World rendering from array

This commit is contained in:
2016-04-25 17:35:49 +02:00
parent 34a17d143c
commit 0df47eac6b
+112 -159
View File
@@ -1,5 +1,7 @@
#include <GL/freeglut.h>
#include <cstdio>
#include <iostream>
#define _USE_MATH_DEFINES
#include <cmath>
@@ -9,75 +11,52 @@
float lastFrameTime = 0;
int width, height;
GLuint grassTexture, blocksTexture;
GLuint blocksTexture;
const int worldWidth = 32;
const int worldDepth = 32;
const int worldHeight = 8;
const int blockSize = 2;
struct Camera
{
float posX = 0;
float posY = -4;
float posZ = 0;
float posX = -worldWidth*blockSize / 2;
float posZ = -worldDepth*blockSize / 2;
float posY = -worldHeight*blockSize;
float rotX = 0;
float rotY = 0;
} camera;
struct Block
{
int textureTop;
int textureSide;
};
Block world[worldWidth][worldDepth][worldHeight];
bool keys[255];
void generateWorld() {
void drawCubeSolid(int index)
{
int rowNum = index / 16;
int columnNum = index % 16;
float part = (float)1 / 16;
float row = rowNum * part;
float column = columnNum * part;
float rowEnd = row + part;
float columnEnd = column + part;
glBegin(GL_QUADS);
glColor4f(1.0, 1.0, 1.0, 1.0);
//Side 1
glTexCoord2f(column, rowEnd); glVertex3f(-1, -1, -1); //Linksonder
glTexCoord2f(columnEnd, rowEnd); glVertex3f(1, -1, -1); //Rechtsonder
glTexCoord2f(columnEnd, row); glVertex3f(1, 1, -1); //Rechtsboven
glTexCoord2f(column, row); glVertex3f(-1, 1, -1); //Linksboven
//Side 2
glTexCoord2f(column, rowEnd); glVertex3f(-1, -1, 1);
glTexCoord2f(columnEnd, rowEnd); glVertex3f(1, -1, 1);
glTexCoord2f(columnEnd, row); glVertex3f(1, 1, 1);
glTexCoord2f(column, row); glVertex3f(-1, 1, 1);
//Side 3
glTexCoord2f(column, rowEnd); glVertex3f(-1, -1, -1);
glTexCoord2f(column, row); glVertex3f(-1, 1, -1);
glTexCoord2f(columnEnd, row); glVertex3f(-1, 1, 1);
glTexCoord2f(columnEnd, rowEnd); glVertex3f(-1, -1, 1);
//Side 4
glTexCoord2f(column, rowEnd); glVertex3f(1, -1, -1);
glTexCoord2f(column, row); glVertex3f(1, 1, -1);
glTexCoord2f(columnEnd, row); glVertex3f(1, 1, 1);
glTexCoord2f(columnEnd, rowEnd); glVertex3f(1, -1, 1);
//Bottom
glTexCoord2f(column, row); glVertex3f(-1, -1, -1);
glTexCoord2f(column, rowEnd); glVertex3f(1, -1, -1);
glTexCoord2f(columnEnd, rowEnd); glVertex3f(1, -1, 1);
glTexCoord2f(columnEnd, row); glVertex3f(-1, -1, 1);
//Top
glTexCoord2f(column, row); glVertex3f(-1, 1, -1);
glTexCoord2f(column, rowEnd); glVertex3f(1, 1, -1);
glTexCoord2f(columnEnd, rowEnd); glVertex3f(1, 1, 1);
glTexCoord2f(columnEnd, row); glVertex3f(-1, 1, 1);
glEnd();
for (int x = 0; x < worldWidth; x++)
{
for (int z = 0; z < worldDepth; z++)
{
for (int y = 0; y < worldHeight; y++)
{
if (y < worldHeight / 2)
world[x][z][y] = Block{ 1, 1};
else if (y == worldHeight / 2)
world[x][z][y] = Block{ 0, 3 };
else
world[x][z][y] = Block{ -1, -1 };
}
}
}
}
void drawCubeSideTop(int sides, int top)
void drawCube(int top, int sides)
{
int rowNum = sides / 16;
int columnNum = sides % 16;
@@ -93,29 +72,29 @@ void drawCubeSideTop(int sides, int top)
glColor4f(1.0, 1.0, 1.0, 1.0);
//Side 1
glTexCoord2f(column, rowEnd); glVertex3f(-1, -1, -1); //Linksonder
glTexCoord2f(columnEnd, rowEnd); glVertex3f(1, -1, -1); //Rechtsonder
glTexCoord2f(columnEnd, row); glVertex3f(1, 1, -1); //Rechtsboven
glTexCoord2f(column, row); glVertex3f(-1, 1, -1); //Linksboven
//Side blockSize
glTexCoord2f(column, rowEnd); glVertex3f(0, 0, 0); //Linksonder
glTexCoord2f(columnEnd, rowEnd); glVertex3f(blockSize, 0, 0); //Rechtsonder
glTexCoord2f(columnEnd, row); glVertex3f(blockSize, blockSize, 0); //Rechtsboven
