127 lines
4.2 KiB
C
127 lines
4.2 KiB
C
// voxelThing.c (cleaned-up main loop)
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#include "raylib.h"
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#include "raymath.h"
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#include "rlgl.h"
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#include "stdio.h"
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#include "chunkStructures.h"
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#include "chunkRenderer.h"
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#include "blockTypes.h"
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#include "playerController.h"
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#include "chunkGenerator.h"
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int main(void) {
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// --- Screen setup ---
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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InitWindow(800, 600, "VoxelThing");
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SetExitKey(-1);
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DisableCursor();
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// --- World generation ---
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Chunk chunk;
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if (!LoadChunk(&chunk, "saves/chunk_0_0_0.dat")) {
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// There was no save, gotta generate a fresh chunk to play with.
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printf("--- WORLDGEN--- No save, creating new chunk.\n");
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GenerateFlatChunk(&chunk);
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PlaceTreeAt(&chunk, 8, 64, 8);
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SaveChunk(&chunk, "saves/chunk_0_0_0.dat");
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}
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Mesh chunkMesh = GenerateChunkMesh(&chunk);
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// --- Load textures and materials ---
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Texture2D atlas = LoadTexture("assets/TextureAtlas.png");
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Material mat = LoadMaterialDefault();
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mat.maps[MATERIAL_MAP_DIFFUSE].texture = atlas;
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// --- Player setup ---
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Player player = {
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.mapPosition = (Vector3){ 1.0f, 67.0f, 1.0f },
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.playerOrientation = (Vector2){ 0.0f, 0.0f },
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.moveSpeed = 10.0f
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};
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player.camera.fovy = 90.0f;
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player.camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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player.camera.projection = CAMERA_PERSPECTIVE;
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SetTargetFPS(60);
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bool paused = false;
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RaycastHit hit;
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int blockSelection = BLOCK_SAND;
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while (!WindowShouldClose()) {
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int screenWidth = GetScreenWidth();
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int screenHeight = GetScreenHeight();
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// Toggle fullscreen
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if (IsKeyPressed(KEY_F11)) {
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ToggleFullscreen();
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SetMousePosition(screenWidth / 2, screenHeight / 2);
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}
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// Pause toggle
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if (IsKeyPressed(KEY_ESCAPE)) {
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paused = !paused;
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paused ? EnableCursor() : DisableCursor();
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}
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// Temporary block selection hotkeys
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if (IsKeyPressed(KEY_ONE)) blockSelection = BLOCK_STONE;
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if (IsKeyPressed(KEY_TWO)) blockSelection = BLOCK_DIRT;
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if (IsKeyPressed(KEY_THREE)) blockSelection = BLOCK_GRASS;
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if (IsKeyPressed(KEY_FOUR)) blockSelection = BLOCK_SAND;
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if (IsKeyPressed(KEY_FIVE)) blockSelection = BLOCK_GRAVEL;
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if (IsKeyPressed(KEY_SIX)) blockSelection = BLOCK_LOG;
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if (IsKeyPressed(KEY_SEVEN)) blockSelection = BLOCK_LEAF;
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if (IsKeyPressed(KEY_EIGHT)) blockSelection = BLOCK_PLANK;
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if (!paused) {
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UpdatePlayer(&player);
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hit = GetPlayerRaycastHit(&player, &chunk, 10.0f);
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HandleBlockInteraction(&player, &chunk, hit, blockSelection);
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if (hit.hit && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsMouseButtonPressed(MOUSE_RIGHT_BUTTON))) {
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UnloadMesh(chunkMesh);
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chunkMesh = GenerateChunkMesh(&chunk);
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}
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}
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(player.camera);
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DrawMesh(chunkMesh, mat, MatrixIdentity());
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if (hit.hit) {
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DrawCubeWires(Vector3Add(hit.position, (Vector3){0.5f, 0.5f, 0.5f}), 1.02f, 1.02f, 1.02f, BLACK);
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//DrawFaceHighlight(hit.position, hit.normal);
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}
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EndMode3D();
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// Draw crosshair
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DrawLine(screenWidth / 2 - 5, screenHeight / 2, screenWidth / 2 + 5, screenHeight / 2, DARKGRAY);
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DrawLine(screenWidth / 2, screenHeight / 2 - 5, screenWidth / 2, screenHeight / 2 + 5, DARKGRAY);
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// Debug info
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DrawText(TextFormat("Yaw: %.1f Pitch: %.1f", player.playerOrientation.x * RAD2DEG, player.playerOrientation.y * RAD2DEG), 10, 10, 20, DARKGRAY);
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if (paused) {
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DrawRectangle(0, 0, screenWidth, screenHeight, Fade(DARKGRAY, 0.5f));
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DrawText("Paused", screenWidth / 2 - MeasureText("Paused", 40) / 2, screenHeight / 2 - 20, 40, RAYWHITE);
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DrawText("Press ESC to resume", screenWidth / 2 - MeasureText("Press ESC to resume", 20) / 2, screenHeight / 2 + 30, 20, LIGHTGRAY);
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}
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EndDrawing();
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}
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// --- Cleanup ---
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SaveChunk(&chunk, "saves/chunk_0_0_0.dat");
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UnloadTexture(atlas);
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UnloadMesh(chunkMesh);
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UnloadMaterial(mat);
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CloseWindow();
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return 0;
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}
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