#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // Build: // mkdir build && cd build && cmake .. && make -j$(nproc) // ./minicraft // ─── Constants ─────────────────────────────────────────────────────────────── static const int SCREEN_W = 1280; static const int SCREEN_H = 720; static const int CHUNK_SIZE = 16; static const int WORLD_H = 64; static const int RENDER_DIST = 10; // sensible default; easily changed static const float MOVE_SPEED = 6.0f; static const float MOUSE_SENS = 0.12f; static const float GRAVITY = -22.0f; static const float JUMP_VEL = 9.0f; static const float HW = 0.3f; static const float PH = 1.8f; static const int HOTBAR_SIZE = 8; static const int WORLD_SEED = 2039403; // How many chunk meshes we build per frame (tune up/down for perf vs pop-in) static const int MESH_BUILDS_PER_FRAME = 4; // Worker threads for chunk generation static const int GEN_THREADS = (int)std::max(1u, std::thread::hardware_concurrency() - 1); // ─── Block types ───────────────────────────────────────────────────────────── enum BlockType : uint8_t { AIR=0, GRASS, DIRT, STONE, WOOD, LEAVES, SAND, SNOW, WATER }; static const int NUM_BLOCK_TYPES = 9; struct BlockColor { float r,g,b; }; static const BlockColor BLOCK_COLORS[] = { {0,0,0}, {0.40f,0.72f,0.24f}, {0.55f,0.40f,0.22f}, {0.50f,0.50f,0.50f}, {0.45f,0.30f,0.15f}, {0.22f,0.55f,0.18f}, {0.88f,0.83f,0.52f}, {0.92f,0.95f,0.98f}, {0.18f,0.42f,0.88f}, }; static const char* BLOCK_NAMES[] = { "Air","Grass","Dirt","Stone","Wood","Leaves","Sand","Snow","Water" }; static const float FACE_SHADE[] = {1.0f, 0.5f, 0.8f, 0.7f, 0.65f, 0.65f}; // ─── Perlin Noise ───────────────────────────────────────────────────────────── static int P[512]; static void initNoise(int seed){ int perm[256]; for(int i=0;i<256;i++) perm[i]=i; 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]); } for(int i=0;i<512;i++) P[i]=perm[i&255]; } static float fade(float t){return t*t*t*(t*(t*6-15)+10);} static float lerp(float a,float b,float t){return a+t*(b-a);} 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);} 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,mx=0; for(int i=0;i()((long long)(unsigned)k.x<<32|(unsigned)k.z); } }; using ChunkMap = std::unordered_map,ChunkKeyHash>; // ─── Thread pool ───────────────────────────────────────────────────────────── struct ThreadPool { std::vector workers; std::deque> tasks; std::mutex mtx; std::condition_variable cv; std::atomic stop{false}; std::atomic pending{0}; void start(int n){ for(int i=0;i task; { std::unique_lock lk(mtx); cv.wait(lk,[this]{return stop.load()||!tasks.empty();}); if(stop&&tasks.empty()) return; task=std::move(tasks.front()); tasks.pop_front(); } task(); --pending; } }); } void enqueue(std::function f){ { std::lock_guard lk(mtx); ++pending; tasks.push_back(std::move(f)); } cv.notify_one(); } void shutdown(){ stop=true; cv.notify_all(); for(auto& w:workers) w.join(); } } POOL; // ─── Global state ───────────────────────────────────────────────────────────── static ChunkMap CHUNKS; // Finished-generation queue: workers push here, main thread drains struct FinishedChunk { int cx,cz; std::unique_ptr chunk; }; static std::queue FINISHED_Q; static std::mutex FINISHED_MTX; // In-flight set: prevents double-submitting static std::unordered_set