Partially integrated own mathematics library
This commit is contained in:
parent
40be22f69b
commit
dc3a81b7b4
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@ -7,6 +7,6 @@ gcc -g3 -o dependencies/build/glad.o \
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-I dependencies/include/ -Wall
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gcc -g3 -o techneck.elf \
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code/source-c/*.c code/source-c/entity/*.c dependencies/build/glad.o \
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-I dependencies/include -lGL -lSDL2 -lm -Wall
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code/source-c/*.c code/source-c/entity/*.c code/source-c/utility/*.c dependencies/build/glad.o \
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-I dependencies/include -I code/source-c/ -lGL -lSDL2 -lm -Wall
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@ -319,6 +319,5 @@ void tc_draw_all_entities_of_type(char *name)
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}
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++entity_index;
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}
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printf("Drew %d out of %d Entities!\n", drawn_entities, registry.num_entities);
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}
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@ -2,8 +2,8 @@
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#ifndef TC_ENTITY_H
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#define TC_ENTITY_H
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#include "location.h"
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#include "utility.h"
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#include "utility/location.h"
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#include "utility/utility.h"
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typedef struct tc_entity_event tc_entity_event_s;
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typedef struct tc_entity_type tc_entity_type_s;
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@ -1,69 +1,10 @@
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#include "state.h"
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#include <state.h>
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#include <utility/math.h>
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#include <glad/glad.h>
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#include <SDL2/SDL.h>
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#include <linmath.h>
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mat4x4 projection_matrix;
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mat4x4 view_matrix;
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float triangle_vertices[108] =
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{
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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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void tc_move_viewer_to(float x, float y, float z)
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{
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if(tc_game_state_g.viewer == NULL) return;
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@ -100,45 +41,11 @@ void tc_get_viewer_rotation(float *x, float *y, float *z)
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if(z != NULL) (*z) = tc_get_float_from_entity(tc_game_state_g.viewer, "rot_z");
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}
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void render_block(tc_block_s block)
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{
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mat4x4 model_matrix;
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mat4x4_identity(model_matrix);
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mat4x4_rotate_X(view_matrix, model_matrix, block.rotation.x);
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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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mat4x4_translate_in_place(model_matrix, block.position.x, block.position.y, block.position.z);
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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, 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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{
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tc_block_s block;
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block.position.x = x;
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block.position.y = y;
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block.position.z = z;
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block.rotation.x = 0.0f;
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block.rotation.y = 0.0f;
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block.rotation.z = 0.0f;
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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) * 108, &triangle_vertices[0], GL_STATIC_DRAW);
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return block;
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}
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void render()
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{
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float color[4] = { 0.12f, 0.5f, 0.8f, 1.0f };
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glClearBufferfv(GL_COLOR, 0, color);
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float depth = 10000000.0f;
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float depth = 1000.0f;
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glClearBufferfv(GL_DEPTH, 0, &depth);
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int fb_width = 0;
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@ -146,29 +53,35 @@ void render()
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SDL_GetWindowSize(tc_game_state_g.renderer.window, &fb_width, &fb_height);
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glViewport(0, 0, fb_width, fb_height);
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mat4x4_perspective(projection_matrix, 120, ((float) fb_width) / ((float) fb_height), 0.0001f, 1000.0f);
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tc_vec3_s camera_rotation;
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tc_vec3f_s camera_rotation;
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tc_vec3f_s camera_position;
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tc_get_viewer_rotation(&camera_rotation.x, &camera_rotation.y, &camera_rotation.z);
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tc_vec3_s camera_position;
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tc_get_viewer_position(&camera_position.x, &camera_position.y, &camera_position.z);
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mat4x4_identity(view_matrix);
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mat4x4_rotate_X(view_matrix, view_matrix, camera_rotation.x);
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mat4x4_rotate_Y(view_matrix, view_matrix, camera_rotation.y);
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mat4x4_rotate_Z(view_matrix, view_matrix, camera_rotation.z);
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tc_vec3f_s camera_offset;
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camera_offset.z = camera_position.z;
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camera_offset.y = -camera_position.y;
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camera_offset.x = -camera_position.x;
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mat4x4_translate_in_place(view_matrix, -camera_position.x, -camera_position.y, camera_position.z);
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tc_mat4f_s view_matrix = tc_mat4f_identity();
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tc_mat4f_s projection_matrix =
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tc_mat4f_perspective(120,
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((float) fb_width) / ((float) fb_height),
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0.0001f, 1000.0f
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);
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view_matrix = tc_mat4f_translate(view_matrix, camera_offset);
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view_matrix = tc_mat4_rotate_z(view_matrix, tc_deg_to_rad(camera_rotation.z));
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view_matrix = tc_mat4_rotate_y(view_matrix, tc_deg_to_rad(camera_rotation.y));
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view_matrix = tc_mat4_rotate_x(view_matrix, tc_deg_to_rad(camera_rotation.x));
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glUseProgram(tc_game_state_g.renderer.draw_shader.program_id);
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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(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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tc_shader_uniform_mat4f(&tc_game_state_g.renderer.draw_shader, "projection_matrix", projection_matrix);
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tc_shader_uniform_mat4f(&tc_game_state_g.renderer.draw_shader, "view_matrix", view_matrix);
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tc_draw_world(tc_game_state_g.main_world);
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@ -188,7 +101,7 @@ uint64_t tc_last_update = 0;
