#include #include #include #include #define _USE_MATH_DEFINES #include #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" #define STB_PERLIN_IMPLEMENTATION #include "stb_perlin.h" void generateTree(int, int, int); float lastFrameTime = 0; float speed = 10; int width, height; GLuint blocksTexture; const int worldWidth = 64; const int worldDepth = 64; const int worldHeight = 16; const int blockSize = 2; struct Camera { 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() { std::srand(time(NULL)); float rand = std::rand() * (1.0f / worldDepth); std::cout << "Generating world... " << rand << std::endl; for (int x = 0; x < worldWidth; x++){ for (int z = 0; z < worldDepth; z++){ for (int y = 0; y < worldHeight; y++){ world[x][z][y] = Block{ -1,-1 }; } } } for (int x = 0; x < worldWidth; x++) { for (int z = 0; z < worldDepth; z++) { float h = stb_perlin_noise3((1.0f/(float)worldWidth)*(float)x, (1.0f / (float)worldDepth)*(float)z, rand); int heightInt = abs((int)(h * 8)); for (int y = 0; y < worldHeight; y++) { if (y < worldHeight / 4) { int d = std::rand() % 100; if (d > 95) world[x][z][y] = Block{ 32, 32 }; else if (d > 92) world[x][z][y] = Block{ 33, 33 }; else if (d > 90) world[x][z][y] = Block{ 34, 34 }; else world[x][z][y] = Block{ 1, 1 }; } else if (y < (heightInt + worldHeight / 4)) { world[x][z][y] = Block{ 2, 2 }; } else if (y == (heightInt + worldHeight / 4)) { world[x][z][y] = Block{ 0, 3 }; int d = std::rand() % 100; if (d > 98) generateTree(x, z, y+1); else if (d > 93) world[x][z][y + 1] = Block{ -1, 39 }; } } } } } void drawCube(int top, int sides) { int rowNum = sides / 16; int columnNum = sides % 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 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(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(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(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) { glEnd(); return; } //Different textures rowNum = top / 16; columnNum = top % 16; row = rowNum * part; column = columnNum * part; rowEnd = row + part; columnEnd = column + part; //Bottom 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(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 generateTree(int xlocation, int zlocation, int ylocation) { int size = std::rand() % 3 + 3; //Size from 2 to 5; int treetype = std::rand() % 4; for (int y = ylocation; y <= ylocation+size; y ++) { if (y >= 0 && y < worldHeight) { if(treetype <= 1) world[xlocation][zlocation][y] = Block{ 21, 20 }; else if(treetype <= 2) world[xlocation][zlocation][y] = Block{ 21, 117 }; else world[xlocation][zlocation][y] = Block{ 21, 116 }; } } for (int x = (-size /2); x <= (size / 2); x ++) { for (int z = - (size / 2); z <= (size / 2); z ++) { for (int y = size - (size / 3); y <= size + (size / 3); y++) { if (x + xlocation >= 0 && x + xlocation < worldWidth && z + zlocation >= 0 && z + zlocation < worldDepth && y + ylocation >= 0 && y + ylocation < worldHeight) { if (abs(x) == (size / 2) && abs(y) == size + (size / 3)|| abs(z) == (size / 2) && abs(y) == size + (size / 3)) { } else { if (treetype <= 2) world[x + xlocation][z + zlocation][y + ylocation] = Block{ 52, 52 }; else world[x + xlocation][z + zlocation][y + ylocation] = Block{ 132, 132 }; } } } } } } void display() { glClearColor(0.6f, 0.6f, 1, 1); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0f, (float)width/height, 0.5, 300); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(camera.rotX, 1, 0, 0); glRotatef(camera.rotY, 0, 1, 0); glTranslatef(camera.posX, camera.posY, camera.posZ); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, blocksTexture); for (int x = 0; x < worldWidth; x++) { for (int z = 0; z < worldDepth; z++) { for (int y = 0; y < worldHeight; y++) { if (world[x][z][y].textureSide == -1) continue; glPushMatrix(); glTranslatef((float)x*blockSize, (float)y*blockSize, (float)z*blockSize); drawCube(world[x][z][y].textureTop, world[x][z][y].textureSide); glPopMatrix(); } } } glDisable(GL_TEXTURE_2D); glutSwapBuffers(); } void move(float angle, float fac) { camera.posX += (float)cos((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.posY += (fac * direction); } void idle() { float frameTime = glutGet(GLUT_ELAPSED_TIME)/1000.0f; float deltaTime = frameTime - lastFrameTime; lastFrameTime = frameTime; if (keys['+']) speed += speed > 25 ? 0 : 0.5; if (keys['-']) speed -= speed < 5 ? 0 : 0.5; if (keys['a']) move(0, deltaTime*speed); if (keys['d']) move(180, deltaTime*speed); if (keys['w']) move(90, deltaTime*speed); if (keys['s']) move(270, deltaTime*speed); if (keys['q']) moveZ(-1, deltaTime*speed); if (keys['e']) moveZ(1, deltaTime*speed); glutPostRedisplay(); } void mousePassiveMotion(int x, int y) { int dx = x - width / 2; int dy = y - height / 2; if ((dx != 0 || dy != 0) && abs(dx) < 400 && abs(dy) < 400) { camera.rotY += dx / 10.0f; camera.rotX += dy / 10.0f; glutWarpPointer(width / 2, height / 2); } } void keyboard(unsigned char key, int, int) { if (key == 27) exit(0); keys[key] = true; } 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); glutInitWindowSize(800, 600); glutInit(&argc, argv); glutCreateWindow("Minecraft 2.0"); memset(keys, 0, sizeof(keys)); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.01f); glutIdleFunc(idle); glutDisplayFunc(display); glutReshapeFunc([](int w, int h) { width = w; height = h; glViewport(0, 0, w, h); }); glutKeyboardFunc(keyboard); glutKeyboardUpFunc(keyboardUp); glutPassiveMotionFunc(mousePassiveMotion); //Cursor glutWarpPointer(width / 2, height / 2); glutSetCursor(GLUT_CURSOR_NONE); loadTexture(); generateWorld(); glutMainLoop(); return 0; }