Files
minceraft/src/main.cpp

1127 lines
25 KiB
C++

/*
Minceraft
By CobaltXII
*/
#include "main.hpp"
// Print usage information.
void print_usage(char** argv)
{
std::cout << "Usage: " << argv[0] << " ..." << std::endl;
std::cout << std::endl;
std::cout << " -s <path-to-level> [x_res y_res z_res]" << std::endl;
std::cout << std::endl;
std::cout << " Play singleplayer. If a world save exists at <path-to-level>, the " << std::endl;
std::cout << " world is loaded and the given dimensions (if any) are ignored. If not, " << std::endl;
std::cout << " a new world is generated with the given dimensions and saved to " << std::endl;
std::cout << " <path-to-level>. " << std::endl;
std::cout << std::endl;
std::cout << " -q [x_res y_res z_res]" << std::endl;
std::cout << std::endl;
std::cout << " Play quickplay. A new world is generated with the given dimensions (if " << std::endl;
std::cout << " any) and is stored in memory for the duration of the gameplay. " << std::endl;
exit(16);
}
// The entry point.
int main(int argc, char** argv)
{
// Print usage information if the command line was not used correctly.
// Otherwise, parse the gamemode.
int gamemode;
if (argc == 1)
{
// An argc of 1 means that only the executable path was passed from
// the command line.
print_usage(argv);
}
else if (std::string(argv[1]) != "-s" && std::string(argv[1]) != "-q")
{
// The only allowed arguments are -s and -q.
print_usage(argv);
}
else if (std::string(argv[1]) == "-s")
{
// Singleplayer mode.
gamemode = 1;
}
else if (std::string(argv[1]) == "-q")
{
// Quickplay mode.
gamemode = 2;
}
// 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 = 950;
int sdl_y_res = 540;
// Create the SDL_Window*.
SDL_Window* sdl_window = SDL_CreateWindow
(
"Minceraft 0.3.14",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
sdl_x_res,
sdl_y_res,
SDL_WINDOW_RESIZABLE | 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 interface textures.
load_interface_textures();
// Load the block face_info* array.
load_block_face_info_array();
// Load sprite preliminaries.
load_sprite_preliminaries();
// Load the block shader program.
GLuint block_shader_program = load_program("../glsl/block_vertex.glsl", "../glsl/block_fragment.glsl");
// Create an empty pointer to a world*.
world* the_world = nullptr;
// 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 = 0.0f;
float player_y = 0.0f;
float player_z = 0.0f;
float player_vx = 0.0f;
float player_vy = 0.0f;
float player_vz = 0.0f;
// Define the player's acceleration coefficient.
float acceleration = 0.0176f;
// Define the player's friction coefficient.
float friction = 0.8f;
// When the block_timer is 0, a block may be destroyed or placed.
int block_timer = 0;
// Parse the command line arguments based on the gamemode.
std::string path_to_level;
if (gamemode == 1)
{
// Singleplayer mode.
unsigned int x_res;
unsigned int y_res;
unsigned int z_res;
if (argc == 3)
{
// Singleplayer mode with a default world.
x_res = 256;
y_res = 256;
z_res = 256;
}
else if (argc == 6)
{
// Singleplayer mode with a custom world.
x_res = std::stoi(std::string(argv[3]));
y_res = std::stoi(std::string(argv[4]));
z_res = std::stoi(std::string(argv[5]));
// Make sure that x_res, y_res and z_res are multiples of 16.
if (x_res % 16 != 0 || y_res % 16 != 0 || z_res % 16 != 0)
{
std::cout << "x_res, y_res and z_res must be multiples of 16." << std::endl;
exit(17);
}
}
else
{
// Unknown usage of singleplayer mode.
print_usage(argv);
}
// Parse the <path-to-level> argument.
path_to_level = std::string(argv[2]);
// Check if a world at path_to_level exists.
if (std::ifstream(path_to_level).good())
{
// The world exists, so load it.
load_world_from_file
(
the_world,
player_x,
player_y,
player_z,
path_to_level
);
}
else
{
// The world does not exist, so generate a new world using the
// dimensions stored in *_res.
the_world = allocate_world(x_res, y_res, z_res);
// Generate a new world using the current time as the seed.
generate_world(the_world, time(NULL));
// Spawn the player at the top center.
player_x = float(the_world->x_res) / 2.0f;
player_y = 0.0f;
player_z = float(the_world->z_res) / 2.0f;
// Save the world to path_to_level.
save_world_to_file
(
the_world,
player_x,
player_y,
player_z,
path_to_level
);
}
}
else if (gamemode == 2)
{
// Quickplay mode.
unsigned int x_res;
unsigned int y_res;
unsigned int z_res;
if (argc == 2)
{
// Quickplay mode with a default world.
x_res = 128;
y_res = 128;
z_res = 128;
}
else if (argc == 5)
{
// Quickplay mode with a custom world.
x_res = std::stoi(std::string(argv[2]));
y_res = std::stoi(std::string(argv[3]));
z_res = std::stoi(std::string(argv[4]));
// Make sure that x_res, y_res and z_res are multiples of 16.
if (x_res % 16 != 0 || y_res % 16 != 0 || z_res % 16 != 0)
{
std::cout << "x_res, y_res and z_res must be multiples of 16." << std::endl;
exit(17);
}
}
else
{
// Unknown usage of quickplay mode.
print_usage(argv);
}
// Allocate an empty world of the given size.
the_world = allocate_world(x_res, y_res, z_res);
// Generate a new world using the current time as the seed.
generate_world(the_world, time(NULL));
// Spawn the player at the top center.
player_x = float(the_world->x_res) / 2.0f;
player_y = 0.0f;
player_z = float(the_world->z_res) / 2.0f;
}
// Allocate a new accessor* from the_world.
accessor* the_accessor = allocate_accessor(the_world);
// Define the view distance.
float view_distance = 256.0f;
// Define the reach distance.
float reach_distance = 8.0f;
// Define the maximum chunk updates per frame.
unsigned int max_chunk_updates = 16;
// 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();
// Get the size of the sdl_window*, in case it was resized.
SDL_GetWindowSize(sdl_window, &sdl_x_res, &sdl_y_res);
// 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 forward movement (walking).
if (keys[SDL_SCANCODE_W])
{
player_vx -= sin(glm::radians(-rot_y_deg)) * acceleration;
player_vz -= cos(glm::radians(-rot_y_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;
}
// Handle player perpendicular movement (strafing).
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;
}
// Create a list of hitboxes of nearby blocks.
std::vector<hitbox> near_hitboxes;
int b_res = 3;
for (int x = -b_res; x <= b_res; x++)
for (int y = -b_res; y <= b_res; y++)
for (int z = -b_res; z <= b_res; z++)
{
block_id current_block = the_world->get_id_safe(player_x + x, player_y + y, player_z + z);
if (is_not_permeable_mob(current_block))
{
if (is_slab(current_block))
{
near_hitboxes.push_back(hitbox(floor(player_x + x), floor(player_y + y) + 0.5f, floor(player_z + z), 1.0f, 0.5f, 1.0f));
}
else
{
near_hitboxes.push_back(hitbox(floor(player_x + x), floor(player_y + y), floor(player_z + z), 1.0f, 1.0f, 1.0f));
}
}
}
// Define the player's hitbox.
hitbox player_hitbox = hitbox(player_x, player_y, player_z, 0.6f, 1.8f, 0.6f);
// Do collision detection and response.
collision_data player_collision = do_collision_detection_and_response(player_hitbox, near_hitboxes, player_vx, player_vy, player_vz);
// Update the player's position.
player_x = player_hitbox.x;
player_y = player_hitbox.y;
player_z = player_hitbox.z;
// Handle player upwards movement (jumping).
if (keys[SDL_SCANCODE_SPACE])
{
if (player_collision.collision_y)
{
player_vy -= 0.1536f;
}
}
// Multiply the player's velocity by the player's friction constant.
player_vx *= friction;
player_vz *= friction;
player_vy += 0.008f;
// Interact with the world.
if ((sdl_mouse_l || sdl_mouse_r) && block_timer == 0)
{
// The ray begins at the player's 'eye'.
float px = player_x + player_hitbox.xr / 2.0f;
float py = player_y + 0.2f;
float pz = player_z + player_hitbox.zr / 2.0f;
// Find the direction of the ray.
float ix = -sin(glm::radians(-rot_y_deg));
float iy = -tan(glm::radians(-rot_x_deg));
float iz = -cos(glm::radians(-rot_y_deg));
// Find the length of the ray.
float i_len = sqrt(ix * ix + iy * iy + iz * iz);
// Store the total distance travelled by the ray.
float total_distance = 0.0f;
// Raymarch the ray.
while (true)
{
// Find the current block's block_id.
block_id current_block = the_world->get_id_safe(px, py, pz);
// Check if the block can be destroyed or built on.