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bool update()
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{
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tc_vec3_s camera_rotation;
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tc_vec3f_s camera_rotation;
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tc_get_viewer_rotation(&camera_rotation.x, &camera_rotation.y, &camera_rotation.z);
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SDL_Event event;
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case SDL_MOUSEMOTION:
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{
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if(!(event.motion.state & SDL_BUTTON_LMASK)) break;
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camera_rotation.y += event.motion.xrel / 50.0f;
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camera_rotation.x += event.motion.yrel / 50.0f;
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camera_rotation.y += event.motion.xrel / 10.0f;
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camera_rotation.x += event.motion.yrel / 10.0f;
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if(camera_rotation.x > (3.1415f/2.0f))
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camera_rotation.x = (3.1415f/2.0f);
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if(camera_rotation.x > 90)
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camera_rotation.x = 90;
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if(camera_rotation.x < -(3.1415f/2.0f))
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camera_rotation.x = -(3.1415f/2.0f);
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if(camera_rotation.x < -90)
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camera_rotation.x = -90;
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} break;
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}
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}
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tc_vec3_s camera_position;
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tc_vec3f_s camera_position;
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tc_get_viewer_position(&camera_position.x, &camera_position.y, &camera_position.z);
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if(shift_pressed)
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@ -327,7 +240,7 @@ bool update()
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tc_vec3_s difference_in_perspective;
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tc_vec3f_s difference_in_perspective;
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difference_in_perspective.x = 0.0f;
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difference_in_perspective.y = 0.0f;
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difference_in_perspective.z = 0.0f;
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@ -357,9 +270,9 @@ bool update()
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mat4x4_translate(position_matrix, difference_in_perspective.x, 0.0f, difference_in_perspective.z);
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mat4x4_rotate_X(position_matrix, position_matrix, camera_rotation.x);
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mat4x4_rotate_Y(position_matrix, position_matrix, camera_rotation.y);
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mat4x4_rotate_Z(position_matrix, position_matrix, camera_rotation.z);
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mat4x4_rotate_Z(position_matrix, position_matrix, tc_deg_to_rad(camera_rotation.z));
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mat4x4_rotate_Y(position_matrix, position_matrix, tc_deg_to_rad(camera_rotation.y));
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mat4x4_rotate_X(position_matrix, position_matrix, tc_deg_to_rad(camera_rotation.x));
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vec4 viewed_difference = { difference_in_perspective.x, 0.0f, difference_in_perspective.z };
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vec4 raw_difference = { 0.0f, 0.0f, 0.0f };
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@ -373,7 +286,7 @@ bool update()
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tc_game_state_g.main_world->spawn_loader->center.x = ((int32_t) camera_position.x) / 32 - UPDATE_DISTANCE;
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tc_game_state_g.main_world->spawn_loader->center.y = ((int32_t) camera_position.y) / 32 - UPDATE_DISTANCE;
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tc_game_state_g.main_world->spawn_loader->center.z = ((int32_t) camera_position.z) / 32 - UPDATE_DISTANCE;
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tc_game_state_g.main_world->spawn_loader->center.z = - ((int32_t) camera_position.z) / 32 - UPDATE_DISTANCE;
