#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 = 6; 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; // ─── 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}, // GRASS {0.55f,0.40f,0.22f}, // DIRT {0.50f,0.50f,0.50f}, // STONE {0.45f,0.30f,0.15f}, // WOOD {0.22f,0.55f,0.18f}, // LEAVES {0.88f,0.83f,0.52f}, // SAND {0.92f,0.95f,0.98f}, // SNOW {0.18f,0.42f,0.88f}, // WATER }; 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,max=0; for(int i=0;i()((long long)k.x<<32|(unsigned)k.z);}}; using ChunkMap=std::unordered_map,ChunkKeyHash>; static ChunkMap CHUNKS; static void generateChunk(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=WORLD_H) return AIR; int cx=(int)floorf((float)wx/CHUNK_SIZE),cz=(int)floorf((float)wz/CHUNK_SIZE); auto it=CHUNKS.find({cx,cz}); if(it==CHUNKS.end()) return STONE; return it->second->blocks[wx-cx*CHUNK_SIZE][wy][wz-cz*CHUNK_SIZE]; } 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),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; 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;} } // ─── World mesh ────────────────────────────────────────────────────────────── struct Vertex{float x,y,z,r,g,b;}; 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; int wx0=c.cx*CHUNK_SIZE,wz0=c.cz*CHUNK_SIZE; for(int x=0;x {0x02,0x01,0x51,0x09,0x06}, // ? {0x32,0x49,0x79,0x41,0x3E}, // @ {0x7E,0x11,0x11,0x11,0x7E}, // A {0x7F,0x49,0x49,0x49,0x36}, // B {0x3E,0x41,0x41,0x41,0x22}, // C {0x7F,0x41,0x41,0x22,0x1C}, // D {0x7F,0x49,0x49,0x49,0x41}, // E {0x7F,0x09,0x09,0x09,0x01}, // F {0x3E,0x41,0x49,0x49,0x7A}, // G {0x7F,0x08,0x08,0x08,0x7F}, // H {0x00,0x41,0x7F,0x41,0x00}, // I {0x20,0x40,0x41,0x3F,0x01}, // J {0x7F,0x08,0x14,0x22,0x41}, // K {0x7F,0x40,0x40,0x40,0x40}, // L {0x7F,0x02,0x04,0x02,0x7F}, // M {0x7F,0x04,0x08,0x10,0x7F}, // N {0x3E,0x41,0x41,0x41,0x3E}, // O {0x7F,0x09,0x09,0x09,0x06}, // P {0x3E,0x41,0x51,0x21,0x5E}, // Q {0x7F,0x09,0x19,0x29,0x46}, // R {0x46,0x49,0x49,0x49,0x31}, // S {0x01,0x01,0x7F,0x01,0x01}, // T {0x3F,0x40,0x40,0x40,0x3F}, // U {0x1F,0x20,0x40,0x20,0x1F}, // V {0x3F,0x40,0x38,0x40,0x3F}, // W {0x63,0x14,0x08,0x14,0x63}, // X {0x07,0x08,0x70,0x08,0x07}, // Y {0x61,0x51,0x49,0x45,0x43}, // Z {0x00,0x7F,0x41,0x41,0x00}, // [ {0x02,0x04,0x08,0x10,0x20}, // backslash {0x00,0x41,0x41,0x7F,0x00}, // ] {0x04,0x02,0x01,0x02,0x04}, // ^ {0x40,0x40,0x40,0x40,0x40}, // _ {0x00,0x01,0x02,0x04,0x00}, // ` {0x20,0x54,0x54,0x54,0x78}, // a {0x7F,0x48,0x44,0x44,0x38}, // b {0x38,0x44,0x44,0x44,0x20}, // c {0x38,0x44,0x44,0x48,0x7F}, // d {0x38,0x54,0x54,0x54,0x18}, // e {0x08,0x7E,0x09,0x01,0x02}, // f {0x0C,0x52,0x52,0x52,0x3E}, // g {0x7F,0x08,0x04,0x04,0x78}, // h {0x00,0x44,0x7D,0x40,0x00}, // i {0x20,0x40,0x44,0x3D,0x00}, // j {0x7F,0x10,0x28,0x44,0x00}, // k {0x00,0x41,0x7F,0x40,0x00}, // l {0x7C,0x04,0x18,0x04,0x78}, // m {0x7C,0x08,0x04,0x04,0x78}, // n {0x38,0x44,0x44,0x44,0x38}, // o {0x7C,0x14,0x14,0x14,0x08}, // p {0x08,0x14,0x14,0x18,0x7C}, // q {0x7C,0x08,0x04,0x04,0x08}, // r {0x48,0x54,0x54,0x54,0x20}, // s {0x04,0x3F,0x44,0x40,0x20}, // t {0x3C,0x40,0x40,0x20,0x7C}, // u {0x1C,0x20,0x40,0x20,0x1C}, // v {0x3C,0x40,0x30,0x40,0x3C}, // w {0x44,0x28,0x10,0x28,0x44}, // x {0x0C,0x50,0x50,0x50,0x3C}, // y {0x44,0x64,0x54,0x4C,0x44}, // z {0x00,0x08,0x36,0x41,0x00}, // { {0x00,0x00,0x7F,0x00,0x00}, // | {0x00,0x41,0x36,0x08,0x00}, // } {0x10,0x08,0x08,0x10,0x08}, // ~ }; static void drawText(const char* text,float x,float y,float scale, float r,float g,float b,float a=1.0f){ float cx=x; for(int i=0;text[i];i++){ int c=text[i]-32; if(c<0||c>=(int)(sizeof(FONT5x7)/sizeof(FONT5x7[0]))){cx+=(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<=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; } } // ─── Player model (3rd person) ─────────────────────────────────────────────── 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 v0,glm::vec3 v1,glm::vec3 v2,glm::vec3 v3,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}); }; face({x0,y1,z0},{x1,y1,z0},{x1,y1,z1},{x0,y1,z1},1.0f); // Top face({x0,y0,z1},{x1,y0,z1},{x1,y0,z0},{x0,y0,z0},0.5f); // Bottom face({x0,y0,z1},{x1,y0,z1},{x1,y1,z1},{x0,y1,z1},0.8f); // Front face({x1,y0,z0},{x0,y0,z0},{x0,y1,z0},{x1,y1,z0},0.7f); // Back face({x0,y0,z0},{x0,y0,z1},{x0,y1,z1},{x0,y1,z0},0.65f); // Left face({x1,y0,z1},{x1,y0,z0},{x1,y1,z0},{x1,y1,z1},0.65f); // Right } void build(){ verts.clear(); idx.clear(); float sk=0.90f,sg_=0.72f,sb_=0.55f; float tr=0.25f,tg=0.45f,tb=0.75f; float lr=0.20f,lg=0.20f,lb=0.60f; float hr=0.30f,hg=0.18f,hb=0.08f; addBox(-0.3f,1.55f,-0.3f, 0.3f,2.15f,0.3f, sk,sg_,sb_); // Head addBox(-0.32f,1.9f,-0.32f, 0.32f,2.17f,0.32f, hr,hg,hb); // Hair addBox(-0.3f,0.7f,-0.2f, 0.3f,1.5f,0.2f, tr,tg,tb); // Body addBox(-0.55f,0.7f,-0.15f, -0.32f,1.45f,0.15f, sk,sg_,sb_);// Left arm addBox( 0.32f,0.7f,-0.15f, 0.55f,1.45f,0.15f, sk,sg_,sb_);// Right arm addBox(-0.28f,0.0f,-0.15f, -0.05f,0.7f,0.15f, lr,lg,lb); // Left leg addBox( 0.05f,0.0f,-0.15f, 0.28f,0.7f,0.15f, lr,lg,lb); // Right leg 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,verts.size()*sizeof(Vertex),verts.data(),GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER,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::translate(glm::mat4(1),feet); model=glm::rotate(model,glm::radians(cam.yaw+180.0f),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); } }; static PlayerModel 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<8.0f;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; } // ─── Chunk streaming ───────────────────────────────────────────────────────── 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(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 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); } // ─── 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 prog3d=buildProg(VS_SRC,FS_SRC); GLint mvpLoc=glGetUniformLocation(prog3d,"uMVP"); GLint camLoc=glGetUniformLocation(prog3d,"uCamPos"); UI.init(); initNoise(12345); std::cout<<"Generating world...\n"; updateChunks(0,0); for(auto& [k,c]:CHUNKS) if(c->generated) buildChunkMesh(*c); Camera cam; for(int y=WORLD_H-1;y>=0;y--){ 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; PLAYER_MODEL.build(); glm::mat4 proj=glm::perspective(glm::radians(70.0f),(float)SCREEN_W/SCREEN_H,0.05f,500.0f); SDL_SetRelativeMouseMode(SDL_TRUE); Inventory inv; bool thirdPerson=false; bool running=true; Uint64 last=SDL_GetPerformanceCounter(); int lastPcx=INT_MAX,lastPcz=INT_MAX; std::cout<<"=== MiniCraft ===\n" <<"WASD Move\n" <<"Space Jump\n" <<"Mouse Look\n" <<"LMB Break block\n" <<"RMB Place block\n" <<"1-8 Hotbar slot\n" <<"E Open/close inventory\n" <<"F5 Toggle 3rd person\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; while(SDL_PollEvent(&e)){ if(e.type==SDL_QUIT) running=false; if(e.type==SDL_KEYDOWN){ switch(e.key.keysym.sym){ case SDLK_ESCAPE: running=false; break; 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-=e.motion.yrel*MOUSE_SENS; if(cam.pitch>89)cam.pitch=89; if(cam.pitch<-89)cam.pitch=-89; } 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 SLOT=52.0f,GAP=6.0f; float iw=COLS*(SLOT+GAP)-GAP+32.0f; float ih=((NUM_BLOCK_TYPES-1+COLS-1)/COLS)*(SLOT+GAP)-GAP+60.0f; float ix=(SCREEN_W-iw)*0.5f,iy=(SCREEN_H-ih)*0.5f; int mx=e.button.x,my=e.button.y; for(int bi=1;bi=sx&&mx<=sx+SLOT&&my>=sy&&my<=sy+SLOT){ inv.hotbar[inv.selected]=(uint8_t)bi; } } } } } 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 move{0,0,0}; if(keys[SDL_SCANCODE_W]) move+=fwd*MOVE_SPEED; 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); } 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; } int rebuilt=0; for(auto& [k,c]:CHUNKS) if(c->meshDirty&&c->generated){buildChunkMesh(*c);if(++rebuilt>=4)break;} // ── Render 3D world ── 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)); for(auto& [k,c]:CHUNKS) if(c->indexCount>0){glBindVertexArray(c->VAO);glDrawElements(GL_TRIANGLES,c->indexCount,GL_UNSIGNED_INT,0);} // ── Player model (3rd person only) ── if(thirdPerson) PLAYER_MODEL.draw(prog3d,mvpLoc,camLoc,proj,view,cam); // ── 2D UI ── UI.begin(); drawHUD(cam.pos,inv.selectedBlock(),thirdPerson); drawInventory(inv); UI.end(); SDL_GL_SwapWindow(win); } 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; }