#include #include // Must be included before GLFW #include #include #include "Shader.h" #include "Camera.h" #include "Object3D.h" #include "World.h" // Window dimensions unsigned int SCR_WIDTH = 1920; unsigned int SCR_HEIGHT = 1080; // Jump const float JUMP_COOLDOWN = 0.0f; const float JUMP_POWER = 10.0f; // Initial Jump Speed float last_jump = 0.0f; // Camera const float CAMERA_SPEED = 1.0f; const float MAX_CAMERA_SPEED = 2.0f; const float LOOK_SENSITIVITY = 0.1f; const float Z_FAR = 1000.0f; const float Z_NEAR = 0.1f; bool WIREFRAME_MODE = !true; const float FOV = 110.0f; const int VIEW_DISTANCE = 4; // In Chunks bool W_pressed, S_pressed, A_pressed, D_pressed = false; glm::mat4 projection = glm::mat4(1.0f); Camera camera = Camera(CAMERA_SPEED, glm::vec3(0.0f, 1.0f, 3.0f)); // Callback function for when the window is resized // glfw: whenever the window size changed (by OS or user resize) this callback function executes void framebuffer_size_callback(GLFWwindow* window, int width, int height) { // make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays. glViewport(0, 0, width, height); SCR_WIDTH = width; SCR_HEIGHT = height; // Perspective needs to be recalculated on window size change projection = glm::perspective(glm::radians(FOV), (float)SCR_WIDTH / (float)SCR_HEIGHT, Z_NEAR, Z_FAR); } float yaw, pitch = 0; bool first_mouse = true; bool mouse_lock = true; float last_x = 400, last_y = 300; World world; // Mouse Look void mouse_callback(GLFWwindow * window, double xpos, double ypos) { float x_offset = xpos - last_x; float y_offset = ypos - last_y; last_x = xpos; last_y = ypos; if (first_mouse) { first_mouse = false; return; } x_offset *= LOOK_SENSITIVITY; y_offset *= LOOK_SENSITIVITY; yaw += x_offset; pitch += y_offset; if (pitch > 89.0f) pitch = 89.0f; if (pitch < -89.0f) pitch = -89.0f; glm::vec3 direction; direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch)); direction.y = -sin(glm::radians(pitch)); direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch)); camera.target = glm::normalize(direction); if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_PRESS) { world.set_voxel(glm::ivec3(camera.position), VoxelKind::Stone); } } // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly void processInput(GLFWwindow *window) { float current_time = glfwGetTime(); if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { // if (mouse_lock) { // glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); // mouse_lock = false; // } else { // glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // mouse_lock = true; // } glfwSetWindowShouldClose(window, true); } // ---- Movement ---- // Forward / Backward if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) { camera.forward_velocity = camera.speed * glm::vec3(camera.target.x, 0.0f, camera.target.z); W_pressed = true; } if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) { camera.forward_velocity = -camera.speed * glm::vec3(camera.target.x, 0.0f, camera.target.z); S_pressed = true; } if(glfwGetKey(window, GLFW_KEY_S) == GLFW_RELEASE && S_pressed) { camera.forward_velocity = glm::vec3(0.0f); S_pressed = false; } if(glfwGetKey(window, GLFW_KEY_W) == GLFW_RELEASE && W_pressed) { camera.forward_velocity = glm::vec3(0.0f); W_pressed = false; } // Horizontal if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) { camera.horizontal_velocity = -glm::normalize(glm::cross(glm::vec3(camera.target.x, 0.0f, camera.target.z), camera.worldUp)) * camera.speed; A_pressed = true; } if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) { camera.horizontal_velocity = glm::normalize(glm::cross(glm::vec3(camera.target.x, 0.0f, camera.target.z), camera.worldUp)) * camera.speed; D_pressed = true; } if(glfwGetKey(window, GLFW_KEY_A) == GLFW_RELEASE && A_pressed) { camera.horizontal_velocity = glm::vec3(0.0f); A_pressed = false; } if(glfwGetKey(window, GLFW_KEY_D) == GLFW_RELEASE && D_pressed) { camera.horizontal_velocity = glm::vec3(0.0f); D_pressed = false; } // Jump if(glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) // camera.velocity -= glm::normalize(glm::cross(camera.target, glm::normalize(glm::cross(camera.target, camera.worldUp)))) * camera.speed * 0.5f; { if (current_time - last_jump > JUMP_COOLDOWN && camera.position.y == 0) { camera.vertical_velocity.y = JUMP_POWER; last_jump = current_time; } } // Sprint if(glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) camera.speed = CAMERA_SPEED * 7.5; if(glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_RELEASE) camera.speed = CAMERA_SPEED * 20; } int main() { // 1. --- Initialize GLFW --- if (!glfwInit()) { std::cerr << "Failed to initialize GLFW" << std::endl; return -1; } glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 2. --- Create a Window --- GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Voxel Engine 0.5.0", NULL, NULL); if (window == NULL) { std::cerr << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // 3. --- Initialize GLAD --- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cerr << "Failed to initialize GLAD" << std::endl; return -1; } glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT); // 4. Shader Setup Shader shader("shaders/cube_vert.glsl", "shaders/cube_frag.glsl"); // 5. --- Set up Vertex Data and Buffers --- // Load Cube OBJ // Object3D cube = Object3D("objs/cube.obj"); // std::cout << "World created with " << world.chunks.size() << " chunks" << std::endl; // Mesh generation now happens automatically when first rendering if (WIREFRAME_MODE) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Setup mouse look glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glfwSetCursorPosCallback(window, mouse_callback); // Setup projection matrix projection = glm::perspective(glm::radians(FOV), (float)SCR_WIDTH / (float)SCR_HEIGHT, Z_NEAR, Z_FAR); // This doesn't need to be recalculated every frame glm::mat4 view; double start_time = glfwGetTime(); double move_time = glfwGetTime(); glEnable(GL_DEPTH_TEST); bool debug_printed = false; // 6. --- The Render Loop --- while (!glfwWindowShouldClose(window)) { // Input (e.g., close window on ESC) processInput(window); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Clear screen glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Z-Buffer view = camera.getView(); shader.use(); if (!debug_printed) { std::cout << "\n=== RENDER DEBUG ===" << std::endl; std::cout << "Camera pos: (" << camera.position.x << ", " << camera.position.y << ", " << camera.position.z << ")" << std::endl; std::cout << "Camera target: (" << camera.target.x << ", " << camera.target.y << ", " << camera.target.z << ")" << std::endl; // std::cout << "Number of chunks to draw: " << world.chunks.size() << std::endl; } // Generate chunks around the camera glm::ivec3 camera_chunk = glm::ivec3(camera.position) / CHUNK_SIZE; // ---- PASS 1: Draw solid grey cubes ---- glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(1.0, 1.0); // Push solid faces "back" glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); shader.setVec3("u_Color", glm::vec3(0.5, 0.5, 0.5)); for (int y = -VIEW_DISTANCE; y < VIEW_DISTANCE; y++) { for (int z = -VIEW_DISTANCE; z < VIEW_DISTANCE; z++) { for (int x = -VIEW_DISTANCE; x < VIEW_DISTANCE; x++) { glm::ivec3 chunk_offset = glm::ivec3(x, y, z); glm::ivec3 chunk_pos = camera_chunk + chunk_offset; glm::mat4 model = glm::mat4(1.0f); model = glm::translate(model, glm::vec3(chunk_pos * CHUNK_SIZE)); glm::mat4 mvp = projection * view * model; shader.setMat4("u_mvp", mvp); Chunk* chunk = world.get_or_create_chunk(chunk_pos); Mesh* chunk_mesh = chunk->getMesh(); if (chunk_mesh) chunk_mesh->draw(); } } } if (!debug_printed) { debug_printed = true; } glDisable(GL_POLYGON_OFFSET_FILL); // ---- PASS 2: Draw wireframe on top ---- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Just the lines shader.setVec3("u_Color", glm::vec3(1.0, 1.0, 1.0)); for (int y = -VIEW_DISTANCE; y < VIEW_DISTANCE; y++) { for (int z = -VIEW_DISTANCE; z < VIEW_DISTANCE; z++) { for (int x = -VIEW_DISTANCE; x < VIEW_DISTANCE; x++) { glm::ivec3 chunk_offset = glm::ivec3(x, y, z); glm::ivec3 chunk_pos = camera_chunk + chunk_offset; glm::mat4 model = glm::mat4(1.0f); model = glm::translate(model, glm::vec3(chunk_pos * CHUNK_SIZE)); glm::mat4 mvp = projection * view * model; shader.setMat4("u_mvp", mvp); Chunk* chunk = world.get_or_create_chunk(chunk_pos); Mesh* chunk_mesh = chunk->getMesh(); if (chunk_mesh) chunk_mesh->draw(); } } } // --- Reset polygon mode for next frame (good practice) --- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); double end_time = glfwGetTime(); float time_since_last_move = end_time - move_time; if (time_since_last_move >= 0.017) { camera.move(time_since_last_move); move_time = end_time; } // Swap buffers and poll for events glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); // Clean up GLFW return 0; }