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tc_update_world(tc_game_state_g.main_world);
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@ -92,3 +92,10 @@ tc_shader_program_s tc_make_shader_program(char *vertex_path, char *fragment_pat
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return shader_program;
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}
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void tc_shader_uniform_mat4f(tc_shader_program_s *program, char *location, tc_mat4f_s matrix)
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{
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int location_id =
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glGetUniformLocation(program->program_id, location);
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glUniformMatrix4fv(location_id, 1, GL_TRUE, &matrix.values[0][0]);
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}
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@ -9,6 +9,8 @@
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#include <glad/glad.h>
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#include <utility/math.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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@ -17,5 +19,8 @@ typedef struct tc_shader_program
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tc_shader_program_s tc_make_shader_program (char *vertex_path, char *fragment_path);
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void tc_shader_uniform_mat4f (tc_shader_program_s *program, char *location, tc_mat4f_s matrix);
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#endif
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@ -6,17 +6,17 @@
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#include <stdint.h>
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#include <SDL2/SDL.h>
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#include "assets.h"
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#include "shaders.h"
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#include "entity.h"
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#include "blocks.h"
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#include "world.h"
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#include "utility.h"
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#include <assets.h>
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#include <shaders.h>
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#include <entity.h>
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#include <blocks.h>
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#include <world.h>
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#include <utility/utility.h>
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typedef struct tc_camera
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{
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tc_vec3_s position;
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tc_vec3_s rotation;
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tc_vec3f_s position;
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tc_vec3f_s rotation;
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float fov;
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} tc_camera_s;
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@ -1,36 +0,0 @@
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#ifndef TC_UTILITY_H
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#define TC_UTILITY_H
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#include <stdint.h>
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#include <stdbool.h>
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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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typedef struct tc_vec3i
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{
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int32_t x;
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int32_t y;
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int32_t z;
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} tc_vec3i_s;
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bool tc_vec3i_equ(tc_vec3i_s first, tc_vec3i_s second);
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typedef struct tc_object
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{
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uint32_t vbo;
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uint32_t 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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#endif
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@ -1,4 +1,4 @@
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#include "location.h"