if (is_not_permeable_ray(current_block))
{
// Check for slab non-collisions.
if (is_slab(current_block) && py < floor(py) + 0.5f)
{
goto increment_ray;
}
if (sdl_mouse_l)
{
// The block_id to be placed.
block_id place_id = id_stone_slab;
// Check if the current block is a slab.
if (is_slab(current_block))
{
// Change the current block into it's double slab
// form, if the player does not intersect with the
// new double slab.
if (!hitbox_intersect(player_hitbox, hitbox(floor(px), floor(py), floor(pz), 1.0f, 1.0f, 1.0f)))
{
the_accessor->set_id_safe(px, py, pz, slab_to_double_slab(current_block));
block_timer = 10;
break;
}
}
else
{
// Place a block.
px -= ix * 0.001f;
py -= iy * 0.001f;
pz -= iz * 0.001f;
// Find the hitbox of the block that is going to
// be placed.
hitbox new_block;
if (is_slab(place_id))
{
new_block = hitbox(floor(px), floor(py) + 0.5, floor(pz), 1.0f, 0.5f, 1.0f);
}
else
{
new_block = hitbox(floor(px), floor(py), floor(pz), 1.0f, 1.0f, 1.0f);
}
// Check if the hitbox of the block that is going
// to be placed does not intersect with the
// player.
if (!hitbox_intersect(player_hitbox, new_block))
{
// The player is not inside the block that is
// going to be placed, so place the block.
if (place_id == id_dandelion || place_id == id_rose)
{
// Can only place id_dandelion and id_rose
// on id_grass or id_dirt.
block_id flower_below = the_world->get_id_safe(px, py + 1, pz);
if (flower_below == id_grass || flower_below == id_dirt)
{
the_accessor->set_id_safe(px, py, pz, place_id);
block_timer = 10;
}
}
else if (place_id == id_reeds)
{
// Can only place id_reeds on id_sand or
// id_reeds.
block_id reeds_below = the_world->get_id_safe(px, py + 1, pz);
if (reeds_below == id_sand || reeds_below == id_reeds)
{
the_accessor->set_id_safe(px, py, pz, place_id);
block_timer = 10;
}
}
else
{
the_accessor->set_id_safe(px, py, pz, place_id);
block_timer = 10;
}
// All cross blocks are destroyed and replaced
// by water.
if (is_cross(place_id))
{
if
(
the_world->get_id_safe(px + 1, py, pz) == id_water ||
the_world->get_id_safe(px - 1, py, pz) == id_water ||
the_world->get_id_safe(px, py, pz + 1) == id_water ||
the_world->get_id_safe(px, py, pz - 1) == id_water ||
the_world->get_id_safe(px, py - 1, pz) == id_water
)
{
the_accessor->set_id_safe(px, py, pz, id_water);
}
}
break;
}
}
}
else
{
// Removing blocks.
the_accessor->set_id_safe(px, py, pz, id_air);
if
(
the_world->get_id_safe(px + 1, py, pz) == id_water ||
the_world->get_id_safe(px - 1, py, pz) == id_water ||
the_world->get_id_safe(px, py, pz + 1) == id_water ||
the_world->get_id_safe(px, py, pz - 1) == id_water ||
the_world->get_id_safe(px, py - 1, pz) == id_water
)
{
// Water flooding.
the_accessor->set_id_safe(px, py, pz, id_water);
}
// Flowers and mushrooms cannot exist if there is
// nothing below them.
block_id plant_above = the_world->get_id_safe(px, py - 1, pz);
if (plant_above == id_dandelion || plant_above == id_rose || plant_above == id_red_mushroom || plant_above == id_brown_mushroom)
{
the_world->set_id_safe(px, py - 1, pz, id_air);
}
// Reeds cannot exist if there is nothing below them.
int reeds_offset = 1;
while (true)
{
block_id reeds_above = the_world->get_id_safe(px, py - reeds_offset, pz);
if (reeds_above != id_reeds)
{
break;
}
else
{
the_world->set_id_safe(px, py - reeds_offset, pz, id_air);
}
reeds_offset++;
}
block_timer = 10;
break;
}
}
increment_ray:
px += ix * 0.001f;
py += iy * 0.001f;
pz += iz * 0.001f;
total_distance += i_len * 0.001f;
if (total_distance > reach_distance)
{
break;
}
}
}
// Update all modified chunks.
unsigned int chunk_updates = 0;
for (int i = 0; i < the_accessor->chunk_count; i++)
{
chunk*& the_chunk = the_accessor->the_chunks[i];
if (the_chunk->modified)
{
chunk* new_chunk = allocate_chunk
(
the_world,
the_chunk->x,
the_chunk->y,
the_chunk->z,
the_chunk->x_res,
the_chunk->y_res,
the_chunk->z_res
);
deallocate_chunk(the_chunk);
the_chunk = new_chunk;
chunk_updates++;
}
if (chunk_updates == max_chunk_updates)
{
break;
}
}
// Clear the OpenGL context to the default 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);
// 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 aspect ratio.
float aspect_ratio = (float)sdl_x_res / (float)sdl_y_res;
// Calculate the projection matrix.
glm::mat4 matrix_projection = glm::perspective(glm::radians(70.0f), aspect_ratio, 0.128f, 1024.0f);
// Calculate the view matrix.
glm::mat4 matrix_view = glm::mat4(1.0f);
// Calculate the view bobbing factor.
float view_bobbing = sqrt(player_vx * player_vx + player_vz * player_vz) / 0.0640f;
if (view_bobbing < 0.0128f)
{
view_bobbing = 0.0f;
}
// Rotate the view matrix.
matrix_view = glm::rotate(matrix_view, glm::radians(rot_x_deg + sin(SDL_GetTicks() / 80.0f) * view_bobbing), 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));
// Calculate the eye vector.
float player_x_res = player_hitbox.xr;
float player_y_res = player_hitbox.yr;
float player_z_res = player_hitbox.zr;
glm::vec3 eye_vector = glm::vec3
(
// Centered around the player's position plus the player's X
// resolution.
-player_x - player_x_res / 2.0f,
// The small offset of 0.2f is used so that the player's 'eye' is
// not rubbing against the ceiling.
player_y + 0.2f,
// Centered around the player's position plus the player's Z
// resolution.
-player_z - player_z_res / 2.0f
);
// Generate the model matrix using the eye vector.
glm::mat4 matrix_model = glm::translate(glm::mat4(1.0f), eye_vector);
// 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"), view_distance * view_distance / 1.5f);
// Pass the current time (in seconds) to the block_shader_program.
glUniform1f(glGetUniformLocation(block_shader_program, "time_in_seconds"), SDL_GetTicks() / 1000.0f);
// Bind the block_texture_array to the current state.
glBindTexture(GL_TEXTURE_2D_ARRAY, block_texture_array);
// Render all of the chunks' vertex arrays in the_accessor.
for (int i = 0; i < the_accessor->chunk_count; i++)
{
chunk* the_chunk = the_accessor->the_chunks[i];
float ccx = the_chunk->x + (the_chunk->x_res / 2);
float ccy = the_chunk->y + (the_chunk->y_res / 2);
float ccz = the_chunk->z + (the_chunk->z_res / 2);
float dx = ccx - player_x;
float dy = ccy - player_y;
float dz = ccz - player_z;
if (dx * dx + dy * dy + dz * dz < view_distance * view_distance)
{
render_chunk(the_chunk);
}
}
// Disable writing to the depth buffer.
glDepthMask(GL_FALSE);
// Enable alpha blending.
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Render all of the chunks' water vertex arrays in the_accessor.
for (int i = 0; i < the_accessor->chunk_count; i++)
{
chunk* the_chunk = the_accessor->the_chunks[i];
float ccx = the_chunk->x + (the_chunk->x_res / 2);
float ccy = the_chunk->y + (the_chunk->y_res / 2);
float ccz = the_chunk->z + (the_chunk->z_res / 2);
float dx = ccx - player_x;
float dy = ccy - player_y;
float dz = ccz - player_z;
if (dx * dx + dy * dy + dz * dz < view_distance * view_distance)
{
render_chunk_water(the_chunk);
}
}
// Enable writing to the depth buffer.
glDepthMask(GL_TRUE);
// Disable alpha blending.
glDisable(GL_BLEND);
// 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);
// Decrement the block timer, if the block timer is not equal to 0.
if (block_timer != 0)
{
block_timer--;
}
// Cap the framerate to 60 Hz. It might be beneficial to regenerate
// chunks instead of sleeping.
float frame_elapsed_time = std::chrono::duration<float, std::milli>(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;
}
}
// Save the world to the specified save file, if the gamemode is 1
// (singleplayer).
if (gamemode == 1)
{
save_world_to_file
(
the_world,
player_x,
player_y,
player_z,
path_to_level
);
}
// Destroy all Minceraft related objects.
deallocate_world(the_world);
deallocate_accessor(the_accessor);
// 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);
}