Files
minecraftslop/main.cpp
2026-03-16 22:41:09 -03:00

433 lines
17 KiB
C++

#include <SDL2/SDL.h>
#include <GL/glew.h>
#include <SDL2/SDL_opengl.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include <vector>
#include <cmath>
#include <cstring>
#include <unordered_map>
#include <memory>
#include <algorithm>
#include <climits>
// Build:
// mkdir build && cd build && cmake .. && make -j$(nproc)
// ./minicraft
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;
enum BlockType : uint8_t { AIR=0, GRASS, DIRT, STONE, WOOD, LEAVES, SAND, SNOW, WATER };
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 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<oct;i++){val+=noise2(x*freq,y*freq)*amp;max+=amp;amp*=0.5f;freq*=2.0f;}
return val/max;
}
struct Chunk {
int cx,cz;
uint8_t blocks[CHUNK_SIZE][WORLD_H][CHUNK_SIZE];
GLuint VAO=0,VBO=0,EBO=0;
int indexCount=0;
bool meshDirty=true,generated=false;
Chunk(int cx,int cz):cx(cx),cz(cz){memset(blocks,AIR,sizeof(blocks));}
~Chunk(){if(VAO){glDeleteVertexArrays(1,&VAO);glDeleteBuffers(1,&VBO);glDeleteBuffers(1,&EBO);}}
};
struct ChunkKey{int x,z;bool operator==(const ChunkKey& o)const{return x==o.x&&z==o.z;}};
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;
}
if(!isSand&&!isSnow&&top>=16&&top<36&&top+6<WORLD_H){
unsigned col=(unsigned)((wx0+x)*73856093u^(unsigned)(wz0+z)*19349663u);
if((col&0xFF)<18){
int trunk=top+1;
for(int t=trunk;t<trunk+4&&t<WORLD_H;t++) c.blocks[x][t][z]=WOOD;
for(int dx=-2;dx<=2;dx++)
for(int dz=-2;dz<=2;dz++)
for(int dy=trunk+2;dy<=trunk+5;dy++){
int nx=x+dx,nz=z+dz;
if(nx>=0&&nx<CHUNK_SIZE&&nz>=0&&nz<CHUNK_SIZE&&dy<WORLD_H)
if(c.blocks[nx][dy][nz]==AIR) c.blocks[nx][dy][nz]=LEAVES;
}
}
}
}
c.generated=true;
}
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),cz=(int)floorf((float)wz/CHUNK_SIZE);
auto it=CHUNKS.find({cx,cz});
if(it==CHUNKS.end()) return STONE;
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),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;}
}
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<Vertex>& verts,std::vector<GLuint>& 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<Vertex> verts; std::vector<GLuint> idx;
int wx0=c.cx*CHUNK_SIZE,wz0=c.cz*CHUNK_SIZE;
for(int x=0;x<CHUNK_SIZE;x++)
for(int y=0;y<WORLD_H;y++)
for(int z=0;z<CHUNK_SIZE;z++){
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 bx=wx0+x,by=y,bz=wz0+z;
int wx=wx0+x,wz=wz0+z;
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]);
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,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]);
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]);
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,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]);
}
if(!c.VAO){glGenVertexArrays(1,&c.VAO);glGenBuffers(1,&c.VBO);glGenBuffers(1,&c.EBO);}
glBindVertexArray(c.VAO);
glBindBuffer(GL_ARRAY_BUFFER,c.VBO);
glBufferData(GL_ARRAY_BUFFER,verts.size()*sizeof(Vertex),verts.data(),GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,c.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);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,sizeof(Vertex),(void*)(3*sizeof(float)));
glEnableVertexAttribArray(1);
c.indexCount=(int)idx.size();
c.meshDirty=false;
}
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-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);
})";
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;
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;
glm::mat4 proj=glm::perspective(glm::radians(70.0f),(float)SCREEN_W/SCREEN_H,0.05f,500.0f);
SDL_SetRelativeMouseMode(SDL_TRUE);
uint8_t selectedBlock=GRASS;
bool running=true;
Uint64 last=SDL_GetPerformanceCounter();
int lastPcx=INT_MAX,lastPcz=INT_MAX;
std::cout<<"=== MiniCraft Infinite World ===\n"
<<"WASD Move\n"
<<"Space Jump\n"
<<"Mouse Look\n"
<<"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;
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_1:selectedBlock=GRASS;break;
case SDLK_2:selectedBlock=DIRT;break;
case SDLK_3:selectedBlock=STONE;break;
case SDLK_4:selectedBlock=WOOD;break;
case SDLK_5:selectedBlock=LEAVES;break;
case SDLK_6:selectedBlock=SAND;break;
case SDLK_7:selectedBlock=SNOW;break;
case SDLK_8:selectedBlock=WATER;break;
}
}
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,selectedBlock);
}
}
}
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;}
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glUseProgram(prog);
glm::mat4 mvp=proj*cam.view();
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);}
SDL_GL_SwapWindow(win);
}
CHUNKS.clear();
glDeleteProgram(prog);
SDL_GL_DeleteContext(ctx);
SDL_DestroyWindow(win);
SDL_Quit();
return 0;
}