Added infinite terrain

This commit is contained in:
2026-03-16 22:41:09 -03:00
parent 356dfaf3a8
commit 397641dd33
2 changed files with 380 additions and 373 deletions

28
.vscode/tasks.json vendored Normal file
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@@ -0,0 +1,28 @@
{
"tasks": [
{
"type": "cppbuild",
"label": "C/C++: gcc build active file",
"command": "/usr/bin/gcc",
"args": [
"-fdiagnostics-color=always",
"-g",
"${file}",
"-o",
"${fileDirname}/${fileBasenameNoExtension}"
],
"options": {
"cwd": "${fileDirname}"
},
"problemMatcher": [
"$gcc"
],
"group": {
"kind": "build",
"isDefault": true
},
"detail": "Task generated by Debugger."
}
],
"version": "2.0.0"
}

723
main.cpp
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@@ -7,152 +7,161 @@
#include <iostream> #include <iostream>
#include <vector> #include <vector>
#include <array>
#include <cmath> #include <cmath>
#include <cstring> #include <cstring>
#include <unordered_map> #include <unordered_map>
#include <memory>
#include <algorithm>
#include <climits>
// Instalation // Build:
// On root: // mkdir build && cd build && cmake .. && make -j$(nproc)
// mkdir build // ./minicraft
// cmake .
// make -j$(nproc)
// ./minicraft
// ─── Constants ───────────────────────────────────────────────────────────────
static const int SCREEN_W = 1280; static const int SCREEN_W = 1280;
static const int SCREEN_H = 720; static const int SCREEN_H = 720;
static const int CHUNK_SIZE = 16; static const int CHUNK_SIZE = 16;
static const int WORLD_H = 16; static const int WORLD_H = 64;
static const float MOVE_SPEED = 5.0f; static const int RENDER_DIST = 6;
static const float MOVE_SPEED = 6.0f;
static const float MOUSE_SENS = 0.12f; static const float MOUSE_SENS = 0.12f;
static const float GRAVITY = -20.0f; static const float GRAVITY = -22.0f;
static const float JUMP_VEL = 8.0f; static const float JUMP_VEL = 9.0f;
static const float HW = 0.3f;
static const float PH = 1.8f;
// ─── Block types ───────────────────────────────────────────────────────────── enum BlockType : uint8_t { AIR=0, GRASS, DIRT, STONE, WOOD, LEAVES, SAND, SNOW, WATER };
enum BlockType : uint8_t { AIR=0, GRASS, DIRT, STONE, WOOD, LEAVES, SAND, WATER };
struct BlockColor { float r,g,b; }; struct BlockColor { float r,g,b; };
static const BlockColor BLOCK_COLORS[] = { static const BlockColor BLOCK_COLORS[] = {
{0,0,0}, // AIR {0,0,0},
{0.40f,0.72f,0.24f}, // GRASS {0.40f,0.72f,0.24f},
{0.55f,0.40f,0.22f}, // DIRT {0.55f,0.40f,0.22f},
{0.55f,0.55f,0.55f}, // STONE {0.50f,0.50f,0.50f},
{0.45f,0.30f,0.15f}, // WOOD {0.45f,0.30f,0.15f},
{0.20f,0.60f,0.15f}, // LEAVES {0.22f,0.55f,0.18f},
{0.90f,0.85f,0.55f}, // SAND {0.88f,0.83f,0.52f},
{0.20f,0.45f,0.90f}, // WATER {0.92f,0.95f,0.98f},
{0.18f,0.42f,0.88f},
}; };
static const float FACE_SHADE[] = {1.0f, 0.5f, 0.8f, 0.7f, 0.65f, 0.65f};
// face shade multipliers (top, bottom, front, back, left, right) // Perlin noise
static const float FACE_SHADE[] = {1.0f, 0.5f, 0.8f, 0.8f, 0.65f, 0.65f}; static int P[512];
static void initNoise(int seed){
// ─── World ─────────────────────────────────────────────────────────────────── int perm[256]; for(int i=0;i<256;i++) perm[i]=i;
static uint8_t WORLD[CHUNK_SIZE][WORLD_H][CHUNK_SIZE]; unsigned rng=(unsigned)seed;
for(int i=255;i>0;i--){ rng=rng*1664525u+1013904223u; int j=(rng>>16)%(i+1); std::swap(perm[i],perm[j]); }
