Small refactor
This commit is contained in:
parent
68614f805f
commit
6227c571aa
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@ -0,0 +1,44 @@
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#include "state.h"
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#include <SDL2/SDL.h>
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const char *tc_window_title_g = "Techneck";
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void tc_init_renderer(techneck_s *techneck)
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{
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SDL_Init(SDL_INIT_EVERYTHING);
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techneck->renderer.window = SDL_CreateWindow(
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tc_window_title_g,
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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1200,
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800,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
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);
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techneck->renderer.gl_context = SDL_GL_CreateContext(techneck->renderer.window);
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gladLoadGLLoader(&SDL_GL_GetProcAddress);
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gladLoadGL();
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techneck->renderer.draw_shader = tc_make_shader_program("vertex_shader.glsl", "fragment_shader.glsl");
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glEnable(GL_DEPTH_TEST);
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}
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techneck_s tc_init()
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{
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techneck_s techneck;
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tc_init_renderer(&techneck);
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return techneck;
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}
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void tc_cleanup()
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{
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SDL_GL_DeleteContext(tc_game_state_g.renderer.gl_context);
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SDL_DestroyWindow(tc_game_state_g.renderer.window);
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}
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@ -1,47 +1,75 @@
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#include "state.h"
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techneck_s tc_game_state_g;
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#include <glad/glad.h>
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#include <SDL2/SDL.h>
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#include <stdbool.h>
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#include <linmath.h>
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SDL_Window *window = NULL;
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SDL_GLContext gl_context;
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int main_shader = 0;
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mat4x4 projection_matrix;
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mat4x4 view_matrix;
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float triangle_vertices[9] = {
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0.0f, 0.0f, -1.0f,
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0.0f, 1.0f, -1.0f,
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1.0f, 0.0f, -1.0f
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float triangle_vertices[108] = {
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// Front
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-0.5f, -0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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// Back
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-0.5f, -0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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// Left
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-0.5f, 0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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// Right
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0.5f, 0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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// Top
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-0.5f, 0.5f, -0.5f,
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-0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, -0.5f,
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// Bottom
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, -0.5f,
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};
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typedef struct tc_vec3
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{
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float x;
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float y;
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float z;
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} tc_vec3_s;
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tc_vec3_s tc_camera_position = { 0.0f, 0.0f, 0.0f };
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tc_vec3_s tc_camera_rotation = { 0.0f, 0.0f, 0.0f };
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typedef struct tc_object
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{
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int vbo;
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int vao;
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tc_vec3_s position;
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tc_vec3_s rotation;
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} tc_object_s;
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typedef struct tc_block
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{
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tc_vec3_s position;
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tc_object_s drawing;
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} tc_block_s;
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tc_block_s block;
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void render_block(tc_block_s block)
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// mat4x4_rotate_Y(view_matrix, model_matrix, block.rotation.y);
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// mat4x4_rotate_Z(view_matrix, model_matrix, block.rotation.z);
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int model_matrix_uniform_location = glGetUniformLocation(main_shader, "model_matrix");
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int model_matrix_uniform_location = glGetUniformLocation(tc_game_state_g.renderer.draw_shader.program_id, "model_matrix");
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glUniformMatrix4fv(model_matrix_uniform_location, 1, GL_FALSE, &model_matrix[0][0]);
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glBindBuffer(GL_ARRAY_BUFFER, block.drawing.vbo);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *) 0);
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glEnableVertexAttribArray(0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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tc_block_s tc_new_block_at_3f(float x, float y, float z)
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block.position.z = z;
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glGenBuffers(1, &block.drawing.vbo);
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glBindBuffer(GL_ARRAY_BUFFER, block.drawing.vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 9, &triangle_vertices[0], GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 108, &triangle_vertices[0], GL_STATIC_DRAW);
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return block;
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}
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char * load_file(char *path, int *out_len)
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{
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FILE *file = NULL;
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if((file = fopen(path, "r")) != NULL)
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{
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fseek(file, 0, SEEK_END);
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int length = ftell(file);
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fseek(file, 0, SEEK_SET);
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char *content = malloc(length+1);
