#include #include // Must be included before GLFW #include #include #include "Shader.h" #include "Player.h" #include "Camera.h" #include "Object3D.h" #include "World.h" // Window dimensions unsigned int SCR_WIDTH = 1920; unsigned int SCR_HEIGHT = 1080; const int EDIT_RANGE = 5; // Jump const float JUMP_COOLDOWN = 0.0f; const float JUMP_POWER = 7.5f; // 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 std::string VERSION = "0.9.0"; const int VIEW_DISTANCE = 4; bool W_pressed, S_pressed, A_pressed, D_pressed = false; glm::mat4 projection = glm::mat4(1.0f); Player player = Player(CAMERA_SPEED, glm::vec3(0.0f, 20.0f, 0.0f)); Camera camera = Camera(&player); // Targeted block for highlighting std::optional targeted_block = std::nullopt; // 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 = last_y - ypos; // Inverted Y for typical FPS controls 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)); // Positive Y is up direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch)); camera.target = glm::normalize(direction); } // 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_P) == GLFW_PRESS) { glm::vec3 eye = camera.getEyePosition(); glm::mat4 view = camera.getView(); glm::vec3 forward = -glm::vec3(view[0][2], view[1][2], view[2][2]); // Extract forward from view matrix std::cout << "Camera target (from pitch/yaw): (" << camera.target.x << ", " << camera.target.y << ", " << camera.target.z << ")" << std::endl; std::cout << "Camera forward (from view matrix): (" << forward.x << ", " << forward.y << ", " << forward.z << ")" << std::endl; std::cout << "Match: " << (glm::length(camera.target - forward) < 0.01f ? "YES" : "NO") << std::endl; } // Update targeted block every frame for highlight std::optional> raycast_result = world.raycast_voxel(camera.getEyePosition(), camera.target, EDIT_RANGE); if (raycast_result.has_value()) { targeted_block = raycast_result.value().first; // Debug: print occasionally static int frame_count = 0; if (frame_count % 60 == 0) { std::cout << "Camera eye: (" << camera.getEyePosition().x << ", " << camera.getEyePosition().y << ", " << camera.getEyePosition().z << ")" << std::endl; std::cout << "Camera target dir: (" << camera.target.x << ", " << camera.target.y << ", " << camera.target.z << ")" << std::endl; std::cout << "Highlighted block: (" << targeted_block.value().x << ", " << targeted_block.value().y << ", " << targeted_block.value().z << ")" << std::endl; } frame_count++; } else { targeted_block = std::nullopt; } 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) { player.forward_velocity = player.speed * glm::vec3(camera.target.x, 0.0f, camera.target.z); W_pressed = true; } if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) { player.forward_velocity = -player.speed * glm::vec3(camera.target.x, 0.0f, camera.target.z); S_pressed = true; } if(glfwGetKey(window, GLFW_KEY_S) == GLFW_RELEASE && S_pressed) { player.forward_velocity = glm::vec3(0.0f); S_pressed = false; } if(glfwGetKey(window, GLFW_KEY_W) == GLFW_RELEASE && W_pressed) { player.forward_velocity = glm::vec3(0.0f); W_pressed = false; } // Horizontal if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) { player.horizontal_velocity = -glm::normalize(glm::cross(glm::vec3(camera.target.x, 0.0f, camera.target.z), camera.worldUp)) * player.speed; A_pressed = true; } if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) { player.horizontal_velocity = glm::normalize(glm::cross(glm::vec3(camera.target.x, 0.0f, camera.target.z), camera.worldUp)) * player.speed; D_pressed = true; } if(glfwGetKey(window, GLFW_KEY_A) == GLFW_RELEASE && A_pressed) { player.horizontal_velocity = glm::vec3(0.0f); A_pressed = false; } if(glfwGetKey(window, GLFW_KEY_D) == GLFW_RELEASE && D_pressed) { player.horizontal_velocity = glm::vec3(0.0f); D_pressed = false; } // Jump if(glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) // player.velocity -= glm::normalize(glm::cross(camera.target, glm::normalize(glm::cross(camera.target, camera.worldUp)))) * player.speed * 0.5f; { if (current_time - last_jump > JUMP_COOLDOWN && player.grounded) { player.vertical_velocity.y = JUMP_POWER; last_jump = current_time; } } // Sprint if(glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) player.speed = CAMERA_SPEED * 7.5; if(glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_RELEASE) player.speed = CAMERA_SPEED * 20; static bool left_mouse_pressed = false; static bool right_mouse_pressed = false; // Left click - place block if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS && !left_mouse_pressed) { left_mouse_pressed = true; std::cout << "\n=== LEFT CLICK (PLACE) ===" << std::endl; std::cout << "Camera eye pos: (" << camera.getEyePosition().x << ", " << camera.getEyePosition().y << ", " << camera.getEyePosition().z << ")" << std::endl; std::cout << "Camera target: (" << camera.target.x << ", " << camera.target.y << ", " << camera.target.z << ")" << std::endl; std::optional> raycast_result = world.raycast_voxel(camera.getEyePosition(), camera.target, EDIT_RANGE); if (raycast_result.has_value()) { auto [target_block, normal] = raycast_result.value(); std::cout << "Hit block at: (" << target_block.x << ", " << target_block.y << ", " << target_block.z << ")" << std::endl; std::cout << "Normal: (" << normal.x << ", " << normal.y << ", " << normal.z << ")" << std::endl; glm::ivec3 place_pos = target_block + normal; std::cout << "Placing at: (" << place_pos.x << ", " << place_pos.y << ", " << place_pos.z << ")" << std::endl; world.set_voxel(place_pos, VoxelKind::Stone); } else { std::cout << "No block hit within range" << std::endl; } } if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_RELEASE) { left_mouse_pressed = false; } // Right click - remove block if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS && !right_mouse_pressed) { right_mouse_pressed = true; std::cout << "\n=== RIGHT CLICK (REMOVE) ===" << std::endl; std::cout << "Camera eye pos: (" << camera.getEyePosition().x << ", " << camera.getEyePosition().y << ", " << camera.getEyePosition().z << ")" << std::endl; std::cout << "Camera target: (" << camera.target.x << ", " << camera.target.y << ", " << camera.target.z << ")" << std::endl; std::optional> raycast_result = world.raycast_voxel(camera.getEyePosition(), camera.target, EDIT_RANGE); if (raycast_result.has_value()) { auto [target_block, normal] = raycast_result.value(); std::cout << "Hit block at: (" << target_block.x << ", " << target_block.y << ", " << target_block.z << ")" << std::endl; std::cout << "Removing block at: (" << target_block.x << ", " << target_block.y << ", " << target_block.z << ")" << std::endl; world.set_voxel(target_block, VoxelKind::Air); } else { std::cout << "No block hit within range" << std::endl; } } if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_RELEASE) { right_mouse_pressed = false; } } 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 " + VERSION).c_str(), 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 // Setup crosshair unsigned int crosshairVAO, crosshairVBO; glGenVertexArrays(1, &crosshairVAO); glGenBuffers(1, &crosshairVBO); glBindVertexArray(crosshairVAO); glBindBuffer(GL_ARRAY_BUFFER, crosshairVBO); // Crosshair vertices in NDC (Normalized Device Coordinates: -1 to 1) float crosshairSize = 0.02f; // Size in NDC float crosshairVertices[] = { // Horizontal line -crosshairSize, 0.0f, 0.0f, crosshairSize, 0.0f, 0.0f, // Vertical line 0.0f, -crosshairSize, 0.0f, 0.0f, crosshairSize, 0.0f }; glBufferData(GL_ARRAY_BUFFER, sizeof(crosshairVertices), crosshairVertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glBindVertexArray(0); // Setup highlight box (cube outline) unsigned int highlightVAO, highlightVBO, highlightEBO; glGenVertexArrays(1, &highlightVAO); glGenBuffers(1, &highlightVBO); glGenBuffers(1, &highlightEBO); glBindVertexArray(highlightVAO); glBindBuffer(GL_ARRAY_BUFFER, highlightVBO); // Cube outline vertices (slightly larger than 1 unit cube for visibility) float offset = 0.001f; // Slight offset to prevent z-fighting float highlightVertices[] = { // 8 corners of a cube -0.5f - offset, -0.5f - offset, -0.5f - offset, // 0 0.5f + offset, -0.5f - offset, -0.5f - offset, // 1 0.5f + offset, 0.5f + offset, -0.5f - offset, // 2 -0.5f - offset, 0.5f + offset, -0.5f - offset, // 3 -0.5f - offset, -0.5f - offset, 0.5f + offset, // 4 0.5f + offset, -0.5f - offset, 0.5f + offset, // 5 0.5f + offset, 0.5f + offset, 0.5f + offset, // 6 -0.5f - offset, 0.5f + offset, 0.5f + offset // 7 }; // Indices for the 12 edges of the cube unsigned int highlightIndices[] = { // Bottom face 0, 1, 1, 2, 2, 3, 3, 0, // Top face 4, 5, 5, 6, 6, 7, 7, 4, // Vertical edges 0, 4, 1, 5, 2, 6, 3, 7 }; glBufferData(GL_ARRAY_BUFFER, sizeof(highlightVertices), highlightVertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, highlightEBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(highlightIndices), highlightIndices, GL_STATIC_DRAW); glBindVertexArray(0); // Setup debug ray unsigned int debugRayVAO, debugRayVBO; glGenVertexArrays(1, &debugRayVAO); glGenBuffers(1, &debugRayVBO); glBindVertexArray(debugRayVAO); glBindBuffer(GL_ARRAY_BUFFER, debugRayVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, nullptr, GL_DYNAMIC_DRAW); // 2 points * 3 coords glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glBindVertexArray(0); glm::mat4 view; double start_time = glfwGetTime(); double move_time = glfwGetTime(); glEnable(GL_DEPTH_TEST); bool debug_printed = false; // FPS counter variables double last_fps_update = glfwGetTime(); int frame_count = 0; double fps = 0.0; // 6. --- The Render Loop --- while (!glfwWindowShouldClose(window)) { // Update FPS counter double current_time = glfwGetTime(); frame_count++; if (current_time - last_fps_update >= 1.0) { fps = frame_count / (current_time - last_fps_update); std::string title = "Voxel Engine " + VERSION + " | FPS: " + std::to_string((int)fps); glfwSetWindowTitle(window, title.c_str()); frame_count = 0; last_fps_update = current_time; } // 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(); // Generate chunks around the player glm::ivec3 camera_chunk = glm::ivec3( std::floor(player.position.x / CHUNK_SIZE), std::floor(player.position.y / CHUNK_SIZE), std::floor(player.position.z / CHUNK_SIZE) ); // Create frustum for culling from view-projection matrix glm::mat4 viewProj = projection * view; Frustum frustum = camera.createFrustumFromMatrix(viewProj); // ---- 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 = -2; y < 2; y++) { // Reduced from -VIEW_DISTANCE to VIEW_DISTANCE 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; // Create AABB for this chunk glm::vec3 chunkWorldPos = glm::vec3(chunk_pos * CHUNK_SIZE); AABB chunkAABB; chunkAABB.min = chunkWorldPos; chunkAABB.max = chunkWorldPos + glm::vec3(CHUNK_SIZE); // Frustum culling - skip if chunk is not visible if (!frustum.isAABBVisible(chunkAABB)) { continue; } 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 = -2; y < 2; y++) { // Reduced from -VIEW_DISTANCE to VIEW_DISTANCE 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; // Create AABB for this chunk glm::vec3 chunkWorldPos = glm::vec3(chunk_pos * CHUNK_SIZE); AABB chunkAABB; chunkAABB.min = chunkWorldPos; chunkAABB.max = chunkWorldPos + glm::vec3(CHUNK_SIZE); // Frustum culling - skip if chunk is not visible if (!frustum.isAABBVisible(chunkAABB)) { continue; } 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); // ---- Draw Highlighted Block ---- if (targeted_block.has_value()) { shader.use(); glm::mat4 model = glm::mat4(1.0f); // Voxels are centered on integer coordinates, so no need to add 0.5 model = glm::translate(model, glm::vec3(targeted_block.value())); glm::mat4 mvp = projection * view * model; shader.setMat4("u_mvp", mvp); shader.setVec3("u_Color", glm::vec3(0.0f, 0.0f, 0.0f)); // Black outline glLineWidth(2.0f); glBindVertexArray(highlightVAO); glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0); // 24 indices = 12 edges glBindVertexArray(0); } // ---- Draw Crosshair ---- glDisable(GL_DEPTH_TEST); // Draw on top of everything shader.use(); shader.setMat4("u_mvp", glm::mat4(1.0f)); // Identity matrix (NDC coordinates) shader.setVec3("u_Color", glm::vec3(1.0f, 1.0f, 1.0f)); // White glBindVertexArray(crosshairVAO); glDrawArrays(GL_LINES, 0, 4); // 4 vertices = 2 lines glBindVertexArray(0); glEnable(GL_DEPTH_TEST); double end_time = glfwGetTime(); float time_since_last_move = end_time - move_time; if (time_since_last_move >= 0.017) { player.move(&world, time_since_last_move); move_time = end_time; } // Swap buffers and poll for events glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); // Clean up GLFW return 0; }