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