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fread(content, 1, length, file);
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if(out_len != NULL)
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{
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*out_len = length;
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}
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return content;
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}
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return NULL;
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}
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int setup_shaders(char *vertex_path, char *fragment_path)
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{
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int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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int len_vertex_source = 0;
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char *vertex_source = load_file(vertex_path, &len_vertex_source);
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int len_fragment_source = 0;
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char *fragment_source = load_file(fragment_path, &len_fragment_source);
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glShaderSource(vertex_shader, 1, &vertex_source, &len_vertex_source);
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glShaderSource(fragment_shader, 1, &fragment_source, &len_fragment_source);
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glCompileShader(vertex_shader);
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glCompileShader(fragment_shader);
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int vertex_compile_status = 0;
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &vertex_compile_status);
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if(vertex_compile_status != GL_TRUE)
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{
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int log_length = 0;
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glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &log_length);
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char *info_log = malloc(log_length+1);
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glGetShaderInfoLog(vertex_shader, log_length, &log_length, info_log);
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printf("VERTEX SHADER FAILED COMPILING! ERROR: %s\n", info_log);
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return -1;
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}
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int fragment_compile_status = 0;
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &fragment_compile_status);
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if(fragment_compile_status != GL_TRUE)
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{
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int log_length = 0;
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glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &log_length);
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char *info_log = malloc(log_length+1);
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glGetShaderInfoLog(fragment_shader, log_length, &log_length, info_log);
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printf("FRAGMENT SHADER FAILED COMPILING! ERROR: %s\n", info_log);
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return -1;
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}
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int program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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return program;
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}
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void cleanup()
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{
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SDL_GL_DeleteContext(gl_context);
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SDL_DestroyWindow(window);
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}
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void render()
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{
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float color[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
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glClearBufferfv(GL_COLOR, 0, color);
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float depth = 10000000.0f;
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glClearBufferfv(GL_DEPTH, 0, &depth);
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mat4x4_perspective(projection_matrix, 120, 1200 / 800, 0.0001f, 1000.0f);
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mat4x4_translate(view_matrix, -tc_camera_position.x, -tc_camera_position.y, tc_camera_position.z);
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// mat4x4_rotate_Y(view_matrix, view_matrix, tc_camera_rotation.y);
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// mat4x4_rotate_Z(view_matrix, view_matrix, tc_camera_rotation.z);
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glUseProgram(main_shader);
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glUseProgram(tc_game_state_g.renderer.draw_shader.program_id);
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int projection_uniform_location = glGetUniformLocation(main_shader, "projection_matrix");
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int projection_uniform_location = glGetUniformLocation(tc_game_state_g.renderer.draw_shader.program_id, "projection_matrix");
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glUniformMatrix4fv(projection_uniform_location, 1, GL_FALSE, &projection_matrix[0][0]);
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int view_uniform_location = glGetUniformLocation(main_shader, "view_matrix");
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int view_uniform_location = glGetUniformLocation(tc_game_state_g.renderer.draw_shader.program_id, "view_matrix");
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glUniformMatrix4fv(view_uniform_location, 1, GL_FALSE, &view_matrix[0][0]);
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// printf("%d\n", view_uniform_location);
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render_block(block);
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SDL_GL_SwapWindow(window);
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SDL_GL_SwapWindow(tc_game_state_g.renderer.window);
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}
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bool shift_pressed = false;
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switch(event.type)
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{
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case SDL_QUIT:
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SDL_HideWindow(window);
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SDL_HideWindow(tc_game_state_g.renderer.window);
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return false;
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break;
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@ -313,24 +258,15 @@ bool update()
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return true;
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}
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void flushput(const char *message)
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{
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puts(message);
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fflush(stdout);
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}
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int main(int argc, char **argv)
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{
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SDL_Init(SDL_INIT_EVERYTHING);
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window = SDL_CreateWindow(
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"Techneck",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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1200,
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800,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
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);
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gl_context = SDL_GL_CreateContext(window);
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gladLoadGLLoader(&SDL_GL_GetProcAddress);
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gladLoadGL();
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main_shader = setup_shaders("vertex_shader.glsl", "fragment_shader.glsl");
