#include "Meinkraft.h" #include #include #include "Player.h" #include "StateHandler.h" #define _USE_MATH_DEFINES #include #include "stb_image.h" #include "stb_perlin.h" int Meinkraft::width = 0; int Meinkraft::height = 0; GLuint Meinkraft::texture = NULL; void Meinkraft::loadTexture(void) { //Load Textures :: blocks int img_width, img_height, bpp; unsigned char* imgData = stbi_load("/resources/terrain.png", &img_width, &img_height, &bpp, 4); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, //level GL_RGBA, //internal format img_width, //width img_height, //height 0, //border GL_RGBA, //data format GL_UNSIGNED_BYTE, //data type imgData); //data glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); stbi_image_free(imgData); } void Meinkraft::init() { player = Player::getInstance(); statehandler = StateHandler::getInstance(); //cursor = Cursor::getInstance(); loadTexture(); lastFrameTime = 0; glClearColor(0.7f, 0.7f, 1.0f, 1.0f); mousePosition = Vec2f(width / 2, height / 2); } void Meinkraft::draw() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Draw world glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(70, width / (float)height, 0.1f, 500); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture); statehandler->draw(); //cursor->draw(); glutSwapBuffers(); } void Meinkraft::update() { float frameTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f; float deltaTime = frameTime - lastFrameTime; lastFrameTime = frameTime; if (keyboardState.keys[27]) exit(0); Player* player = Player::getInstance(); player->rotation.y += mouseOffset.x / 10.0f; player->rotation.x += mouseOffset.y / 10.0f; if (player->rotation.x > 90) player->rotation.x = 90; if (player->rotation.x < -90) player->rotation.x = -90; float speed = 10; Vec3f oldPosition = player->position; if (keyboardState.keys['a']) player->setPosition(0, deltaTime*speed, false); if (keyboardState.keys['d']) player->setPosition(180, deltaTime*speed, false); if (keyboardState.keys['w']) player->setPosition(90, deltaTime*speed, false); if (keyboardState.keys['s']) player->setPosition(270, deltaTime*speed, false); if (keyboardState.keys['q']) player->setPosition(1, deltaTime*speed, true); if (keyboardState.keys['e']) player->setPosition(-1, deltaTime*speed, true); //if (!worldhandler->isPlayerPositionValid()) // player->position = oldPosition; //player->position.y = worldhandler->getHeight(player->position.x, player->position.z) + 1.7f; statehandler->update(deltaTime); mousePosition = mousePosition + mouseOffset; //cursor->update(mousePosition); mouseOffset = Vec2f(0, 0); prevKeyboardState = keyboardState; glutPostRedisplay(); } KeyboardState::KeyboardState() { memset(keys, 0, sizeof(keys)); memset(special, 0, sizeof(special)); }