fprintf(stderr, "[FATAL] Failed to Initialize ENet.\n");
|
||||
state = NetState::ERROR;
|
||||
state = NetState::ENET_ERROR;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -33,7 +33,7 @@ void NetHandler::initServer(unsigned short port, short max_clients) {
|
|||
|
||||
if (host == nullptr) {
|
||||
fprintf(stderr, "[FATAL] Failed to create ENet host.\n");
|
||||
state = NetState::ERROR;
|
||||
state = NetState::ENET_ERROR;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -45,7 +45,7 @@ void NetHandler::initClient(Address hostAddress, int attempts, int timeout) {
|
|||
|
||||
if (enet_initialize() != 0) {
|
||||
fprintf(stderr, "[FATAL] Failed to Initialize ENet.\n");
|
||||
state = NetState::ERROR;
|
||||
state = NetState::ENET_ERROR;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -53,7 +53,7 @@ void NetHandler::initClient(Address hostAddress, int attempts, int timeout) {
|
|||
|
||||
if (host == nullptr) {
|
||||
fprintf(stderr, "[FATAL] Failed to create ENet client.\n");
|
||||
state = NetState::ERROR;
|
||||
state = NetState::ENET_ERROR;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -67,7 +67,7 @@ void NetHandler::initClient(Address hostAddress, int attempts, int timeout) {
|
|||
|
||||
if (peer == nullptr) {
|
||||
fprintf(stderr, "[FATAL] Failed to find ENet peer.\n");
|
||||
state = NetState::ERROR;
|
||||
state = NetState::ENET_ERROR;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
enum class NetState {
|
||||
UNINITIALIZED,
|
||||
FAILED_CONNECT,
|
||||
ERROR,
|
||||
ENET_ERROR,
|
||||
CLIENT,
|
||||
HOST,
|
||||
CLOSED
|
||||
|
|
|
@ -14,6 +14,8 @@
|
|||
#include "../../game/scene/world/graph/MeshChunk.h"
|
||||
#include "../../util/Log.h"
|
||||
|
||||
typedef unsigned int uint;
|
||||
|
||||
class BlockChunk {
|
||||
public:
|
||||
BlockChunk() = default;
|
||||
|
|
Loading…
Reference in New Issue