328 lines
8.1 KiB
C++
328 lines
8.1 KiB
C++
#include <GL/freeglut.h>
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#include <cstdio>
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#define _USE_MATH_DEFINES
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#include <cmath>
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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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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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 rotX = 0;
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float rotY = 0;
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} camera;
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bool keys[255];
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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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}
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void drawCubeSideTop(int sides, int top)
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{
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int rowNum = sides / 16;
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int columnNum = sides % 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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if (top == -1)
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{
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glEnd();
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return;
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}
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//Different textures
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rowNum = top / 16;
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columnNum = top % 16;
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row = rowNum * part;
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column = columnNum * part;
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rowEnd = row + part;
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columnEnd = column + part;
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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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}
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void display()
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{
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glClearColor(0.6f, 0.6f, 1, 1);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(60.0f, (float)width/height, 0.5, 50);
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glMatrixMode(GL_MODELVIEW);
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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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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(-15, -1, -15);
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glTexCoord2f(0, 8); glVertex3f( 15, -1, -15);
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glTexCoord2f(8, 8); glVertex3f( 15, -1, 15);
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glTexCoord2f(8, 0); glVertex3f(-15, -1, 15);
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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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{
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for (int y = -20; y <= 20; y += 5)
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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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count++;
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count %= 255;
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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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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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}
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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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}
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void idle()
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{
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float frameTime = glutGet(GLUT_ELAPSED_TIME)/1000.0f;
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float deltaTime = frameTime - lastFrameTime;
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lastFrameTime = frameTime;
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const float speed = 3;
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if (keys['a']) move(0, deltaTime*speed);
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if (keys['d']) move(180, deltaTime*speed);
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if (keys['w']) move(90, deltaTime*speed);
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if (keys['s']) move(270, deltaTime*speed);
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if (keys['q']) moveZ(-1, deltaTime*speed);
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if (keys['e']) moveZ(1, deltaTime*speed);
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glutPostRedisplay();
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}
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void mousePassiveMotion(int x, int y)
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{
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int dx = x - width / 2;
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int dy = y - height / 2;
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if ((dx != 0 || dy != 0) && abs(dx) < 400 && abs(dy) < 400)
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{
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camera.rotY += dx / 10.0f;
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camera.rotX += dy / 10.0f;
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glutWarpPointer(width / 2, height / 2);
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}
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}
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void keyboard(unsigned char key, int, int)
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{
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if (key == 27)
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exit(0);
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keys[key] = true;
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}
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void keyboardUp(unsigned char key, int,int)
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{
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keys[key] = false;
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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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glutInitWindowSize(800, 600);
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glutInit(&argc, argv);
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glutCreateWindow("Hello World");
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memset(keys, 0, sizeof(keys));
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.01f);
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glutIdleFunc(idle);
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glutDisplayFunc(display);
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glutReshapeFunc([](int w, int h) { width = w; height = h; glViewport(0, 0, w, h); });
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glutKeyboardFunc(keyboard);
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glutKeyboardUpFunc(keyboardUp);
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glutPassiveMotionFunc(mousePassiveMotion);
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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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glutMainLoop();
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return 0;
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} |