glTexCoord2f(column, row); glVertex3f(0, blockSize, 0); //Linksboven
//Side 2
glTexCoord2f(column, rowEnd); glVertex3f(-1, -1, 1);
glTexCoord2f(columnEnd, rowEnd); glVertex3f(1, -1, 1);
glTexCoord2f(columnEnd, row); glVertex3f(1, 1, 1);
glTexCoord2f(column, row); glVertex3f(-1, 1, 1);
glTexCoord2f(column, rowEnd); glVertex3f(0, 0, blockSize);
glTexCoord2f(columnEnd, rowEnd); glVertex3f(blockSize, 0, blockSize);
glTexCoord2f(columnEnd, row); glVertex3f(blockSize, blockSize, blockSize);
glTexCoord2f(column, row); glVertex3f(0, blockSize, blockSize);
//Side 3
glTexCoord2f(column, rowEnd); glVertex3f(-1, -1, -1);
glTexCoord2f(column, row); glVertex3f(-1, 1, -1);
glTexCoord2f(columnEnd, row); glVertex3f(-1, 1, 1);
glTexCoord2f(columnEnd, rowEnd); glVertex3f(-1, -1, 1);
glTexCoord2f(column, rowEnd); glVertex3f(0, 0, 0);
glTexCoord2f(column, row); glVertex3f(0, blockSize, 0);
glTexCoord2f(columnEnd, row); glVertex3f(0, blockSize, blockSize);
glTexCoord2f(columnEnd, rowEnd); glVertex3f(0, 0, blockSize);
//Side 4
glTexCoord2f(column, rowEnd); glVertex3f(1, -1, -1);
glTexCoord2f(column, row); glVertex3f(1, 1, -1);
glTexCoord2f(columnEnd, row); glVertex3f(1, 1, 1);
glTexCoord2f(columnEnd, rowEnd); glVertex3f(1, -1, 1);
glTexCoord2f(column, rowEnd); glVertex3f(blockSize, 0, 0);
glTexCoord2f(column, row); glVertex3f(blockSize, blockSize, 0);
glTexCoord2f(columnEnd, row); glVertex3f(blockSize, blockSize, blockSize);
glTexCoord2f(columnEnd, rowEnd); glVertex3f(blockSize, 0, blockSize);
if (top == -1)
{
@@ -134,39 +113,43 @@ void drawCubeSideTop(int sides, int top)
//Bottom
glTexCoord2f(column, row); glVertex3f(-1, -1, -1);
glTexCoord2f(column, rowEnd); glVertex3f(1, -1, -1);
glTexCoord2f(columnEnd, rowEnd); glVertex3f(1, -1, 1);
glTexCoord2f(columnEnd, row); glVertex3f(-1, -1, 1);
glTexCoord2f(column, row); glVertex3f(0, 0, 0);
glTexCoord2f(column, rowEnd); glVertex3f(blockSize, 0, 0);
glTexCoord2f(columnEnd, rowEnd); glVertex3f(blockSize, 0, blockSize);
glTexCoord2f(columnEnd, row); glVertex3f(0, 0, blockSize);
//Top
glTexCoord2f(column, row); glVertex3f(-1, 1, -1);
glTexCoord2f(column, rowEnd); glVertex3f(1, 1, -1);
glTexCoord2f(columnEnd, rowEnd); glVertex3f(1, 1, 1);
glTexCoord2f(columnEnd, row); glVertex3f(-1, 1, 1);
glTexCoord2f(column, row); glVertex3f(0, blockSize, 0);
glTexCoord2f(column, rowEnd); glVertex3f(blockSize, blockSize, 0);
glTexCoord2f(columnEnd, rowEnd); glVertex3f(blockSize, blockSize, blockSize);
glTexCoord2f(columnEnd, row); glVertex3f(0, blockSize, blockSize);
glEnd();
}
void drawCube(int texture)
{
drawCube(texture, texture);
}
void drawTree(int xlocation, int ylocation, int zlocation, int height)
{
for (int z = zlocation; z <= zlocation+height; z += 2)
for (int z = zlocation; z <= zlocation+height; z += blockSize)
{
glPushMatrix();
glTranslatef((float)xlocation, (float)z, (float)ylocation);
drawCubeSolid(20);
drawCube(21, 20);
glPopMatrix();
}
for (int x = xlocation-(height/2); x <= xlocation+ (height / 2); x += 2)
for (int x = xlocation-(height/2); x <= xlocation+ (height / 2); x += blockSize)
{
for (int y = ylocation- (height / 2); y <= ylocation+ (height / 2); y += 2)
for (int y = ylocation- (height / 2); y <= ylocation+ (height / 2); y += blockSize)
{
for (int z = zlocation + height -(height/3); z <= zlocation + height+(height / 3); z += 2)
for (int z = zlocation + height -(height/3); z <= zlocation + height+(height / 3); z += blockSize)
{
glPushMatrix();
glTranslatef((float)x, (float)z, (float)y);
drawCubeSolid(53);
drawCube(53);
glPopMatrix();
}
}
@@ -187,41 +170,28 @@ void display()
glLoadIdentity();
glRotatef(camera.rotX, 1, 0, 0);
glRotatef(camera.rotY, 0, 1, 0);
glTranslatef(camera.posX, camera.posZ, camera.posY);
glTranslatef(camera.posX, camera.posY, camera.posZ);
glEnable(GL_TEXTURE_2D);
glColor3f(1.0f, 1.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, grassTexture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(-30, -1, -30);
glTexCoord2f(0, 8); glVertex3f( 30, -1, -30);
glTexCoord2f(8, 8); glVertex3f( 30, -1, 30);
glTexCoord2f(8, 0); glVertex3f(-30, -1, 30);
glEnd();
glBindTexture(GL_TEXTURE_2D, blocksTexture);
int count = 0;
for (int x = -20; x <= 20; x += 5)
for (int x = 0; x < worldWidth; x++)
{
for (int y = -20; y <= 20; y += 5)
for (int z = 0; z < worldDepth; z++)
{
glPushMatrix();
glTranslatef((float)x, 0.0f, (float)y);
drawCubeSolid(count);
glPopMatrix();
for (int y = 0; y < worldHeight; y++)
{
if (world[x][z][y].textureSide == -1)
continue;
count++;
count %= 255;
glPushMatrix();
glTranslatef((float)x*blockSize, (float)y*blockSize, (float)z*blockSize);
drawCube(world[x][z][y].textureTop, world[x][z][y].textureSide);
glPopMatrix();
}
}
}
glPushMatrix();
glTranslatef(0.0f, 5.0f, 0.0f);
drawCubeSideTop(20, 21);
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glutSwapBuffers();
}
@@ -229,12 +199,12 @@ void display()
void move(float angle, float fac)
{
camera.posX += (float)cos((camera.rotY + angle) / 180 * M_PI) * fac;
camera.posY += (float)sin((camera.rotY + angle) / 180 * M_PI) * fac;
camera.posZ += (float)sin((camera.rotY + angle) / 180 * M_PI) * fac;
}
void moveZ(float direction, float fac)
{
camera.posZ += (fac * direction);
camera.posY += (fac * direction);
}
void idle()
@@ -278,6 +248,29 @@ void keyboardUp(unsigned char key, int,int)
keys[key] = false;
}
void loadTexture()
{
//Load Textures :: blocks
int width2, height2, bpp2;
unsigned char* imgData2 = stbi_load("terrain.png", &width2, &height2, &bpp2, 4);
glGenTextures(1, &blocksTexture);
glBindTexture(GL_TEXTURE_2D, blocksTexture);
glTexImage2D(GL_TEXTURE_2D,
0, //level
GL_RGBA, //internal format
width2, //width
height2, //height
0, //border
GL_RGBA, //data format
GL_UNSIGNED_BYTE, //data type
imgData2); //data
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
stbi_image_free(imgData2);
}
int main(int argc, char* argv[])
{
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
@@ -302,52 +295,12 @@ int main(int argc, char* argv[])
//Cursor
glutWarpPointer(width / 2, height / 2);
//glutSetCursor(GLUT_CURSOR_NONE);
//Load Textures :: grass
int width1, height1, bpp1;
unsigned char* imgData1 = stbi_load("grass.jpg", &width1, &height1, &bpp1, 4);
glGenTextures(1, &grassTexture);
glBindTexture(GL_TEXTURE_2D, grassTexture);
glTexImage2D(GL_TEXTURE_2D,
0, //level
GL_RGBA, //internal format
width1, //width
height1, //height
0, //border
GL_RGBA, //data format
GL_UNSIGNED_BYTE, //data type
imgData1); //data
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(imgData1);
//Load Textures :: blocks
int width2, height2, bpp2;
unsigned char* imgData2 = stbi_load("terrain.png", &width2, &height2, &bpp2, 4);
glGenTextures(1, &blocksTexture);
glBindTexture(GL_TEXTURE_2D, blocksTexture);
glTexImage2D(GL_TEXTURE_2D,
0, //level
GL_RGBA, //internal format
width2, //width
height2, //height
0, //border
GL_RGBA, //data format
GL_UNSIGNED_BYTE, //data type
imgData2); //data
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
stbi_image_free(imgData2);
glutSetCursor(GLUT_CURSOR_NONE);
loadTexture();
generateWorld();
glutMainLoop();
return 0;
}