static int terrainHeight(int x, int z) { for(int i=0;i<512;i++) P[i]=perm[i&255];
float h = 5.0f }
+ 3.0f * sinf(x * 0.25f) * cosf(z * 0.20f) static float fade(float t){return t*t*t*(t*(t*6-15)+10);}
+ 2.0f * sinf(x * 0.10f + z * 0.13f) static float lerp(float a,float b,float t){return a+t*(b-a);}
+ 1.0f * cosf(x * 0.40f - z * 0.35f); static float grad(int h,float x,float y){h&=3;float u=(h<2)?x:y,v=(h<2)?y:x;return((h&1)?-u:u)+((h&2)?-v:v);}
return (int)h; static float noise2(float x,float y){
int xi=(int)floorf(x)&255,yi=(int)floorf(y)&255;
float xf=x-floorf(x),yf=y-floorf(y),u=fade(xf),v=fade(yf);
int aa=P[P[xi]+yi],ab=P[P[xi]+yi+1],ba=P[P[xi+1]+yi],bb=P[P[xi+1]+yi+1];
return lerp(lerp(grad(aa,xf,yf),grad(ba,xf-1,yf),u),lerp(grad(ab,xf,yf-1),grad(bb,xf-1,yf-1),u),v);
}
static float fbm(float x,float y,int oct=6){
float val=0,amp=1,freq=1,max=0;
for(int i=0;i<oct;i++){val+=noise2(x*freq,y*freq)*amp;max+=amp;amp*=0.5f;freq*=2.0f;}
return val/max;
} }
static void generateWorld() { struct Chunk {
memset(WORLD, AIR, sizeof(WORLD)); int cx,cz;
for (int x = 0; x < CHUNK_SIZE; ++x) uint8_t blocks[CHUNK_SIZE][WORLD_H][CHUNK_SIZE];
for (int z = 0; z < CHUNK_SIZE; ++z) { GLuint VAO=0,VBO=0,EBO=0;
int top = terrainHeight(x, z); int indexCount=0;
if (top < 1) top = 1; bool meshDirty=true,generated=false;
if (top >= WORLD_H) top = WORLD_H - 1; Chunk(int cx,int cz):cx(cx),cz(cz){memset(blocks,AIR,sizeof(blocks));}
for (int y = 0; y < WORLD_H; ++y) { ~Chunk(){if(VAO){glDeleteVertexArrays(1,&VAO);glDeleteBuffers(1,&VBO);glDeleteBuffers(1,&EBO);}}
if (y == 0) WORLD[x][y][z] = STONE; };
else if (y < top - 3) WORLD[x][y][z] = STONE;
else if (y < top) WORLD[x][y][z] = DIRT; struct ChunkKey{int x,z;bool operator==(const ChunkKey& o)const{return x==o.x&&z==o.z;}};
else if (y == top) WORLD[x][y][z] = (top <= 3) ? SAND : GRASS; struct ChunkKeyHash{size_t operator()(const ChunkKey& k)const{return std::hash<long long>()((long long)k.x<<32|(unsigned)k.z);}};
using ChunkMap=std::unordered_map<ChunkKey,std::unique_ptr<Chunk>,ChunkKeyHash>;
static ChunkMap CHUNKS;
static void generateChunk(Chunk& c){
int wx0=c.cx*CHUNK_SIZE,wz0=c.cz*CHUNK_SIZE;
for(int x=0;x<CHUNK_SIZE;x++)
for(int z=0;z<CHUNK_SIZE;z++){
float wx=(wx0+x)*0.008f,wz=(wz0+z)*0.008f;
float cont=fbm(wx*0.4f,wz*0.4f,4);
float detail=fbm(wx*2.0f+5.3f,wz*2.0f+1.7f,5);
float ridge=1.0f-fabsf(fbm(wx*0.8f+3.1f,wz*0.8f+8.9f,4));
float h=12.0f+cont*18.0f+detail*6.0f+ridge*14.0f*std::max(0.0f,cont);
int top=(int)h;
top=std::max(2,std::min(WORLD_H-2,top));
bool isSand=(top<16),isSnow=(top>38);
for(int y=0;y<WORLD_H;y++){
if(y==0) c.blocks[x][y][z]=STONE;
else if(y<top-4) c.blocks[x][y][z]=STONE;
else if(y<top) c.blocks[x][y][z]=isSand?SAND:DIRT;
else if(y==top){
if(isSand) c.blocks[x][y][z]=SAND;
else if(isSnow) c.blocks[x][y][z]=SNOW;
else c.blocks[x][y][z]=GRASS;
} else if(y<=14) c.blocks[x][y][z]=WATER;
else c.blocks[x][y][z]=AIR;
} }
// Small trees if(!isSand&&!isSnow&&top>=16&&top<36&&top+6<WORLD_H){
if (top > 3 && top < WORLD_H - 5 && (x + z * 7) % 13 == 0) { unsigned col=(unsigned)((wx0+x)*73856093u^(unsigned)(wz0+z)*19349663u);
int trunk = top + 1; if((col&0xFF)<18){
for (int t = trunk; t < trunk + 3 && t < WORLD_H; ++t) int trunk=top+1;
WORLD[x][t][z] = WOOD; for(int t=trunk;t<trunk+4&&t<WORLD_H;t++) c.blocks[x][t][z]=WOOD;
for (int dx = -1; dx <= 1; ++dx) for(int dx=-2;dx<=2;dx++)
for (int dz = -1; dz <= 1; ++dz) for(int dz=-2;dz<=2;dz++)
for (int dy = trunk + 2; dy <= trunk + 4; ++dy) { for(int dy=trunk+2;dy<=trunk+5;dy++){
int nx = x+dx, nz = z+dz; int nx=x+dx,nz=z+dz;
if (nx>=0&&nx<CHUNK_SIZE&&nz>=0&&nz<CHUNK_SIZE&&dy<WORLD_H) if(nx>=0&&nx<CHUNK_SIZE&&nz>=0&&nz<CHUNK_SIZE&&dy<WORLD_H)
if (WORLD[nx][dy][nz] == AIR) if(c.blocks[nx][dy][nz]==AIR) c.blocks[nx][dy][nz]=LEAVES;
WORLD[nx][dy][nz] = LEAVES; }
} }
} }
} }
c.generated=true;
} }
// ─── Shaders ───────────────────────────────────────────────────────────────── static uint8_t getBlock(int wx,int wy,int wz){
static const char* VS_SRC = R"( if(wy<0) return STONE;
#version 330 core if(wy>=WORLD_H) return AIR;
layout(location=0) in vec3 aPos; int cx=(int)floorf((float)wx/CHUNK_SIZE),cz=(int)floorf((float)wz/CHUNK_SIZE);
layout(location=1) in vec3 aColor; auto it=CHUNKS.find({cx,cz});
out vec3 vColor; if(it==CHUNKS.end()) return STONE;
uniform mat4 uMVP; int lx=wx-cx*CHUNK_SIZE,lz=wz-cz*CHUNK_SIZE;
void main(){ return it->second->blocks[lx][wy][lz];
gl_Position = uMVP * vec4(aPos, 1.0);
vColor = aColor;
}
)";
static const char* FS_SRC = R"(
#version 330 core
in vec3 vColor;
out vec4 fragColor;
void main(){
fragColor = vec4(vColor, 1.0);
}
)";
static GLuint compileShader(GLenum type, const char* src) {
GLuint s = glCreateShader(type);
glShaderSource(s, 1, &src, nullptr);
glCompileShader(s);
GLint ok; glGetShaderiv(s, GL_COMPILE_STATUS, &ok);
if (!ok) {
char buf[512]; glGetShaderInfoLog(s, 512, nullptr, buf);
std::cerr << "Shader error: " << buf << "\n";
}
return s;
} }
static GLuint buildProgram() { static void setBlock(int wx,int wy,int wz,uint8_t val){
GLuint vs = compileShader(GL_VERTEX_SHADER, VS_SRC); if(wy<0||wy>=WORLD_H) return;
GLuint fs = compileShader(GL_FRAGMENT_SHADER, FS_SRC); int cx=(int)floorf((float)wx/CHUNK_SIZE),cz=(int)floorf((float)wz/CHUNK_SIZE);
GLuint p = glCreateProgram(); auto it=CHUNKS.find({cx,cz});
glAttachShader(p, vs); glAttachShader(p, fs); if(it==CHUNKS.end()) return;
glLinkProgram(p); int lx=wx-cx*CHUNK_SIZE,lz=wz-cz*CHUNK_SIZE;
glDeleteShader(vs); glDeleteShader(fs); it->second->blocks[lx][wy][lz]=val;
return p; it->second->meshDirty=true;
if(lx==0){auto n=CHUNKS.find({cx-1,cz});if(n!=CHUNKS.end())n->second->meshDirty=true;}
if(lx==CHUNK_SIZE-1){auto n=CHUNKS.find({cx+1,cz});if(n!=CHUNKS.end())n->second->meshDirty=true;}
if(lz==0){auto n=CHUNKS.find({cx,cz-1});if(n!=CHUNKS.end())n->second->meshDirty=true;}
if(lz==CHUNK_SIZE-1){auto n=CHUNKS.find({cx,cz+1});if(n!=CHUNKS.end())n->second->meshDirty=true;}
} }
// ─── Mesh builder ──────────────────────────────────────────────────────────── struct Vertex{float x,y,z,r,g,b;};
struct Vertex { float x,y,z,r,g,b; };
// Checks if we should draw a face against a neighboring block static bool shouldDrawFace(uint8_t cur,int wx,int wy,int wz){
static bool shouldDrawFace(uint8_t currentBlock, int nx, int ny, int nz) { uint8_t nb=getBlock(wx,wy,wz);
if (nx<0 || nx>=CHUNK_SIZE || ny<0 || ny>=WORLD_H || nz<0 || nz>=CHUNK_SIZE) return true; if(nb==AIR) return true;
uint8_t nb = WORLD[nx][ny][nz]; if(nb==WATER||nb==LEAVES) return cur!=nb;
if (nb == AIR) return true; return false;
// Transparent blocks like water/leaves hide internal faces of the *same* type,
// but allow drawing faces of different adjacent blocks.
if (nb == WATER || nb == LEAVES) {
return currentBlock != nb;
}
return false; // Solid opaque block, hide the face
} }
static void addFace(std::vector<Vertex>& verts, std::vector<GLuint>& idx, static void addFace(std::vector<Vertex>& verts,std::vector<GLuint>& idx,
glm::vec3 v0, glm::vec3 v1, glm::vec3 v2, glm::vec3 v3, glm::vec3 v0,glm::vec3 v1,glm::vec3 v2,glm::vec3 v3,float r,float g,float b,float shade){
float r, float g, float b, float shade) { GLuint base=(GLuint)verts.size();
GLuint base = (GLuint)verts.size(); float sr=r*shade,sg=g*shade,sb=b*shade;
float sr=r*shade, sg=g*shade, sb=b*shade;
verts.push_back({v0.x,v0.y,v0.z,sr,sg,sb}); verts.push_back({v0.x,v0.y,v0.z,sr,sg,sb});
verts.push_back({v1.x,v1.y,v1.z,sr,sg,sb}); verts.push_back({v1.x,v1.y,v1.z,sr,sg,sb});
verts.push_back({v2.x,v2.y,v2.z,sr,sg,sb}); verts.push_back({v2.x,v2.y,v2.z,sr,sg,sb});
@@ -160,291 +169,261 @@ static void addFace(std::vector<Vertex>& verts, std::vector<GLuint>& idx,
idx.insert(idx.end(),{base,base+1,base+2,base,base+2,base+3}); idx.insert(idx.end(),{base,base+1,base+2,base,base+2,base+3});
} }
static void buildMesh(std::vector<Vertex>& verts, std::vector<GLuint>& idx) { static void buildChunkMesh(Chunk& c){
verts.clear(); idx.clear(); std::vector<Vertex> verts; std::vector<GLuint> idx;
for (int x=0;x<CHUNK_SIZE;++x) int wx0=c.cx*CHUNK_SIZE,wz0=c.cz*CHUNK_SIZE;
for (int y=0;y<WORLD_H;++y) for(int x=0;x<CHUNK_SIZE;x++)
for (int z=0;z<CHUNK_SIZE;++z) { for(int y=0;y<WORLD_H;y++)
uint8_t b = WORLD[x][y][z]; for(int z=0;z<CHUNK_SIZE;z++){
if (b == AIR) continue; uint8_t b=c.blocks[x][y][z]; if(b==AIR) continue;
float r=BLOCK_COLORS[b].r, g=BLOCK_COLORS[b].g, bl=BLOCK_COLORS[b].b; float r=BLOCK_COLORS[b].r,g=BLOCK_COLORS[b].g,bl=BLOCK_COLORS[b].b;
float bx=x,by=y,bz=z; float bx=wx0+x,by=y,bz=wz0+z;
int wx=wx0+x,wz=wz0+z;
// FIXED Winding Orders: if(shouldDrawFace(b,wx,y+1,wz)) addFace(verts,idx,{bx,by+1,bz+1},{bx+1,by+1,bz+1},{bx+1,by+1,bz},{bx,by+1,bz},r,g,bl,FACE_SHADE[0]);
// Top (+Y) if(shouldDrawFace(b,wx,y-1,wz)) addFace(verts,idx,{bx,by,bz},{bx+1,by,bz},{bx+1,by,bz+1},{bx,by,bz+1},r,g,bl,FACE_SHADE[1]);
if (shouldDrawFace(b, x,y+1,z)) if(shouldDrawFace(b,wx,y,wz+1)) addFace(verts,idx,{bx,by,bz+1},{bx+1,by,bz+1},{bx+1,by+1,bz+1},{bx,by+1,bz+1},r,g,bl,FACE_SHADE[2]);
addFace(verts,idx,{bx,by+1,bz+1},{bx+1,by+1,bz+1},{bx+1,by+1,bz},{bx,by+1,bz},r,g,bl,FACE_SHADE[0]); if(shouldDrawFace(b,wx,y,wz-1)) addFace(verts,idx,{bx+1,by,bz},{bx,by,bz},{bx,by+1,bz},{bx+1,by+1,bz},r,g,bl,FACE_SHADE[3]);
// Bottom (-Y) if(shouldDrawFace(b,wx-1,y,wz)) addFace(verts,idx,{bx,by,bz},{bx,by,bz+1},{bx,by+1,bz+1},{bx,by+1,bz},r,g,bl,FACE_SHADE[4]);
if (shouldDrawFace(b, x,y-1,z)) if(shouldDrawFace(b,wx+1,y,wz)) addFace(verts,idx,{bx+1,by,bz+1},{bx+1,by,bz},{bx+1,by+1,bz},{bx+1,by+1,bz+1},r,g,bl,FACE_SHADE[5]);
addFace(verts,idx,{bx,by,bz},{bx+1,by,bz},{bx+1,by,bz+1},{bx,by,bz+1},r,g,bl,FACE_SHADE[1]);
// Front (+Z)
if (shouldDrawFace(b, x,y,z+1))
addFace(verts,idx,{bx,by,bz+1},{bx+1,by,bz+1},{bx+1,by+1,bz+1},{bx,by+1,bz+1},r,g,bl,FACE_SHADE[2]);
// Back (-Z)
if (shouldDrawFace(b, x,y,z-1))
addFace(verts,idx,{bx+1,by,bz},{bx,by,bz},{bx,by+1,bz},{bx+1,by+1,bz},r,g,bl,FACE_SHADE[3]);
// Left (-X)
if (shouldDrawFace(b, x-1,y,z))
addFace(verts,idx,{bx,by,bz},{bx,by,bz+1},{bx,by+1,bz+1},{bx,by+1,bz},r,g,bl,FACE_SHADE[4]);
// Right (+X)
if (shouldDrawFace(b, x+1,y,z))
addFace(verts,idx,{bx+1,by,bz+1},{bx+1,by,bz},{bx+1,by+1,bz},{bx+1,by+1,bz+1},r,g,bl,FACE_SHADE[5]);
} }
} if(!c.VAO){glGenVertexArrays(1,&c.VAO);glGenBuffers(1,&c.VBO);glGenBuffers(1,&c.EBO);}
glBindVertexArray(c.VAO);
// ─── Camera / Player ───────────────────────────────────────────────────────── glBindBuffer(GL_ARRAY_BUFFER,c.VBO);
struct Camera { glBufferData(GL_ARRAY_BUFFER,verts.size()*sizeof(Vertex),verts.data(),GL_DYNAMIC_DRAW);
glm::vec3 pos{8,12,8}; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,c.EBO);
float yaw=-135.0f, pitch=0.0f; glBufferData(GL_ELEMENT_ARRAY_BUFFER,idx.size()*sizeof(GLuint),idx.data(),GL_DYNAMIC_DRAW);
glm::vec3 vel{0,0,0};
bool onGround=false;
glm::vec3 forward() const {
float yRad=glm::radians(yaw), pRad=glm::radians(pitch);
return glm::normalize(glm::vec3(cosf(pRad)*cosf(yRad),sinf(pRad),cosf(pRad)*sinf(yRad)));
}
glm::vec3 right() const { return glm::normalize(glm::cross(forward(),{0,1,0})); }
glm::mat4 view() const { return glm::lookAt(pos, pos+forward(), {0,1,0}); }
};
// Player AABB: half-width HW on X/Z, height PH, eyes at top.
static const float HW = 0.3f; // half-width
static const float PH = 1.8f; // player height (feet to eye)
static bool solidAt(float fx, float fy, float fz) {
int x=(int)floorf(fx), y=(int)floorf(fy), z=(int)floorf(fz);
if (y < 0) return true; // solid floor under world
if (x < 0 || x >= CHUNK_SIZE || z < 0 || z >= CHUNK_SIZE) return true; // invisible walls
if (y >= WORLD_H) return false;
uint8_t b = WORLD[x][y][z];
return b != AIR && b != WATER;
}
// FIXED: Now correctly checks all blocks intersecting the player's bounding volume
static bool aabbSolid(float px, float py, float pz) {
int minX = (int)floorf(px - HW);
int maxX = (int)floorf(px + HW);
int minY = (int)floorf(py - PH);
int maxY = (int)floorf(py + 0.1f);
int minZ = (int)floorf(pz - HW);
int maxZ = (int)floorf(pz + HW);
for (int x = minX; x <= maxX; ++x) {
for (int y = minY; y <= maxY; ++y) {
for (int z = minZ; z <= maxZ; ++z) {
if (solidAt((float)x, (float)y, (float)z)) return true;
}
}
}
return false;
}
static void moveCamera(Camera& cam, const glm::vec3& move, float dt) {
// ── X axis ──
cam.pos.x += move.x * dt;
if (aabbSolid(cam.pos.x, cam.pos.y, cam.pos.z)) {
cam.pos.x -= move.x * dt; // Undo move if collided
}
// ── Z axis ──
cam.pos.z += move.z * dt;
if (aabbSolid(cam.pos.x, cam.pos.y, cam.pos.z)) {
cam.pos.z -= move.z * dt; // Undo move if collided
}
// ── Y axis (gravity + jump) ──
cam.vel.y += GRAVITY * dt;
cam.pos.y += cam.vel.y * dt;
if (cam.vel.y < 0) {
// Moving downward
if (aabbSolid(cam.pos.x, cam.pos.y, cam.pos.z)) {
// Snap feet to top of the block below
cam.pos.y = floorf(cam.pos.y - PH) + 1.0f + PH + 0.001f;
cam.vel.y = 0.0f;
cam.onGround = true;
} else {
cam.onGround = false;
}
} else {
// Moving upward
if (aabbSolid(cam.pos.x, cam.pos.y, cam.pos.z)) {
// Hit ceiling — snap head downwards
cam.pos.y = floorf(cam.pos.y + 0.1f) - 0.1f - 0.001f;
cam.vel.y = 0.0f;
}
cam.onGround = false;
}
}
// ─── Ray-cast for block placement/removal ────────────────────────────────────
static bool raycast(const Camera& cam, glm::ivec3& hit, glm::ivec3& prev) {
glm::vec3 dir = cam.forward();
glm::vec3 p = cam.pos;
glm::ivec3 last{(int)floorf(p.x), (int)floorf(p.y), (int)floorf(p.z)};
for (float t=0; t<8.0f; t+=0.05f) {
glm::vec3 rp = p + dir*t;
glm::ivec3 bp{(int)floorf(rp.x),(int)floorf(rp.y),(int)floorf(rp.z)};
// Skip out of bounds, but don't break the ray
if (bp.x<0||bp.x>=CHUNK_SIZE||bp.y<0||bp.y>=WORLD_H||bp.z<0||bp.z>=CHUNK_SIZE) {
last = bp;
continue;
}
if (WORLD[bp.x][bp.y][bp.z] != AIR && WORLD[bp.x][bp.y][bp.z] != WATER) {
hit = bp; prev = last; return true;
}
last = bp;
}
return false;
}
// ─── Main ────────────────────────────────────────────────────────────────────
int main() {
SDL_Init(SDL_INIT_VIDEO);
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);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_Window* win = SDL_CreateWindow("MiniCraft",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
SCREEN_W, SCREEN_H,
SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
SDL_GLContext ctx = SDL_GL_CreateContext(win);
SDL_GL_SetSwapInterval(1);
glewExperimental = GL_TRUE;
glewInit();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glClearColor(0.53f, 0.81f, 0.98f, 1.0f);
GLuint prog = buildProgram();
GLuint VAO, VBO, EBO;
glGenVertexArrays(1,&VAO);
glGenBuffers(1,&VBO);
glGenBuffers(1,&EBO);
generateWorld();
std::vector<Vertex> verts;
std::vector<GLuint> idx;
buildMesh(verts, idx);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, verts.size()*sizeof(Vertex), verts.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx.size()*sizeof(GLuint), idx.data(), GL_DYNAMIC_DRAW);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,sizeof(Vertex),(void*)0); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,sizeof(Vertex),(void*)0);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,sizeof(Vertex),(void*)(3*sizeof(float))); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,sizeof(Vertex),(void*)(3*sizeof(float)));
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
c.indexCount=(int)idx.size();
c.meshDirty=false;
}
glm::mat4 proj = glm::perspective(glm::radians(70.0f),(float)SCREEN_W/SCREEN_H,0.05f,300.0f); static const char* VS_SRC=R"(
GLint mvpLoc = glGetUniformLocation(prog,"uMVP"); #version 330 core
layout(location=0) in vec3 aPos;
layout(location=1) in vec3 aColor;
out vec3 vColor; out float vFog;
uniform mat4 uMVP; uniform vec3 uCamPos;
void main(){
gl_Position=uMVP*vec4(aPos,1.0);
vColor=aColor;
float dist=length(aPos-uCamPos);
vFog=clamp((dist-60.0)/40.0,0.0,1.0);
})";
static const char* FS_SRC=R"(
#version 330 core
in vec3 vColor; in float vFog;
out vec4 fragColor;
void main(){
vec3 fogColor=vec3(0.53,0.81,0.98);
fragColor=vec4(mix(vColor,fogColor,vFog),1.0);
})";
SDL_SetRelativeMouseMode(SDL_TRUE); static GLuint compileShader(GLenum type,const char* src){
GLuint s=glCreateShader(type); glShaderSource(s,1,&src,nullptr); glCompileShader(s);
GLint ok; glGetShaderiv(s,GL_COMPILE_STATUS,&ok);
if(!ok){char buf[512];glGetShaderInfoLog(s,512,nullptr,buf);std::cerr<<"Shader: "<<buf<<"\n";}
return s;
}
static GLuint buildProgram(){
GLuint vs=compileShader(GL_VERTEX_SHADER,VS_SRC),fs=compileShader(GL_FRAGMENT_SHADER,FS_SRC);
GLuint p=glCreateProgram(); glAttachShader(p,vs); glAttachShader(p,fs); glLinkProgram(p);
glDeleteShader(vs); glDeleteShader(fs); return p;
}
struct Camera{
glm::vec3 pos{0,40,0}; float yaw=0,pitch=0;
glm::vec3 vel{0,0,0}; bool onGround=false;
glm::vec3 forward()const{float y=glm::radians(yaw),p=glm::radians(pitch);return glm::normalize(glm::vec3(cosf(p)*cosf(y),sinf(p),cosf(p)*sinf(y)));}
glm::vec3 right()const{return glm::normalize(glm::cross(forward(),{0,1,0}));}
glm::mat4 view()const{return glm::lookAt(pos,pos+forward(),{0,1,0});}
};
static bool solidAt(float fx,float fy,float fz){
int x=(int)floorf(fx),y=(int)floorf(fy),z=(int)floorf(fz);
if(y<0) return true;
if(y>=WORLD_H) return false;
uint8_t b=getBlock(x,y,z);
return b!=AIR&&b!=WATER&&b!=LEAVES;
}
static bool aabbSolid(float px,float py,float pz){
int x0=(int)floorf(px-HW),x1=(int)floorf(px+HW);
int y0=(int)floorf(py-PH),y1=(int)floorf(py+0.05f);
int z0=(int)floorf(pz-HW),z1=(int)floorf(pz+HW);
for(int x=x0;x<=x1;x++) for(int y=y0;y<=y1;y++) for(int z=z0;z<=z1;z++)
if(solidAt((float)x,(float)y,(float)z)) return true;
return false;
}
static void moveCamera(Camera& cam,const glm::vec3& move,float dt){
cam.pos.x+=move.x*dt; if(aabbSolid(cam.pos.x,cam.pos.y,cam.pos.z)) cam.pos.x-=move.x*dt;
cam.pos.z+=move.z*dt; if(aabbSolid(cam.pos.x,cam.pos.y,cam.pos.z)) cam.pos.z-=move.z*dt;
cam.vel.y+=GRAVITY*dt; cam.pos.y+=cam.vel.y*dt;
if(cam.vel.y<0){
if(aabbSolid(cam.pos.x,cam.pos.y,cam.pos.z)){
cam.pos.y=floorf(cam.pos.y-PH)+1.0f+PH+0.001f;
cam.vel.y=0; cam.onGround=true;
} else cam.onGround=false;
} else {
if(aabbSolid(cam.pos.x,cam.pos.y,cam.pos.z)){
cam.pos.y=floorf(cam.pos.y+0.05f)-0.05f-0.001f; cam.vel.y=0;
}
cam.onGround=false;
}
}
static bool raycast(const Camera& cam,glm::ivec3& hit,glm::ivec3& prev){
glm::vec3 dir=cam.forward(),p=cam.pos;
glm::ivec3 last{(int)floorf(p.x),(int)floorf(p.y),(int)floorf(p.z)};
for(float t=0;t<8.0f;t+=0.05f){
glm::vec3 rp=p+dir*t;
glm::ivec3 bp{(int)floorf(rp.x),(int)floorf(rp.y),(int)floorf(rp.z)};
if(bp.y<0||bp.y>=WORLD_H){last=bp;continue;}
uint8_t b=getBlock(bp.x,bp.y,bp.z);
if(b!=AIR&&b!=WATER){hit=bp;prev=last;return true;}
last=bp;
}
return false;
}
static void updateChunks(int pcx,int pcz){
for(int dx=-RENDER_DIST;dx<=RENDER_DIST;dx++)
for(int dz=-RENDER_DIST;dz<=RENDER_DIST;dz++){
ChunkKey k{pcx+dx,pcz+dz};
if(CHUNKS.find(k)==CHUNKS.end()){
auto c=std::make_unique<Chunk>(k.x,k.z);
generateChunk(*c);
CHUNKS[k]=std::move(c);
for(auto& [nk,nc]:CHUNKS)
if(abs(nk.x-k.x)+abs(nk.z-k.z)==1) nc->meshDirty=true;
}
}
std::vector<ChunkKey> toRemove;
for(auto& [k,c]:CHUNKS)
if(abs(k.x-pcx)>RENDER_DIST+1||abs(k.z-pcz)>RENDER_DIST+1) toRemove.push_back(k);
for(auto& k:toRemove) CHUNKS.erase(k);
}
int main(){
SDL_Init(SDL_INIT_VIDEO);
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);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,24);
SDL_Window* win=SDL_CreateWindow("MiniCraft - Infinite World",
SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED,SCREEN_W,SCREEN_H,SDL_WINDOW_OPENGL|SDL_WINDOW_SHOWN);
SDL_GLContext ctx=SDL_GL_CreateContext(win);
SDL_GL_SetSwapInterval(1);
glewExperimental=GL_TRUE; glewInit();
glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glCullFace(GL_BACK);
glClearColor(0.53f,0.81f,0.98f,1.0f);
GLuint prog=buildProgram();
GLint mvpLoc=glGetUniformLocation(prog,"uMVP");
GLint camLoc=glGetUniformLocation(prog,"uCamPos");
initNoise(12345);
std::cout<<"Generating spawn chunks...\n";
updateChunks(0,0);
// build all initial meshes immediately
for(auto& [k,c]:CHUNKS) if(c->generated) buildChunkMesh(*c);
Camera cam; Camera cam;
bool running = true; for(int y=WORLD_H-1;y>=0;y--){
Uint64 last = SDL_GetPerformanceCounter(); uint8_t b=getBlock(0,y,0);
if(b!=AIR&&b!=WATER){cam.pos.y=(float)y+1+PH+0.1f;break;}
}
cam.pos.x=0.5f; cam.pos.z=0.5f;
uint8_t selectedBlock = GRASS; glm::mat4 proj=glm::perspective(glm::radians(70.0f),(float)SCREEN_W/SCREEN_H,0.05f,500.0f);
bool meshDirty = false; SDL_SetRelativeMouseMode(SDL_TRUE);
std::cout << "=== MiniCraft Controls ===\n" uint8_t selectedBlock=GRASS;
<< "WASD - Move\n" bool running=true;
<< "Space - Jump\n" Uint64 last=SDL_GetPerformanceCounter();
<< "Mouse - Look\n" int lastPcx=INT_MAX,lastPcz=INT_MAX;
<< "LMB - Destroy block\n"
<< "RMB - Place block\n"
<< "1-7 - Select block type\n"
<< "ESC - Quit\n";
while (running) { std::cout<<"=== MiniCraft Infinite World ===\n"
Uint64 now = SDL_GetPerformanceCounter(); <<"WASD Move\n"
float dt = (float)(now - last) / SDL_GetPerformanceFrequency(); <<"Space Jump\n"
if (dt > 0.1f) dt = 0.1f; <<"Mouse Look\n"
last = now; <<"LMB Destroy block\n"
<<"RMB Place block\n"
<<"1-8 Grass/Dirt/Stone/Wood/Leaves/Sand/Snow/Water\n"
<<"ESC Quit\n";
while(running){
Uint64 now=SDL_GetPerformanceCounter();
float dt=(float)(now-last)/SDL_GetPerformanceFrequency();
if(dt>0.1f) dt=0.1f;
last=now;
SDL_Event e; SDL_Event e;
while (SDL_PollEvent(&e)) { while(SDL_PollEvent(&e)){
if (e.type == SDL_QUIT) running = false; if(e.type==SDL_QUIT) running=false;
if (e.type == SDL_KEYDOWN) { if(e.type==SDL_KEYDOWN){
if (e.key.keysym.sym == SDLK_ESCAPE) running = false; switch(e.key.keysym.sym){
if (e.key.keysym.sym == SDLK_1) selectedBlock = GRASS; case SDLK_ESCAPE:running=false;break;
if (e.key.keysym.sym == SDLK_2) selectedBlock = DIRT; case SDLK_1:selectedBlock=GRASS;break;
if (e.key.keysym.sym == SDLK_3) selectedBlock = STONE; case SDLK_2:selectedBlock=DIRT;break;
if (e.key.keysym.sym == SDLK_4) selectedBlock = WOOD; case SDLK_3:selectedBlock=STONE;break;
if (e.key.keysym.sym == SDLK_5) selectedBlock = LEAVES; case SDLK_4:selectedBlock=WOOD;break;
if (e.key.keysym.sym == SDLK_6) selectedBlock = SAND; case SDLK_5:selectedBlock=LEAVES;break;
if (e.key.keysym.sym == SDLK_7) selectedBlock = WATER; case SDLK_6:selectedBlock=SAND;break;
case SDLK_7:selectedBlock=SNOW;break;
case SDLK_8:selectedBlock=WATER;break;
}
} }
if (e.type == SDL_MOUSEMOTION) { if(e.type==SDL_MOUSEMOTION){
cam.yaw += e.motion.xrel * MOUSE_SENS; cam.yaw+=e.motion.xrel*MOUSE_SENS;
cam.pitch -= e.motion.yrel * MOUSE_SENS; cam.pitch-=e.motion.yrel*MOUSE_SENS;
if (cam.pitch > 89.0f) cam.pitch = 89.0f; if(cam.pitch>89)cam.pitch=89; if(cam.pitch<-89)cam.pitch=-89;
if (cam.pitch < -89.0f) cam.pitch = -89.0f;
} }
if (e.type == SDL_MOUSEBUTTONDOWN) { if(e.type==SDL_MOUSEBUTTONDOWN){
glm::ivec3 hit, prev; glm::ivec3 hit,prev;
if (raycast(cam, hit, prev)) { if(raycast(cam,hit,prev)){
if (e.button.button == SDL_BUTTON_LEFT) { if(e.button.button==SDL_BUTTON_LEFT) setBlock(hit.x,hit.y,hit.z,AIR);
WORLD[hit.x][hit.y][hit.z] = AIR; else if(e.button.button==SDL_BUTTON_RIGHT) setBlock(prev.x,prev.y,prev.z,selectedBlock);
meshDirty = true;
} else if (e.button.button == SDL_BUTTON_RIGHT) {
if (prev.x>=0&&prev.x<CHUNK_SIZE&&prev.y>=0&&prev.y<WORLD_H&&prev.z>=0&&prev.z<CHUNK_SIZE)
WORLD[prev.x][prev.y][prev.z] = selectedBlock;
meshDirty = true;
}
} }
} }
} }
if (meshDirty) { const Uint8* keys=SDL_GetKeyboardState(nullptr);
buildMesh(verts, idx); glm::vec3 fwd=cam.forward(); fwd.y=0; if(glm::length(fwd)>0) fwd=glm::normalize(fwd);
glBindVertexArray(VAO); glm::vec3 rgt=cam.right(); rgt.y=0; if(glm::length(rgt)>0) rgt=glm::normalize(rgt);
glBindBuffer(GL_ARRAY_BUFFER, VBO); glm::vec3 move{0,0,0};
glBufferData(GL_ARRAY_BUFFER, verts.size()*sizeof(Vertex), verts.data(), GL_DYNAMIC_DRAW); if(keys[SDL_SCANCODE_W]) move+=fwd*MOVE_SPEED;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); if(keys[SDL_SCANCODE_S]) move-=fwd*MOVE_SPEED;
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx.size()*sizeof(GLuint), idx.data(), GL_DYNAMIC_DRAW); if(keys[SDL_SCANCODE_D]) move+=rgt*MOVE_SPEED;
meshDirty = false; if(keys[SDL_SCANCODE_A]) move-=rgt*MOVE_SPEED;
if(keys[SDL_SCANCODE_SPACE]&&cam.onGround) cam.vel.y=JUMP_VEL;
moveCamera(cam,move,dt);
int pcx=(int)floorf(cam.pos.x/CHUNK_SIZE);
int pcz=(int)floorf(cam.pos.z/CHUNK_SIZE);
if(pcx!=lastPcx||pcz!=lastPcz){
updateChunks(pcx,pcz); lastPcx=pcx; lastPcz=pcz;
} }
// Movement int rebuilt=0;
const Uint8* keys = SDL_GetKeyboardState(nullptr); for(auto& [k,c]:CHUNKS)
glm::vec3 fwd = cam.forward(); fwd.y = 0; if (glm::length(fwd)>0) fwd=glm::normalize(fwd); if(c->meshDirty&&c->generated){buildChunkMesh(*c);if(++rebuilt>=4)break;}
glm::vec3 rgt = cam.right(); rgt.y = 0; if (glm::length(rgt)>0) rgt=glm::normalize(rgt);
glm::vec3 move{0,0,0};
if (keys[SDL_SCANCODE_W]) move += fwd * MOVE_SPEED; glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if (keys[SDL_SCANCODE_S]) move -= fwd * MOVE_SPEED;
if (keys[SDL_SCANCODE_D]) move += rgt * MOVE_SPEED;
if (keys[SDL_SCANCODE_A]) move -= rgt * MOVE_SPEED;
if (keys[SDL_SCANCODE_SPACE] && cam.onGround) cam.vel.y = JUMP_VEL;
moveCamera(cam, move, dt);
// Render
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(prog); glUseProgram(prog);
glm::mat4 mvp = proj * cam.view(); glm::mat4 mvp=proj*cam.view();
glUniformMatrix4fv(mvpLoc,1,GL_FALSE,glm::value_ptr(mvp)); glUniformMatrix4fv(mvpLoc,1,GL_FALSE,glm::value_ptr(mvp));
glUniform3fv(camLoc,1,glm::value_ptr(cam.pos));
glBindVertexArray(VAO); for(auto& [k,c]:CHUNKS)
glDrawElements(GL_TRIANGLES,(GLsizei)idx.size(),GL_UNSIGNED_INT,0); if(c->indexCount>0){glBindVertexArray(c->VAO);glDrawElements(GL_TRIANGLES,c->indexCount,GL_UNSIGNED_INT,0);}
SDL_GL_SwapWindow(win); SDL_GL_SwapWindow(win);
} }
glDeleteVertexArrays(1,&VAO); CHUNKS.clear();
glDeleteBuffers(1,&VBO);
glDeleteBuffers(1,&EBO);
glDeleteProgram(prog); glDeleteProgram(prog);
SDL_GL_DeleteContext(ctx); SDL_GL_DeleteContext(ctx);
SDL_DestroyWindow(win); SDL_DestroyWindow(win);