#include "state.h" techneck_s tc_game_state_g; #include #include #include mat4x4 projection_matrix; mat4x4 view_matrix; float triangle_vertices[108] = { // Front -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, // Back -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, // Left -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, // Right 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, // Top -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, // Bottom -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f }; tc_vec3_s tc_camera_position = { 0.0f, 0.0f, 0.0f }; tc_vec3_s tc_camera_rotation = { 0.0f, 0.0f, 0.0f }; tc_block_s block; void render_block(tc_block_s block) { mat4x4 model_matrix; mat4x4_translate(model_matrix, block.position.x, block.position.y, block.position.z); // mat4x4_rotate_X(view_matrix, model_matrix, block.rotation.x); // mat4x4_rotate_Y(view_matrix, model_matrix, block.rotation.y); // mat4x4_rotate_Z(view_matrix, model_matrix, block.rotation.z); 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]); glBindBuffer(GL_ARRAY_BUFFER, block.drawing.vbo); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *) 0); glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLES, 0, 36); } tc_block_s tc_new_block_at_3f(float x, float y, float z) { tc_block_s block; block.position.x = x; block.position.y = y; block.position.z = z; glGenBuffers(1, &block.drawing.vbo); glBindBuffer(GL_ARRAY_BUFFER, block.drawing.vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 108, &triangle_vertices[0], GL_STATIC_DRAW); return block; } void render() { float color[4] = { 0.0f, 1.0f, 0.0f, 1.0f }; glClearBufferfv(GL_COLOR, 0, color); float depth = 10000000.0f; glClearBufferfv(GL_DEPTH, 0, &depth); mat4x4_perspective(projection_matrix, 120, 1200 / 800, 0.0001f, 1000.0f); mat4x4_translate(view_matrix, -tc_camera_position.x, -tc_camera_position.y, tc_camera_position.z); // mat4x4_rotate_X(view_matrix, view_matrix, tc_camera_rotation.x); // mat4x4_rotate_Y(view_matrix, view_matrix, tc_camera_rotation.y); // mat4x4_rotate_Z(view_matrix, view_matrix, tc_camera_rotation.z); glUseProgram(tc_game_state_g.renderer.draw_shader.program_id); int projection_uniform_location = glGetUniformLocation(tc_game_state_g.renderer.draw_shader.program_id, "projection_matrix"); glUniformMatrix4fv(projection_uniform_location, 1, GL_FALSE, &projection_matrix[0][0]); int view_uniform_location = glGetUniformLocation(tc_game_state_g.renderer.draw_shader.program_id, "view_matrix"); glUniformMatrix4fv(view_uniform_location, 1, GL_FALSE, &view_matrix[0][0]); // printf("%d\n", view_uniform_location); // render_block(block); tc_draw_world(&tc_game_state_g.main_world); SDL_GL_SwapWindow(tc_game_state_g.renderer.window); } bool shift_pressed = false; bool go_up = false; bool go_left = false; bool go_right = false; bool go_forward = false; bool go_backwards = false; bool update() { SDL_Event event; while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: SDL_HideWindow(tc_game_state_g.renderer.window); return false; break; case SDL_WINDOWEVENT: { if(event.window.event == SDL_WINDOWEVENT_RESIZED) { puts("RESIZED"); } } break; case SDL_KEYDOWN: if(event.key.keysym.scancode == SDL_SCANCODE_W) { go_forward = true; } if(event.key.keysym.scancode == SDL_SCANCODE_S) { go_backwards = true; } if(event.key.keysym.scancode == SDL_SCANCODE_A) { go_left = true; } if(event.key.keysym.scancode == SDL_SCANCODE_D) { go_right = true;; } if(event.key.keysym.scancode == SDL_SCANCODE_SPACE) { go_up = true; } if(event.key.keysym.scancode == SDL_SCANCODE_LSHIFT) { shift_pressed = true; } break; case SDL_KEYUP: if(event.key.keysym.scancode == SDL_SCANCODE_W) { go_forward = false; } if(event.key.keysym.scancode == SDL_SCANCODE_S) { go_backwards = false; } if(event.key.keysym.scancode == SDL_SCANCODE_A) { go_left = false; } if(event.key.keysym.scancode == SDL_SCANCODE_D) { go_right = false;; } if(event.key.keysym.scancode == SDL_SCANCODE_SPACE) { go_up = false; } if(event.key.keysym.scancode == SDL_SCANCODE_LSHIFT) { shift_pressed = false; } break; } } if(shift_pressed) { tc_camera_position.y -= 0.25; } if(go_up) { tc_camera_position.y += 0.25; } if(go_left) { tc_camera_position.x -= 0.25; } if(go_right) { tc_camera_position.x += 0.25; } if(go_forward) { tc_camera_position.z += 0.25; } if(go_backwards) { tc_camera_position.z -= 0.25; } return true; } int main(int argc, char **argv) { tc_game_state_g = tc_init(); tc_new_chunk(&tc_game_state_g.main_world, 0.0f, 0.0f, 0.0f); block = tc_new_block_at_3f(0.0, 0.0, 0.0); int64_t frame_index = 1; while(frame_index > 0) { if(!update()) { frame_index = -1; } render(); if(frame_index == 1) { SDL_ShowWindow(tc_game_state_g.renderer.window); } block.position.x += 0.005f; ++frame_index; SDL_Delay(1000/60); } tc_cleanup(); SDL_Quit(); return 0; }