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#include <utility/location.h>
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#include <stdlib.h>
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@ -2,13 +2,13 @@
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#ifndef TC_LOCATION_H
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#define TC_LOCATION_H
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#include "world.h"
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#include <world.h>
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typedef struct tc_location
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{
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tc_world_s *world;
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tc_vec3_s position;
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tc_vec3_s rotation;
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tc_vec3f_s position;
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tc_vec3f_s rotation;
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} tc_location_s;
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@ -0,0 +1,12 @@
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#include <utility/math.h>
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f32_t tc_deg_to_rad(f32_t degrees)
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{
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return (degrees / 360.0f) * (3.1415 * 2.0f);
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}
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f32_t tc_rad_to_deg(f32_t radians)
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{
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return radians / (3.1415*2.0f) * 360.0f;
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}
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@ -0,0 +1,96 @@
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#ifndef TC_MATH_H
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#define TC_MATH_H
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#include <utility/utility.h>
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typedef struct tc_vec4f tc_vec4f_s;
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typedef struct tc_vec3f tc_vec3f_s;
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typedef struct tc_vec2f tc_vec2f_s;
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typedef struct tc_vec4i tc_vec4i_s;
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typedef struct tc_vec3i tc_vec3i_s;
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typedef struct tc_vec2i tc_vec2i_s;
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typedef struct tc_mat4f tc_mat4f_s;
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typedef struct tc_mat3f tc_mat3f_s;
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struct tc_vec4f
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{
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f32_t x;
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f32_t y;
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f32_t z;
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f32_t w;
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};
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struct tc_vec3f
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{
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f32_t x;
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f32_t y;
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f32_t z;
|
||||
};
|
||||
|
||||
struct tc_vec2f
|
||||
{
|
||||
f32_t x;
|
||||
f32_t y;
|
||||
};
|
||||
|
||||
struct tc_vec4i
|
||||
{
|
||||
i32_t x;
|
||||
i32_t y;
|
||||
i32_t z;
|
||||
i32_t w;
|
||||
};
|
||||
|
||||
struct tc_vec3i
|
||||
{
|
||||
i32_t x;
|
||||
i32_t y;
|
||||
i32_t z;
|
||||
};
|
||||
|
||||
struct tc_vec2i
|
||||
{
|
||||
i32_t x;
|
||||
i32_t y;
|
||||
};
|
||||
|
||||
|
||||
|
||||
struct tc_mat4f
|
||||
{
|
||||
f32_t values[4][4];
|
||||
};
|
||||
|
||||
struct tc_mat3f
|
||||
{
|
||||
f32_t values[3][3];
|
||||
};
|
||||
|
||||
f32_t tc_deg_to_rad (f32_t degrees);
|
||||
f32_t tc_rad_to_deg (f32_t radians);
|
||||
|
||||
bool_t tc_vec4f_equ (tc_vec4f_s vector_1, tc_vec4f_s vector_2);
|
||||
bool_t tc_vec3f_equ (tc_vec3f_s vector_1, tc_vec3f_s vector_2);
|
||||
bool_t tc_vec2f_equ (tc_vec2f_s vector_1, tc_vec2f_s vector_2);
|
||||
|
||||
bool_t tc_vec4i_equ (tc_vec4i_s vector_1, tc_vec4i_s vector_2);
|
||||
bool_t tc_vec3i_equ (tc_vec3i_s vector_1, tc_vec3i_s vector_2);
|
||||
bool_t tc_vec2i_equ (tc_vec2i_s vector_1, tc_vec2i_s vector_2);
|
||||
|
||||
tc_mat4f_s tc_mat4f_identity ();
|
||||
tc_mat3f_s tc_mat3f_identity ();
|
||||
|
||||
tc_mat4f_s tc_mat4_rotate_x (tc_mat4f_s matrix, float radians);
|
||||
tc_mat4f_s tc_mat4_rotate_y (tc_mat4f_s matrix, float radians);
|
||||
tc_mat4f_s tc_mat4_rotate_z (tc_mat4f_s matrix, float radians);
|
||||
|
||||
tc_mat4f_s tc_mat4f_translate (tc_mat4f_s matrix, tc_vec3f_s translation);
|
||||
tc_mat3f_s tc_mat3f_translate (tc_mat3f_s matrix, tc_vec3f_s translation);
|
||||
|
||||
tc_mat4f_s tc_mat4f_perspective (float fov, float aspect_ratio, float near, float far);
|
||||
|
||||
#endif // TC_MATH_H
|
||||
|
|
@ -0,0 +1,169 @@
|
|||
#include <utility/math.h>
|
||||
|
||||
#include <math.h>
|
||||
|
||||
tc_mat4f_s tc_mat4f_zero()
|
||||
{
|
||||
tc_mat4f_s matrix;
|
||||
matrix.values[0][0] = 0.0f;
|
||||
matrix.values[0][1] = 0.0f;
|
||||
matrix.values[0][2] = 0.0f;
|
||||
matrix.values[0][3] = 0.0f;
|
||||
|
||||
matrix.values[1][0] = 0.0f;
|
||||
matrix.values[1][1] = 0.0f;
|
||||
matrix.values[1][2] = 0.0f;
|
||||
matrix.values[1][3] = 0.0f;
|
||||
|
||||
matrix.values[2][0] = 0.0f;
|
||||
matrix.values[2][1] = 0.0f;
|
||||
matrix.values[2][2] = 0.0f;
|
||||
matrix.values[2][3] = 0.0f;
|
||||
|
||||
matrix.values[3][0] = 0.0f;
|
||||
matrix.values[3][1] = 0.0f;
|
||||
matrix.values[3][2] = 0.0f;
|
||||
matrix.values[3][3] = 0.0f;
|
||||
|
||||
return matrix;
|
||||
}
|
||||
|
||||
tc_mat4f_s tc_mat4f_identity()
|
||||
{
|
||||
tc_mat4f_s matrix;
|
||||
matrix.values[0][0] = 1.0f;
|
||||
matrix.values[0][1] = 0.0f;
|
||||
matrix.values[0][2] = 0.0f;
|
||||
matrix.values[0][3] = 0.0f;
|
||||
|
||||
matrix.values[1][0] = 0.0f;
|
||||
matrix.values[1][1] = 1.0f;
|
||||
matrix.values[1][2] = 0.0f;
|
||||
matrix.values[1][3] = 0.0f;
|
||||
|
||||
matrix.values[2][0] = 0.0f;
|
||||
matrix.values[2][1] = 0.0f;
|
||||
matrix.values[2][2] = 1.0f;
|
||||
matrix.values[2][3] = 0.0f;
|
||||
|
||||
matrix.values[3][0] = 0.0f;
|
||||
matrix.values[3][1] = 0.0f;
|
||||
matrix.values[3][2] = 0.0f;
|
||||
matrix.values[3][3] = 1.0f;
|
||||
|
||||
return matrix;
|
||||
}
|
||||
|
||||
tc_mat3f_s tc_mat3f_identity()
|
||||
{
|
||||
tc_mat3f_s matrix;
|
||||
matrix.values[0][0] = 1.0f;
|
||||
matrix.values[0][1] = 0.0f;
|
||||
matrix.values[0][2] = 0.0f;
|
||||
|
||||
matrix.values[1][0] = 0.0f;
|
||||
matrix.values[1][1] = 1.0f;
|
||||
matrix.values[1][2] = 0.0f;
|
||||
|
||||
matrix.values[2][0] = 0.0f;
|
||||
matrix.values[2][1] = 0.0f;
|
||||
matrix.values[2][2] = 1.0f;
|
||||
|
||||
return matrix;
|
||||
}
|
||||
|
||||
tc_mat4f_s tc_mat4f_multiply(tc_mat4f_s first, tc_mat4f_s second)
|
||||
{
|
||||
tc_mat4f_s result;
|
||||
|
||||
u32_t k, r, c;
|
||||
for(c = 0; c < 4; ++c)
|
||||
{
|
||||
for(r = 0; r < 4; ++r)
|
||||
{
|
||||
result.values[c][r] = 0.f;
|
||||
for(k=0; k<4; ++k)
|
||||
{
|
||||
result.values[c][r] += first.values[k][r] * second.values[c][k];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
|
||||
tc_mat4f_s tc_mat4_rotate_x(tc_mat4f_s matrix, float radians)
|
||||
{
|
||||
tc_mat4f_s rotation = tc_mat4f_identity();
|
||||
rotation.values[1][1] = cosf(radians);
|
||||
rotation.values[1][2] = -sinf(radians);
|
||||
rotation.values[2][1] = sinf(radians);
|
||||
rotation.values[2][2] = cosf(radians);
|
||||
|
||||
return tc_mat4f_multiply(matrix, rotation);
|
||||
}
|
||||
|
||||
tc_mat4f_s tc_mat4_rotate_y(tc_mat4f_s matrix, float radians)
|
||||
{
|
||||
tc_mat4f_s rotation = tc_mat4f_identity();
|
||||
rotation.values[0][0] = cosf(radians);
|
||||
rotation.values[0][2] = sinf(radians);
|
||||
rotation.values[2][0] = -sinf(radians);
|
||||
rotation.values[2][2] = cosf(radians);
|
||||
|
||||
return tc_mat4f_multiply(matrix, rotation);
|
||||
}
|
||||
|
||||
tc_mat4f_s tc_mat4_rotate_z(tc_mat4f_s matrix, float radians)
|
||||
{
|
||||
tc_mat4f_s rotation = tc_mat4f_identity();
|
||||
rotation.values[0][0] = cosf(radians);
|
||||
rotation.values[0][1] = -sinf(radians);
|
||||
rotation.values[1][0] = sinf(radians);
|
||||
rotation.values[1][1] = cosf(radians);
|
||||
|
||||
return tc_mat4f_multiply(matrix, rotation);
|
||||
}
|
||||
|
||||
|
||||
|
||||
tc_mat4f_s tc_mat4f_translate(tc_mat4f_s matrix, tc_vec3f_s translation)
|
||||
{
|
||||
matrix.values[0][3] += translation.x;
|
||||
matrix.values[1][3] += translation.y;
|
||||
matrix.values[2][3] += translation.z;
|
||||
|
||||
return matrix;
|
||||
}
|
||||
|
||||
tc_mat3f_s tc_mat3f_translate(tc_mat3f_s matrix, tc_vec3f_s translation)
|
||||
{
|
||||
matrix.values[0][2] += translation.x;
|
||||
matrix.values[1][2] += translation.y;
|
||||
matrix.values[2][2] += translation.z;
|
||||
|
||||
return matrix;
|
||||
}
|
||||
|
||||
|
||||
|
||||
tc_mat4f_s tc_mat4f_perspective(float fov, float aspect_ratio, float near, float far)
|
||||
{
|
||||
float range = tanf(fov / 2) * near;
|
||||
float scale_x = (2 * near) / (range * aspect_ratio * 2);
|
||||
float scale_y = near / range;
|
||||
float scale_z = -(far + near) / (far - near);
|
||||
float position_z = -(2 * far * near) / (far - near);
|
||||
|
||||
tc_mat4f_s matrix = tc_mat4f_zero();
|
||||
matrix.values[0][0] = scale_x;
|
||||
matrix.values[1][1] = scale_y;
|
||||
matrix.values[2][2] = scale_z;
|
||||
matrix.values[3][2] = -1.0f;
|
||||
matrix.values[2][3] = position_z;
|
||||
|
||||
return matrix;
|
||||
}
|
||||
|
|
@ -0,0 +1,23 @@
|
|||
|
||||
#ifndef TC_UTILITY_H
|
||||
#define TC_UTILITY_H
|
||||
|
||||
typedef unsigned char u8_t;
|
||||
typedef unsigned short u16_t;
|
||||
typedef unsigned int u32_t;
|
||||
typedef unsigned long u64_t;
|
||||
|
||||
typedef signed char i8_t;
|
||||
typedef signed short i16_t;
|
||||
typedef signed int i32_t;
|
||||
typedef signed long i64_t;
|
||||
|
||||
typedef float f32_t;
|
||||
typedef double f64_t;
|
||||
|
||||
typedef unsigned char bool_t;
|
||||
#define TRUE 1
|
||||
#define FALSE 0
|
||||
|
||||
#endif
|
||||
|
|
@ -0,0 +1,52 @@
|
|||
#include <utility/math.h>
|
||||
|
||||
bool_t tc_vec4f_equ(tc_vec4f_s vector_1, tc_vec4f_s vector_2)
|
||||
{
|
||||
if(vector_1.x != vector_2.x) return FALSE;
|
||||
if(vector_1.y != vector_2.y) return FALSE;
|
||||
if(vector_1.z != vector_2.z) return FALSE;
|
||||
if(vector_1.w != vector_2.w) return FALSE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
bool_t tc_vec3f_equ(tc_vec3f_s vector_1, tc_vec3f_s vector_2)
|
||||
{
|
||||
if(vector_1.x != vector_2.x) return FALSE;
|
||||
if(vector_1.y != vector_2.y) return FALSE;
|
||||
if(vector_1.z != vector_2.z) return FALSE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
bool_t tc_vec2f_equ(tc_vec2f_s vector_1, tc_vec2f_s vector_2)
|
||||
{
|
||||
if(vector_1.x != vector_2.x) return FALSE;
|
||||
if(vector_1.y != vector_2.y) return FALSE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
||||
|
||||
bool_t tc_vec4i_equ(tc_vec4i_s vector_1, tc_vec4i_s vector_2)
|
||||
{
|
||||
if(vector_1.x != vector_2.x) return FALSE;
|
||||
if(vector_1.y != vector_2.y) return FALSE;
|
||||
if(vector_1.z != vector_2.z) return FALSE;
|
||||
if(vector_1.w != vector_2.w) return FALSE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
bool_t tc_vec3i_equ(tc_vec3i_s vector_1, tc_vec3i_s vector_2)
|
||||
{
|
||||
if(vector_1.x != vector_2.x) return FALSE;
|
||||
if(vector_1.y != vector_2.y) return FALSE;
|
||||
if(vector_1.z != vector_2.z) return FALSE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
bool_t tc_vec2i_equ(tc_vec2i_s vector_1, tc_vec2i_s vector_2)
|
||||
{
|
||||
if(vector_1.x != vector_2.x) return FALSE;
|
||||
if(vector_1.y != vector_2.y) return FALSE;
|
||||
return TRUE;
|
||||
}
|
||||
|
|
@ -1,9 +0,0 @@
|
|||
#include "utility.h"
|
||||
|
||||
bool tc_vec3i_equ(tc_vec3i_s first, tc_vec3i_s second)
|
||||
{
|
||||
if(first.x != second.x) return false;
|
||||
if(first.y != second.y) return false;
|
||||
if(first.z != second.z) return false;
|
||||
return true;
|
||||
}
|
|
@ -1,6 +1,5 @@
|
|||
#include "world.h"
|
||||
#include "state.h"
|
||||
#include <linmath.h>
|
||||
#include <world.h>
|
||||
#include <state.h>
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
|
@ -42,15 +41,18 @@ void tc_draw_chunk_entity(tc_entity_s *entity)
|
|||
{
|
||||
tc_chunk_s *chunk = entity->specific;
|
||||
|
||||
mat4x4 model_matrix;
|
||||
mat4x4_identity(model_matrix);
|
||||
mat4x4_translate_in_place(model_matrix, chunk->position.x*32, chunk->position.y*32, -chunk->position.z*32);
|
||||
tc_mat4f_s model_matrix = tc_mat4f_identity();
|
||||
|
||||
int model_matrix_uniform_location =
|
||||
glGetUniformLocation(tc_game_state_g.renderer.draw_shader.program_id, "model_matrix");
|
||||
glUniformMatrix4fv(model_matrix_uniform_location, 1, GL_FALSE, &model_matrix[0][0]);
|
||||
tc_vec3f_s position_3f;
|
||||
position_3f.x = chunk->position.x * 32;
|
||||
position_3f.y = chunk->position.y * 32;
|
||||
position_3f.z = chunk->position.z * 32;
|
||||
|
||||
model_matrix =
|
||||
tc_mat4f_translate(model_matrix, position_3f);
|
||||
|
||||
tc_shader_uniform_mat4f(&tc_game_state_g.renderer.draw_shader, "model_matrix", model_matrix);
|
||||
|
||||
// glBindVertexArray(chunk->vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, chunk->vertex_data);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *) 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
|
|
@ -5,8 +5,8 @@
|
|||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
|
||||
#include "blocks.h"
|
||||
#include "utility.h"
|
||||
#include <blocks.h>
|
||||
#include <utility/math.h>
|
||||
|
||||
|
||||
#define UPDATE_DISTANCE 2
|
||||
|
@ -30,9 +30,8 @@ struct tc_worldgen
|
|||
struct tc_block
|
||||
{
|
||||
uint32_t type_identifier;
|
||||
tc_vec3_s position;
|
||||
tc_vec3_s rotation;
|
||||
tc_object_s drawing;
|
||||
tc_vec3f_s position;
|
||||
tc_vec3f_s rotation;
|
||||
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue