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写出用c++代码编写的我的世界的程序

# 简易版Minecraft风格游戏 (C++) 以下是一个使用C++和OpenGL实现的简易Minecraft风格游戏的框架代码。这个示例包含了基本的3D方块渲染和简单的玩家移动控制。 ```cpp #include <GL/glew.h> #include <GLFW/glfw3.h> #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include <vector> #include <iostream> // 方块结构体 struct Block { glm::vec3 position; int type; // 方块类型 }; // 玩家结构体 struct Player { glm::vec3 position; glm::vec3 front; glm::vec3 up; float yaw; float pitch; }; // 全局变量 std::vector<Block> world; Player player; GLFWwindow* window; GLuint shaderProgram; GLuint VAO, VBO; // 顶点数据 - 立方体 float vertices[] = { // 前 -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, // 后 -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, // 左 -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, // 右 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, // 上 -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, // 下 -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f }; // 索引数据 unsigned int indices[] = { // 前 0, 1, 2, 2, 3, 0, // 后 4, 5, 6, 6, 7, 4, // 左 8, 9, 10, 10, 11, 8, // 右 12, 13, 14, 14, 15, 12, // 上 16, 17, 18, 18, 19, 16, // 下 20, 21, 22, 22, 23, 20 }; // 着色器源代码 const char* vertexShaderSource = R"( #version 330 core layout (location = 0) in vec3 aPos; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0); } )"; const char* fragmentShaderSource = R"( #version 330 core out vec4 FragColor; void main() { FragColor = vec4(0.5, 0.8, 0.2, 1.0); // 绿色方块 } )"; // 初始化OpenGL void initOpenGL() { // 创建着色器程序 GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); glDeleteShader(vertexShader); glDeleteShader(fragmentShader); // 设置顶点数据 glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } // 初始化世界 void initWorld() { // 创建地面 for (int x = -5; x <= 5; ++x) { for (int z = -5; z <= 5; ++z) { world.push_back({glm::vec3(x, -1, z), 1}); } } // 创建一些方块 world.push_back({glm::vec3(0, 0, 0), 1}); world.push_back({glm::vec3(1, 0, 0), 1}); world.push_back({glm::vec3(0, 0, 1), 1}); } // 初始化玩家 void initPlayer() { player.position = glm::vec3(0.0f, 0.0f, 3.0f); player.front = glm::vec3(0.0f, 0.0f, -1.0f); player.up = glm::vec3(0.0f, 1.0f, 0.0f); player.yaw = -90.0f; player.pitch = 0.0f; } // 渲染世界 void renderWorld() { glUseProgram(shaderProgram); // 设置视图和投影矩阵 glm::mat4 view = glm::lookAt(player.position, player.position + player.front, player.up); glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f); glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "view"), 1, GL_FALSE, &view[0][0]); glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, &projection[0][0]); // 渲染每个方块 glBindVertexArray(VAO); for (const auto& block : world) { glm::mat4 model = glm::mat4(1.0f); model = glm::translate(model, block.position); glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, &model[0][0]); glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0); } } // 处理输入 void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); float cameraSpeed = 0.05f; if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) player.position += cameraSpeed * player.front; if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) player.position -= cameraSpeed * player.front; if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) player.position -= glm::normalize(glm::cross(player.front, player.up)) * cameraSpeed; if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) player.position += glm::normalize(glm::cross(player.front, player.up)) * cameraSpeed; } // 鼠标回调 void mouse_callback(GLFWwindow* window, double xpos, double ypos) { static float lastX = 400, lastY = 300; static bool firstMouse = true; if (firstMouse) { lastX = xpos; lastY = ypos; firstMouse = false; } float xoffset = xpos - lastX; float yoffset = lastY - ypos; lastX = xpos; lastY = ypos; float sensitivity = 0.1f; xoffset *= sensitivity; yoffset *= sensitivity; player.yaw += xoffset; player.pitch += yoffset; if (player.pitch > 89.0f) player.pitch = 89.0f; if (player.pitch < -89.0f) player.pitch = -89.0f; glm::vec3 front; front.x = cos(glm::radians(player.yaw)) * cos(glm::radians(player.pitch)); front.y = sin(glm::radians(player.pitch)); front.z = sin(glm::radians(player.yaw)) * cos(glm::radians(player.pitch)); player.front = glm::normalize(front); } int main() { // 初始化GLFW if (!glfwInit()) { std::cerr << "Failed to initialize GLFW" << std::endl; return -1; } // 创建窗口 window = glfwCreateWindow(800, 600, "Minecraft Clone", NULL, NULL); if (!window) { std::cerr << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetCursorPosCallback(window, mouse_callback); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // 初始化GLEW if (glewInit() != GLEW_OK) { std::cerr << "Failed to initialize GLEW" << std::endl; return -1; } // 初始化 initOpenGL(); initWorld(); initPlayer(); // 渲染循环 while (!glfwWindowShouldClose(window)) { // 输入处理 processInput(window); // 渲染 glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); renderWorld(); // 交换缓冲区和轮询IO事件 glfwSwapBuffers(window); glfwPollEvents(); } // 清理资源 glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteProgram(shaderProgram); glfwTerminate(); return 0; } ``` ## 代码说明 1. 方块渲染:使用OpenGL渲染3D立方体作为基本方块 2. 玩家控制:支持WASD移动和鼠标视角控制 3. 简单世界生成:生成一个平面和一些测试方块 4. 摄像机系统:实现第一人称视角 ## 额外注意事项 1. 这只是一个基础框架,真正的Minecraft需要实现区块加载、碰撞检测、方块交互等复杂功能 2. 性能优化是关键,需要考虑视锥体裁剪和只渲染可见面 3. 需要添加纹理和光照系统来增强视觉效果 [2025-07-01 12:36:51 | AI写代码神器 | 2909点数解答]

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