/* Minceraft By CobaltXII */ #include "main.hpp" // The entry point. int main(int argc, char** argv) { // Initialize SDL. if (SDL_Init(SDL_INIT_EVERYTHING)) { std::cout << "Could not initialize SDL." << std::endl; exit(1); } // The dimensions of the SDL_Window*. int sdl_x_res = 840; int sdl_y_res = 525; // Create the SDL_Window*. SDL_Window* sdl_window = SDL_CreateWindow ( "Minceraft 0.0.0", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, sdl_x_res, sdl_y_res, SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_OPENGL ); // Make sure the SDL_Window* was created successfully. if (!sdl_window) { std::cout << "Could not create the SDL_Window*." << std::endl; exit(2); } // Request OpenGL 3.3 (core profile). SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); // Request double-buffering. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Request a 24-bit depth buffer. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); // Enable vertical retrace synchronization. SDL_GL_SetSwapInterval(1); // Create the SDL_GLContext. SDL_GLContext gl_context = SDL_GL_CreateContext(sdl_window); if (!gl_context) { std::cout << "Could not create the SDL_GLContext." << std::endl; exit(3); } // Load all OpenGL 3.3 (core profile) functions using GLAD. if (!gladLoadGLLoader(SDL_GL_GetProcAddress)) { std::cout << "Could not load OpenGL functions using GLAD." << std::endl; exit(4); } // Make sure the OpenGL version that was provided is greater than or equal // to OpenGL 3.3. if (GLVersion.major * 10 + GLVersion.minor < 33) { std::cout << "Could not load OpenGL 3.3 using GLAD. Received OpenGL " << GLVersion.major << "." << GLVersion.minor << " instead." << std::endl; exit(5); } // Set up depth clamping. glEnable(GL_DEPTH_CLAMP); // Set up backface culling. glCullFace(GL_BACK); glFrontFace(GL_CW); // Load the block texture array. GLuint block_texture_array = load_block_texture_array(); // Load the block face_info* array. load_block_face_info_array(); // Load the block shader program. GLuint block_shader_program = load_program("../glsl/block_vertex.glsl", "../glsl/block_fragment.glsl"); // Allocate a new world*. world* the_world = allocate_world(128, 128, 128); for (int x = 0; x < the_world->x_res; x++) for (int y = 0; y < the_world->y_res; y++) for (int z = 0; z < the_world->z_res; z++) { if (rand() % 5 == 0) { the_world->set_id(x, y, z, block_id(rand() % id_null)); } else { the_world->set_id(x, y, z, id_air); } the_world->set_natural(x, y, z, 15); } // Allocate a new accessor* from the_world. accessor* the_accessor = allocate_accessor(the_world); // Define variables to hold the looking direction of the player. float rot_x_deg = 0.0f; float rot_y_deg = 0.0f; // Define variables to hold the position and velocity of the player. float player_x = float(the_world->x_res) / 2.0f; float player_y = float(the_world->y_res) / 2.0f; float player_z = float(the_world->z_res) / 2.0f; float player_vx = 0.0f; float player_vy = 0.0f; float player_vz = 0.0f; // Define the player's acceleration constant. const float acceleration = 0.025f; // Define the player's friction constant. const float friction = 0.9f; // Create variables to store the position of the mouse pointer, the state // of the mouse buttons, and the relative mouse mode. int sdl_mouse_x = 0; int sdl_mouse_y = 0; bool sdl_mouse_l = false; bool sdl_mouse_r = false; bool sdl_mouse_relative = false; // The sdl_iteration counter is incremented every frame. unsigned long long sdl_iteration = 0; // Enter the main loop. bool sdl_running = true; while (sdl_running) { // Remember the time at the start of the frame. At the end of the // frame, this timestamp will be used to cap the framerate. auto frame_start_time = std::chrono::high_resolution_clock::now(); // Poll events. SDL_Event e; while (SDL_PollEvent(&e)) { if (e.type == SDL_QUIT) { // The application was quit. sdl_running = false; } else if (e.type == SDL_MOUSEMOTION) { // The mouse moved. if (sdl_mouse_relative) { sdl_mouse_x += e.motion.xrel; sdl_mouse_y += e.motion.yrel; if (sdl_mouse_y > sdl_y_res - 1) { sdl_mouse_y = sdl_y_res - 1; } else if (sdl_mouse_y < 0) { sdl_mouse_y = 0; } } else { sdl_mouse_x = e.motion.x; sdl_mouse_y = e.motion.y; } } else if (e.type == SDL_MOUSEBUTTONDOWN) { // A mouse button was pressed. if (e.button.button == SDL_BUTTON_LEFT) { sdl_mouse_l = true; } else if (e.button.button == SDL_BUTTON_RIGHT) { sdl_mouse_r = true; } } else if (e.type == SDL_MOUSEBUTTONUP) { // A mouse button was released. if (e.button.button == SDL_BUTTON_LEFT) { sdl_mouse_l = false; } else if (e.button.button == SDL_BUTTON_RIGHT) { sdl_mouse_r = false; } } else if (e.type == SDL_KEYDOWN) { // A key was pressed. SDL_Keycode key = e.key.keysym.sym; if (key == SDLK_ESCAPE) { if (sdl_mouse_relative) { SDL_SetRelativeMouseMode(SDL_FALSE); sdl_mouse_relative = SDL_GetRelativeMouseMode(); } else { sdl_running = false; } } } } // Enable relative mouse mode when the left mouse button is down and // relative mouse mode is currently off. if (sdl_mouse_relative == false && sdl_mouse_l == true) { SDL_SetRelativeMouseMode(SDL_TRUE); sdl_mouse_relative = SDL_GetRelativeMouseMode(); } // Calculate the looking direction of the camera. float rot_x_deg_want = (float(sdl_mouse_y) - (float(sdl_y_res) / 2.0f)) / float(sdl_y_res) * 180.0f; float rot_y_deg_want = (float(sdl_mouse_x) - (float(sdl_x_res) / 2.0f)) / float(sdl_x_res) * 360.0f; rot_x_deg += (rot_x_deg_want - rot_x_deg) / 16.0f; rot_y_deg += (rot_y_deg_want - rot_y_deg) / 16.0f; // Get the keyboard state. const Uint8* keys = SDL_GetKeyboardState(NULL); // Handle player movement. if (keys[SDL_SCANCODE_W]) { player_vx -= sin(glm::radians(-rot_y_deg)) * acceleration; player_vz -= cos(glm::radians(-rot_y_deg)) * acceleration; player_vy -= sin(glm::radians(-rot_x_deg)) * acceleration; } else if (keys[SDL_SCANCODE_S]) { player_vx += sin(glm::radians(-rot_y_deg)) * acceleration; player_vz += cos(glm::radians(-rot_y_deg)) * acceleration; player_vy += sin(glm::radians(-rot_x_deg)) * acceleration; } if (keys[SDL_SCANCODE_A]) { player_vx -= sin(glm::radians(-rot_y_deg + 90.0f)) * acceleration; player_vz -= cos(glm::radians(-rot_y_deg + 90.0f)) * acceleration; } else if (keys[SDL_SCANCODE_D]) { player_vx += sin(glm::radians(-rot_y_deg + 90.0f)) * acceleration; player_vz += cos(glm::radians(-rot_y_deg + 90.0f)) * acceleration; } if (keys[SDL_SCANCODE_SPACE]) { player_vy -= acceleration; } else if (keys[SDL_SCANCODE_LSHIFT]) { player_vy += acceleration; } // Update the player's velocity and position. player_vx *= friction; player_vy *= friction; player_vz *= friction; player_x += player_vx; player_y += player_vy; player_z += player_vz; // Clear the OpenGL context to the default Minceraft sky color. glClearColor(186.0f / 255.0f, 214.0f / 255.0f, 254.0f / 255.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Render the world. { // Enable depth testing. glEnable(GL_DEPTH_TEST); // Enable backface culling. glEnable(GL_CULL_FACE); // Bind the block shader program to the current state. glUseProgram(block_shader_program); // Calculate the projection, view, and model matrices, and pass // them to the block_shader_program. { // Calculate the aspect ratio. float aspect_ratio = (float)sdl_x_res / (float)sdl_y_res; // Generate the projection matrix. glm::mat4 matrix_projection = glm::perspective(glm::radians(45.0f), aspect_ratio, 0.128f, 256.0f); // Generate the view matrix. glm::mat4 matrix_view = glm::mat4(1.0f); matrix_view = glm::rotate(matrix_view, glm::radians(rot_x_deg), glm::vec3(1.0f, 0.0f, 0.0f)); matrix_view = glm::rotate(matrix_view, glm::radians(rot_y_deg), glm::vec3(0.0f, 1.0f, 0.0f)); // Generate the model matrix. glm::mat4 matrix_model = glm::translate(glm::mat4(1.0f), glm::vec3(-player_x, player_y, -player_z)); // Pass the matrices to the block_shader_program. glUniformMatrix4fv(glGetUniformLocation(block_shader_program, "matrix_projection"), 1, GL_FALSE, &matrix_projection[0][0]); glUniformMatrix4fv(glGetUniformLocation(block_shader_program, "matrix_view"), 1, GL_FALSE, &matrix_view[0][0]); glUniformMatrix4fv(glGetUniformLocation(block_shader_program, "matrix_model"), 1, GL_FALSE, &matrix_model[0][0]); } // Pass the fog distance to the block_shader_program. glUniform1f(glGetUniformLocation(block_shader_program, "fog_distance"), pow(sqrt(float(the_world->x_res * the_world->x_res)), 1.85f)); // Bind the block_texture_array to the current state. glBindTexture(GL_TEXTURE_2D_ARRAY, block_texture_array); // Render all of the chunks in the_accessor. for (int i = 0; i < the_accessor->chunk_count; i++) { render_chunk(the_accessor->the_chunks[i]); } // Unbind the block_texture_array from the current state. glBindTexture(GL_TEXTURE_2D_ARRAY, 0); // Unbind the block shader program from the current state. glUseProgram(0); // Disable backface culling. glDisable(GL_CULL_FACE); // Disable depth testing. glDisable(GL_DEPTH_TEST); } // Swap the back buffer to the front. SDL_GL_SwapWindow(sdl_window); // Cap the framerate to 60 Hz. float frame_elapsed_time = std::chrono::duration(std::chrono::high_resolution_clock::now() - frame_start_time).count(); if (frame_elapsed_time < 1000.0f / 60.0f) { int frame_sleep_time = round(1000.0f / 60.0f - frame_elapsed_time); std::this_thread::sleep_for(std::chrono::milliseconds(frame_sleep_time)); } // Increment the iteration counter. Print the framerate every 60 // iterations. sdl_iteration++; if (sdl_iteration % 60 == 0) { std::cout << "Running at " << 1000.0f / frame_elapsed_time << " Hz" << std::endl; } } // Destroy all Minceraft related objects. deallocate_world(the_world); // Destroy all OpenGL related objects. glDeleteTextures(1, &block_texture_array); glDeleteProgram(block_shader_program); SDL_GL_DeleteContext(gl_context); // Destroy all SDL related objects. SDL_DestroyWindow(sdl_window); SDL_Quit(); // Exit cleanly. exit(EXIT_SUCCESS); }