#include #include #define _USE_MATH_DEFINES #include #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" float lastFrameTime = 0; int width, height; GLuint grassTexture, blocksTexture; struct Camera { float posX = 0; float posY = -4; float posZ = 0; float rotX = 0; float rotY = 0; } camera; bool keys[255]; void drawCube(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); 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(-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(-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(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(-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(-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(); } void drawTree(int xlocation, int ylocation, int zlocation, int height) { for (int z = zlocation; z <= zlocation+height; z += 2) { glPushMatrix(); glTranslatef((float)xlocation, (float)z, (float)ylocation); drawCube(20); glPopMatrix(); } for (int x = xlocation-(height/2); x <= xlocation+ (height / 2); x += 2) { for (int y = ylocation- (height / 2); y <= ylocation+ (height / 2); y += 2) { for (int z = zlocation + height -(height/3); z <= zlocation + height+(height / 3); z += 2) { glPushMatrix(); glTranslatef((float)x, (float)z, (float)y); drawCube(53); glPopMatrix(); } } } } 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, 0.1, 200); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(camera.rotX, 1, 0, 0); glRotatef(camera.rotY, 0, 1, 0); glTranslatef(camera.posX, camera.posZ, camera.posY); 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); for (int x = -10; x <= 10; x += 5) { for (int y = -10; y <= 10; y += 5) { glPushMatrix(); glTranslatef((float)x, 0.0f, (float)y); drawCube(21); glPopMatrix(); } } for (int x = 12; x <= 22; x += 2) { for (int y = 12; y <= 22; y += 2) { for (int z = 1; z <= 22; z += 2) { glPushMatrix(); glTranslatef((float)x, (float)z, (float)y); drawCube(1); glPopMatrix(); } } } for (int x = 12; x <= 22; x += 2) { glPushMatrix(); glTranslatef((float)x, 0.0f, 0.0f); drawCube(6); glPopMatrix(); } drawTree(0, 0, 0,10); drawTree(-12, -12, 0, 5); drawTree(15, 15, 22, 10); drawTree(12, -12, 0, 6); //drawTree(-12, 12, 0, 50); glDisable(GL_TEXTURE_2D); glutSwapBuffers(); } 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; } void moveZ(float direction, float fac) { camera.posZ += (fac * direction); } void idle() { float frameTime = glutGet(GLUT_ELAPSED_TIME)/1000.0f; float deltaTime = frameTime - lastFrameTime; lastFrameTime = frameTime; const float speed = 3; 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; } int main(int argc, char* argv[]) { glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(800, 600); glutInit(&argc, argv); glutCreateWindow("Hello World"); memset(keys, 0, sizeof(keys)); glEnable(GL_DEPTH_TEST); 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); //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); glutMainLoop(); return 0; }