IN_FLIGHT; static std::mutex IN_FLIGHT_MTX; // Dirty mesh queue (ordered set so we don't double-process) static std::unordered_set DIRTY_SET; // ─── Chunk generation (worker thread, no GL) ────────────────────────────────── static void generateChunkData(Chunk& c){ int wx0=c.cx*CHUNK_SIZE, wz0=c.cz*CHUNK_SIZE; for(int x=0;x38); for(int y=0;y=16&&top<36&&top+6=0&&nx=0&&nz lk(IN_FLIGHT_MTX); if(IN_FLIGHT.count(k)) return; IN_FLIGHT.insert(k); } POOL.enqueue([cx,cz,k]{ auto c=std::make_unique(cx,cz); generateChunkData(*c); { std::lock_guard lk(FINISHED_MTX); FINISHED_Q.push({cx,cz,std::move(c)}); } { std::lock_guard lk(IN_FLIGHT_MTX); IN_FLIGHT.erase(k); } }); } // ─── Block accessors (main thread only) ────────────────────────────────────── // Returns the block at world coords, using only the chunk's own data when // called during mesh building (no cross-chunk queries that might be stale). static uint8_t getBlock(int wx,int wy,int wz){ if(wy<0) return STONE; if(wy>=WORLD_H) return AIR; int cx=(int)floorf((float)wx/CHUNK_SIZE); int cz=(int)floorf((float)wz/CHUNK_SIZE); auto it=CHUNKS.find({cx,cz}); if(it==CHUNKS.end()||!it->second->generated) return AIR; // treat unknown as AIR so border faces show int lx=wx-cx*CHUNK_SIZE, lz=wz-cz*CHUNK_SIZE; return it->second->blocks[lx][wy][lz]; } static void setBlock(int wx,int wy,int wz,uint8_t val){ if(wy<0||wy>=WORLD_H) return; int cx=(int)floorf((float)wx/CHUNK_SIZE); int cz=(int)floorf((float)wz/CHUNK_SIZE); auto it=CHUNKS.find({cx,cz}); if(it==CHUNKS.end()) return; int lx=wx-cx*CHUNK_SIZE, lz=wz-cz*CHUNK_SIZE; it->second->blocks[lx][wy][lz]=val; DIRTY_SET.insert({cx,cz}); // Also dirty the four face-adjacent neighbours static const int NX[]={-1,1,0,0}, NZ[]={0,0,-1,1}; static const int BX[]={ 0,CHUNK_SIZE-1,lx,lx}, BZ[]={lz,lz,0,CHUNK_SIZE-1}; (void)BX; (void)BZ; if(lx==0) DIRTY_SET.insert({cx-1,cz}); if(lx==CHUNK_SIZE-1) DIRTY_SET.insert({cx+1,cz}); if(lz==0) DIRTY_SET.insert({cx,cz-1}); if(lz==CHUNK_SIZE-1) DIRTY_SET.insert({cx,cz+1}); (void)NX; (void)NZ; } // ─── Mesh building (GL, main thread) ───────────────────────────────────────── struct Vertex { float x,y,z,r,g,b; }; // When building a mesh we need to peek at neighbouring chunks for face culling. // Key insight: we query getBlock() which returns AIR for unloaded chunks. // This means border faces toward unloaded chunks will be SHOWN (not culled), // which is correct — you can see the world edge. Once the neighbour loads, // its arrival marks this chunk dirty and it gets rebuilt with proper culling. static bool shouldDrawFace(uint8_t cur, int wx, int wy, int wz){ uint8_t nb = getBlock(wx,wy,wz); if(nb==AIR) return true; if(nb==WATER||nb==LEAVES) return cur!=nb; return false; } static void addFace(std::vector& verts, std::vector& idx, glm::vec3 v0,glm::vec3 v1,glm::vec3 v2,glm::vec3 v3, float r,float g,float b,float shade) { GLuint base=(GLuint)verts.size(); 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({v1.x,v1.y,v1.z,sr,sg,sb}); verts.push_back({v2.x,v2.y,v2.z,sr,sg,sb}); verts.push_back({v3.x,v3.y,v3.z,sr,sg,sb}); idx.insert(idx.end(),{base,base+1,base+2,base,base+2,base+3}); } static void buildChunkMesh(Chunk& c){ std::vector verts; std::vector idx; verts.reserve(4096); idx.reserve(6144); int wx0=c.cx*CHUNK_SIZE, wz0=c.cz*CHUNK_SIZE; for(int x=0;x lk(FINISHED_MTX); if(FINISHED_Q.empty()) break; fc=std::move(FINISHED_Q.front()); FINISHED_Q.pop(); } ChunkKey k{fc.cx,fc.cz}; CHUNKS[k]=std::move(fc.chunk); // Schedule this chunk AND its four face-neighbours for meshing. // The neighbours need to be rebuilt so their border faces toward this // newly arrived chunk get properly culled. DIRTY_SET.insert(k); DIRTY_SET.insert({fc.cx-1,fc.cz}); DIRTY_SET.insert({fc.cx+1,fc.cz}); DIRTY_SET.insert({fc.cx,fc.cz-1}); DIRTY_SET.insert({fc.cx,fc.cz+1}); } } // Process up to N chunks from the dirty set each frame. // Only build a chunk if it AND all four face-neighbours are generated — // this ensures the border-face culling is correct on the first build. static void processDirtyMeshes(int maxPerFrame, int pcx, int pcz){ if(DIRTY_SET.empty()) return; // Sort dirty chunks by distance to player for closest-first pop-in std::vector sorted(DIRTY_SET.begin(),DIRTY_SET.end()); std::sort(sorted.begin(),sorted.end(),[&](const ChunkKey& a,const ChunkKey& b){ int da=(a.x-pcx)*(a.x-pcx)+(a.z-pcz)*(a.z-pcz); int db=(b.x-pcx)*(b.x-pcx)+(b.z-pcz)*(b.z-pcz); return da=maxPerFrame) break; auto it=CHUNKS.find(k); if(it==CHUNKS.end()){ DIRTY_SET.erase(k); continue; } // evicted Chunk& c=*it->second; if(!c.generated){ continue; } // still generating // Check all four face-neighbours exist and are generated. // If a neighbour doesn't exist yet, keep this chunk dirty and skip — // it will be rebuilt properly when the neighbour arrives. bool allNeighbours=true; const int dx[]={-1,1,0,0}, dz[]={0,0,-1,1}; for(int i=0;i<4;i++){ auto nit=CHUNKS.find({k.x+dx[i],k.z+dz[i]}); if(nit==CHUNKS.end()||!nit->second->generated){ allNeighbours=false; break; } } if(!allNeighbours) continue; // wait for neighbours buildChunkMesh(c); DIRTY_SET.erase(k); ++built; } } // ─── Shaders ───────────────────────────────────────────────────────────────── static const char* VS_SRC = R"( #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 - 80.0) / 60.0, 0.0, 1.0); vFog = 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); })"; static const char* VS_UI = R"( #version 330 core layout(location=0) in vec2 aPos; layout(location=1) in vec3 aColor; out vec3 vColor; uniform mat4 uProj; void main(){ gl_Position = uProj*vec4(aPos,0.0,1.0); vColor = aColor; })"; static const char* FS_UI = R"( #version 330 core in vec3 vColor; out vec4 fragColor; uniform float uAlpha; void main(){ fragColor = vec4(vColor, uAlpha); })"; 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 err: "<=(int)(sizeof(FONT5x7)/sizeof(FONT5x7[0]))){x+=6*scale;continue;} for(int col=0;col<5;col++){ uint8_t bits=FONT5x7[c][col]; for(int row=0;row<7;row++) if(bits&(1<0?(float)ready/total:0; UI.rect(bx,by,bw,bh,0.2f,0.2f,0.2f); UI.rect(bx,by,bw*pct,bh,0.3f,0.7f,0.3f); UI.outline(bx,by,bw,bh,0.5f,0.5f,0.5f,2.f); char buf[48]; snprintf(buf,48,"%d / %d chunks",ready,total); drawText(buf,(SCREEN_W-strlen(buf)*6*1.5f)*0.5f,by+bh+8,1.5f,0.7f,0.7f,0.7f); UI.end(); SDL_GL_SwapWindow(win); } // ─── Inventory ─────────────────────────────────────────────────────────────── struct Inventory { uint8_t hotbar[HOTBAR_SIZE]={GRASS,DIRT,STONE,WOOD,LEAVES,SAND,SNOW,WATER}; int selected=0; bool open=false; uint8_t selectedBlock()const{return hotbar[selected];} }; static void drawInventory(Inventory& inv){ const float S=52,G=6,B=4; float tw=HOTBAR_SIZE*(S+G)-G, hx=(SCREEN_W-tw)*0.5f, hy=SCREEN_H-S-16; UI.rect(hx-8,hy-8,tw+16,S+16,0.15f,0.15f,0.15f,0.75f); UI.outline(hx-8,hy-8,tw+16,S+16,0,0,0); for(int i=0;i=55?0.3f:fps>=30?1.f:1.f, fps>=55?1.0f:fps>=30?0.8f:0.3f, fps>=55?0.3f:fps>=30?0.1f:0.1f); char cbuf[48]; snprintf(cbuf,48,"Chunks: %d vis / %d load",visChunks,bgPending); drawText(cbuf,9,35,1.5f,.7f,.7f,.7f); if(thirdPerson) drawText("[F5] 3rd person",9,49,1.5f,.8f,.8f,.5f); // Loading badge (top-right) if(bgPending>0){ char lb[40]; snprintf(lb,40,"Loading %d...",bgPending); float lw=strlen(lb)*9+8; UI.rect(SCREEN_W-lw-4,5,lw,16,0,0,0,.6f); drawText(lb,SCREEN_W-lw,8,1.5f,.4f,1,.4f); } } // ─── Camera ────────────────────────────────────────────────────────────────── 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 firstPersonView()const{return glm::lookAt(pos,pos+forward(),{0,1,0});} glm::mat4 thirdPersonView()const{ return glm::lookAt(pos-forward()*6.f+glm::vec3(0,2,0),pos,{0,1,0}); } }; static bool solidAt(float fx,float fy,float fz){ if((int)floorf(fy)<0) return true; if((int)floorf(fy)>=WORLD_H) return false; uint8_t b=getBlock((int)floorf(fx),(int)floorf(fy),(int)floorf(fz)); 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.f+PH+.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+.05f)-.05f-.001f; cam.vel.y=0; } cam.onGround=false; } } // ─── Player model ───────────────────────────────────────────────────────────── struct PlayerModel { GLuint VAO=0,VBO=0,EBO=0; std::vector verts; std::vector idx; int indexCount=0; void addBox(float x0,float y0,float z0,float x1,float y1,float z1,float r,float g,float b){ auto face=[&](glm::vec3 a,glm::vec3 b_,glm::vec3 c,glm::vec3 d,float s){ GLuint base=(GLuint)verts.size(); verts.push_back({a.x,a.y,a.z,r*s,g*s,b*s}); verts.push_back({b_.x,b_.y,b_.z,r*s,g*s,b*s}); verts.push_back({c.x,c.y,c.z,r*s,g*s,b*s}); verts.push_back({d.x,d.y,d.z,r*s,g*s,b*s}); idx.insert(idx.end(),{base,base+1,base+2,base,base+2,base+3}); }; face({x0,y1,z0},{x1,y1,z0},{x1,y1,z1},{x0,y1,z1},1.f); face({x0,y0,z1},{x1,y0,z1},{x1,y0,z0},{x0,y0,z0},.5f); face({x0,y0,z1},{x1,y0,z1},{x1,y1,z1},{x0,y1,z1},.8f); face({x1,y0,z0},{x0,y0,z0},{x0,y1,z0},{x1,y1,z0},.7f); face({x0,y0,z0},{x0,y0,z1},{x0,y1,z1},{x0,y1,z0},.65f); face({x1,y0,z1},{x1,y0,z0},{x1,y1,z0},{x1,y1,z1},.65f); } void build(){ verts.clear(); idx.clear(); addBox(-.3f,1.55f,-.3f,.3f,2.15f,.3f,.9f,.72f,.55f); addBox(-.32f,1.9f,-.32f,.32f,2.17f,.32f,.3f,.18f,.08f); addBox(-.3f,.7f,-.2f,.3f,1.5f,.2f,.25f,.45f,.75f); addBox(-.55f,.7f,-.15f,-.32f,1.45f,.15f,.9f,.72f,.55f); addBox(.32f,.7f,-.15f,.55f,1.45f,.15f,.9f,.72f,.55f); addBox(-.28f,0,-.15f,-.05f,.7f,.15f,.2f,.2f,.6f); addBox(.05f,0,-.15f,.28f,.7f,.15f,.2f,.2f,.6f); indexCount=(int)idx.size(); if(!VAO){glGenVertexArrays(1,&VAO);glGenBuffers(1,&VBO);glGenBuffers(1,&EBO);} glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER,VBO); glBufferData(GL_ARRAY_BUFFER,(GLsizeiptr)(verts.size()*sizeof(Vertex)),verts.data(),GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER,(GLsizeiptr)(idx.size()*sizeof(GLuint)),idx.data(),GL_STATIC_DRAW); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,sizeof(Vertex),(void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,sizeof(Vertex),(void*)(3*sizeof(float))); glEnableVertexAttribArray(1); glBindVertexArray(0); } void draw(GLuint prog,GLint mvpLoc,GLint camLoc, const glm::mat4& proj,const glm::mat4& view,const Camera& cam)const{ glm::vec3 feet=cam.pos-glm::vec3(0,PH,0); glm::mat4 model=glm::rotate(glm::translate(glm::mat4(1),feet), glm::radians(cam.yaw+180.f),glm::vec3(0,1,0)); glm::mat4 mvp=proj*view*model; glUseProgram(prog); glUniformMatrix4fv(mvpLoc,1,GL_FALSE,glm::value_ptr(mvp)); glUniform3fv(camLoc,1,glm::value_ptr(cam.pos)); glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES,(GLsizei)indexCount,GL_UNSIGNED_INT,0); glBindVertexArray(0); } } PLAYER_MODEL; // ─── Raycast ───────────────────────────────────────────────────────────────── 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.f;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; } // ─── Chunk range management ─────────────────────────────────────────────────── static void requestChunks(int pcx,int pcz){ struct E{int dx,dz,d2;}; std::vector needed; 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.count(k)) continue; needed.push_back({dx,dz,dx*dx+dz*dz}); } std::sort(needed.begin(),needed.end(),[](auto& a,auto& b){return a.d2 rem; for(auto& [k,c]:CHUNKS) if(abs(k.x-pcx)>RENDER_DIST+2||abs(k.z-pcz)>RENDER_DIST+2) rem.push_back(k); for(auto& k:rem){ CHUNKS.erase(k); DIRTY_SET.erase(k); } } // ─── 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); GLuint prog3d=buildProg(VS_SRC,FS_SRC); GLint mvpLoc=glGetUniformLocation(prog3d,"uMVP"); GLint camLoc=glGetUniformLocation(prog3d,"uCamPos"); UI.init(); initNoise(WORLD_SEED); std::cout<<"Using "<(dx,dz); generateChunkData(*c); CHUNKS[{dx,dz}]=std::move(c); } // Build their meshes (all neighbours present so culling is correct) for(auto& [k,c]:CHUNKS) buildChunkMesh(*c); // Submit the rest async requestChunks(0,0); int totalChunks=(2*RENDER_DIST+1)*(2*RENDER_DIST+1); int minToPlay=9; // 3×3 inner zone Camera cam; for(int y=WORLD_H-1;y>=0;y--){ if(getBlock(0,y,0)!=AIR&&getBlock(0,y,0)!=WATER){ cam.pos.y=y+1+PH+0.1f; break; } } cam.pos.x=0.5f; cam.pos.z=0.5f; PLAYER_MODEL.build(); glm::mat4 proj=glm::perspective(glm::radians(70.f),(float)SCREEN_W/SCREEN_H,0.05f,1000.f); SDL_SetRelativeMouseMode(SDL_TRUE); Inventory inv; bool thirdPerson=false, running=true, loading=true; Uint64 last=SDL_GetPerformanceCounter(); int lastPcx=INT_MAX, lastPcz=INT_MAX; // FPS tracking int fpsCounter=0; float fpsTimer=0.f; int fpsDisplay=0; std::cout<<"WASD=move Space=jump LMB=break RMB=place\n" "1-8=hotbar E=inv F5=3rd-person ESC=quit\n"; while(running){ // ── Delta time ── Uint64 now=SDL_GetPerformanceCounter(); float dt=(float)(now-last)/SDL_GetPerformanceFrequency(); if(dt>0.1f) dt=0.1f; last=now; // ── FPS ── fpsCounter++; fpsTimer+=dt; if(fpsTimer>=1.0f){ fpsDisplay=fpsCounter; fpsCounter=0; fpsTimer-=1.0f; } // ── Drain finished chunks ── drainFinishedChunks(); int readyChunks=(int)CHUNKS.size(); if(loading&&readyChunks>=minToPlay) loading=false; // ── Events ── SDL_Event e; while(SDL_PollEvent(&e)){ if(e.type==SDL_QUIT) running=false; if(e.type==SDL_KEYDOWN&&e.key.keysym.sym==SDLK_ESCAPE) running=false; if(loading) continue; if(e.type==SDL_KEYDOWN){ switch(e.key.keysym.sym){ case SDLK_e: inv.open=!inv.open; SDL_SetRelativeMouseMode(inv.open?SDL_FALSE:SDL_TRUE); break; case SDLK_F5: thirdPerson=!thirdPerson; break; case SDLK_1: inv.selected=0; break; case SDLK_2: inv.selected=1; break; case SDLK_3: inv.selected=2; break; case SDLK_4: inv.selected=3; break; case SDLK_5: inv.selected=4; break; case SDLK_6: inv.selected=5; break; case SDLK_7: inv.selected=6; break; case SDLK_8: inv.selected=7; break; } } if(e.type==SDL_MOUSEWHEEL) inv.selected=(inv.selected-e.wheel.y+HOTBAR_SIZE)%HOTBAR_SIZE; if(!inv.open){ if(e.type==SDL_MOUSEMOTION){ cam.yaw+=e.motion.xrel*MOUSE_SENS; cam.pitch=std::max(-89.f,std::min(89.f,cam.pitch-e.motion.yrel*MOUSE_SENS)); } if(e.type==SDL_MOUSEBUTTONDOWN){ glm::ivec3 hit,prev; if(raycast(cam,hit,prev)){ if(e.button.button==SDL_BUTTON_LEFT) setBlock(hit.x,hit.y,hit.z,AIR); else if(e.button.button==SDL_BUTTON_RIGHT) setBlock(prev.x,prev.y,prev.z,inv.selectedBlock()); } } } else if(e.type==SDL_MOUSEBUTTONDOWN&&e.button.button==SDL_BUTTON_LEFT){ const int COLS=4; const float SL=52,GL=6; float iw=COLS*(SL+GL)-GL+32,ih=((NUM_BLOCK_TYPES-1+COLS-1)/COLS)*(SL+GL)-GL+60; float ix=(SCREEN_W-iw)*.5f,iy=(SCREEN_H-ih)*.5f; for(int bi=1;bi=sx&&e.button.x<=sx+SL&&e.button.y>=sy&&e.button.y<=sy+SL) inv.hotbar[inv.selected]=(uint8_t)bi; } } } // ── Loading screen ── if(loading){ drawLoadingScreen(win,readyChunks,totalChunks); SDL_Delay(16); continue; } // ── Player movement ── if(!inv.open){ const Uint8* keys=SDL_GetKeyboardState(nullptr); glm::vec3 fwd=cam.forward(); fwd.y=0; if(glm::length(fwd)>0) fwd=glm::normalize(fwd); glm::vec3 rgt=cam.right(); rgt.y=0; if(glm::length(rgt)>0) rgt=glm::normalize(rgt); glm::vec3 mv{0,0,0}; if(keys[SDL_SCANCODE_W]) mv+=fwd*MOVE_SPEED; if(keys[SDL_SCANCODE_S]) mv-=fwd*MOVE_SPEED; if(keys[SDL_SCANCODE_D]) mv+=rgt*MOVE_SPEED; if(keys[SDL_SCANCODE_A]) mv-=rgt*MOVE_SPEED; if(keys[SDL_SCANCODE_SPACE]&&cam.onGround) cam.vel.y=JUMP_VEL; moveCamera(cam,mv,dt); } // ── Chunk streaming ── int pcx=(int)floorf(cam.pos.x/CHUNK_SIZE); int pcz=(int)floorf(cam.pos.z/CHUNK_SIZE); if(pcx!=lastPcx||pcz!=lastPcz){ requestChunks(pcx,pcz); evictChunks(pcx,pcz); lastPcx=pcx; lastPcz=pcz; } // ── Build dirty meshes ── processDirtyMeshes(MESH_BUILDS_PER_FRAME, pcx, pcz); // ── 3D render ── glClearColor(0.53f,0.81f,0.98f,1.0f); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glm::mat4 view=thirdPerson?cam.thirdPersonView():cam.firstPersonView(); glm::mat4 mvp=proj*view; glUseProgram(prog3d); glUniformMatrix4fv(mvpLoc,1,GL_FALSE,glm::value_ptr(mvp)); glUniform3fv(camLoc,1,glm::value_ptr(cam.pos)); int visChunks=0; for(auto& [k,c]:CHUNKS) if(c->meshReady&&c->indexCount>0){ glBindVertexArray(c->VAO); glDrawElements(GL_TRIANGLES,c->indexCount,GL_UNSIGNED_INT,0); ++visChunks; } if(thirdPerson) PLAYER_MODEL.draw(prog3d,mvpLoc,camLoc,proj,view,cam); // ── 2D UI ── UI.begin(); drawHUD(cam.pos,thirdPerson,POOL.pending.load(),fpsDisplay,visChunks); drawInventory(inv); UI.end(); SDL_GL_SwapWindow(win); } POOL.shutdown(); CHUNKS.clear(); glDeleteProgram(prog3d); glDeleteProgram(UI.prog); glDeleteVertexArrays(1,&UI.VAO); glDeleteBuffers(1,&UI.VBO); glDeleteVertexArrays(1,&PLAYER_MODEL.VAO); glDeleteBuffers(1,&PLAYER_MODEL.VBO); glDeleteBuffers(1,&PLAYER_MODEL.EBO); SDL_GL_DeleteContext(ctx); SDL_DestroyWindow(win); SDL_Quit(); return 0; }