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tc_game_state_g = tc_init();
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block = tc_new_block_at_3f(0.0, 0.0, 0.0);
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@ -345,16 +281,16 @@ int main(int argc, char **argv)
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if(frame_index == 1)
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{
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SDL_ShowWindow(window);
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SDL_ShowWindow(tc_game_state_g.renderer.window);
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}
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block.position.x += 0.1f;
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block.position.x += 0.005f;
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++frame_index;
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SDL_Delay(1000/60);
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}
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cleanup();
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tc_cleanup();
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SDL_Quit();
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return 0;
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@ -0,0 +1,92 @@
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#include "shaders.h"
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char * load_file(char *path, int *out_len)
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{
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FILE *file = NULL;
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if((file = fopen(path, "r")) != NULL)
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{
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fseek(file, 0, SEEK_END);
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int length = ftell(file);
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fseek(file, 0, SEEK_SET);
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char *content = malloc(length+1);
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fread(content, 1, length, file);
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if(out_len != NULL)
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{
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*out_len = length;
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}
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return content;
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}
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return NULL;
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}
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tc_shader_program_s tc_make_shader_program(char *vertex_path, char *fragment_path)
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{
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int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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int len_vertex_source = 0;
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char *vertex_source = load_file(vertex_path, &len_vertex_source);
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int len_fragment_source = 0;
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char *fragment_source = load_file(fragment_path, &len_fragment_source);
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glShaderSource(vertex_shader, 1, &vertex_source, &len_vertex_source);
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glShaderSource(fragment_shader, 1, &fragment_source, &len_fragment_source);
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glCompileShader(vertex_shader);
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glCompileShader(fragment_shader);
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int vertex_compile_status = 0;
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &vertex_compile_status);
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if(vertex_compile_status != GL_TRUE)
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{
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int log_length = 0;
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glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &log_length);
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char *info_log = malloc(log_length+1);
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glGetShaderInfoLog(vertex_shader, log_length, &log_length, info_log);
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printf("VERTEX SHADER FAILED COMPILING! ERROR: %s\n", info_log);
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tc_shader_program_s invalid_program;
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invalid_program.program_id = 0;
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return invalid_program;
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}
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int fragment_compile_status = 0;
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &fragment_compile_status);
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if(fragment_compile_status != GL_TRUE)
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{
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int log_length = 0;
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glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &log_length);
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char *info_log = malloc(log_length+1);
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glGetShaderInfoLog(fragment_shader, log_length, &log_length, info_log);
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printf("FRAGMENT SHADER FAILED COMPILING! ERROR: %s\n", info_log);
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tc_shader_program_s invalid_program;
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invalid_program.program_id = 0;
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return invalid_program;
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}
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int program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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tc_shader_program_s shader_program;
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shader_program.program_id = program;
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return shader_program;
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}
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@ -0,0 +1,21 @@
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#ifndef TC_SHADERS_H
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#define TC_SHADERS_H
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#include <stdbool.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <glad/glad.h>
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typedef struct tc_shader_program
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{
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uint32_t program_id;
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} tc_shader_program_s;
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tc_shader_program_s tc_make_shader_program(char *vertex_path, char *fragment_path);
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#endif
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@ -0,0 +1,65 @@
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#ifndef TC_STATE_H
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#define TC_STATE_H
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||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include "shaders.h"
|
||||
|
||||
typedef struct tc_vec3
|
||||
{
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
|
||||
} tc_vec3_s;
|
||||
|
||||
typedef struct tc_object
|
||||
{
|
||||
uint32_t vbo;
|
||||
uint32_t vao;
|
||||
tc_vec3_s position;
|
||||
tc_vec3_s rotation;
|
||||
|
||||
} tc_object_s;
|
||||
|
||||
typedef struct tc_block
|
||||
{
|
||||
tc_vec3_s position;
|
||||
tc_object_s drawing;
|
||||
|
||||
} tc_block_s;
|
||||
|
||||
typedef struct tc_camera
|
||||
{
|
||||
tc_vec3_s position;
|
||||
tc_vec3_s rotation;
|
||||
float fov;
|
||||
|
||||
} tc_camera_s;
|
||||
|
||||
typedef struct tc_renderer
|
||||
{
|
||||
tc_camera_s active_camera;
|
||||
tc_shader_program_s draw_shader;
|
||||
|
||||
SDL_Window *window;
|
||||
SDL_GLContext gl_context;
|
||||
|
||||
} tc_renderer_s;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
tc_renderer_s renderer;
|
||||
|
||||
} techneck_s;
|
||||
|
||||
extern techneck_s tc_game_state_g;
|
||||
|
||||
techneck_s tc_init ();
|
||||
void tc_cleanup ();
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue