#include "state.h" #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 }; void render_block(tc_block_s block) { mat4x4 model_matrix; mat4x4_identity(model_matrix); 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); mat4x4_translate_in_place(model_matrix, block.position.x, block.position.y, block.position.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; block.rotation.x = 0.0f; block.rotation.y = 0.0f; block.rotation.z = 0.0f; 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] = { 0.12f, 0.5f, 0.8f, 1.0f }; glClearBufferfv(GL_COLOR, 0, color); float depth = 10000000.0f; glClearBufferfv(GL_DEPTH, 0, &depth); int fb_width = 0; int fb_height = 0; SDL_GetWindowSize(tc_game_state_g.renderer.window, &fb_width, &fb_height); glViewport(0, 0, fb_width, fb_height); mat4x4_perspective(projection_matrix, 120, ((float) fb_width) / ((float) fb_height), 0.0001f, 1000.0f); tc_vec3_s camera_rotation = tc_game_state_g.renderer.active_camera.rotation; mat4x4_identity(view_matrix); mat4x4_rotate_X(view_matrix, view_matrix, camera_rotation.x); mat4x4_rotate_Y(view_matrix, view_matrix, camera_rotation.y); mat4x4_rotate_Z(view_matrix, view_matrix, camera_rotation.z); mat4x4_translate_in_place(view_matrix, -tc_camera_position.x, -tc_camera_position.y, tc_camera_position.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); 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 rotate_left = false; bool rotate_right = 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) { } } break; case SDL_KEYDOWN: if(event.key.keysym.scancode == SDL_SCANCODE_Q) { rotate_left = true; } if(event.key.keysym.scancode == SDL_SCANCODE_E) { rotate_right = true; } 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_Q) { rotate_left = false; } if(event.key.keysym.scancode == SDL_SCANCODE_E) { rotate_right = false; } 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; case SDL_MOUSEMOTION: { if(!(event.motion.state & SDL_BUTTON_LMASK)) break; tc_game_state_g.renderer.active_camera.rotation.y += event.motion.xrel / 50.0f; tc_game_state_g.renderer.active_camera.rotation.x += event.motion.yrel / 50.0f; if(tc_game_state_g.renderer.active_camera.rotation.x > (3.1415f/2.0f)) tc_game_state_g.renderer.active_camera.rotation.x = (3.1415f/2.0f); if(tc_game_state_g.renderer.active_camera.rotation.x < -(3.1415f/2.0f)) tc_game_state_g.renderer.active_camera.rotation.x = -(3.1415f/2.0f); } break; } } if(shift_pressed) { tc_camera_position.y -= 0.25; } if(go_up) { tc_camera_position.y += 0.25; } tc_vec3_s difference_in_perspective; difference_in_perspective.x = 0.0f; difference_in_perspective.y = 0.0f; difference_in_perspective.z = 0.0f; if(go_left) { difference_in_perspective.x -= 0.45f; } if(go_right) { difference_in_perspective.x += 0.45f; } if(go_forward) { difference_in_perspective.z += 0.4f; } if(go_backwards) { difference_in_perspective.z -= 0.4f; } mat4x4 position_matrix; mat4x4_identity(position_matrix); mat4x4_translate(position_matrix, difference_in_perspective.x, 0.0f, difference_in_perspective.z); mat4x4_rotate_X(position_matrix, position_matrix, tc_game_state_g.renderer.active_camera.rotation.x); mat4x4_rotate_Y(position_matrix, position_matrix, tc_game_state_g.renderer.active_camera.rotation.y); mat4x4_rotate_Z(position_matrix, position_matrix, tc_game_state_g.renderer.active_camera.rotation.z); vec4 viewed_difference = { difference_in_perspective.x, 0.0f, difference_in_perspective.z }; vec4 raw_difference = { 0.0f, 0.0f, 0.0f }; mat4x4_mul_vec4(raw_difference, position_matrix, viewed_difference); tc_camera_position.x += raw_difference[0]; tc_camera_position.z += raw_difference[2]; tc_game_state_g.main_world->spawn_loader->center.x = ((int32_t) tc_camera_position.x) / 32 - UPDATE_DISTANCE; tc_game_state_g.main_world->spawn_loader->center.y = ((int32_t) tc_camera_position.y) / 32 - UPDATE_DISTANCE; tc_game_state_g.main_world->spawn_loader->center.z = ((int32_t) tc_camera_position.z) / 32 - UPDATE_DISTANCE; tc_update_world(tc_game_state_g.main_world); return true; } int main(int argc, char **argv) { tc_init(); 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); } ++frame_index; SDL_Delay(1000/60); } tc_cleanup(); SDL_Quit(); return 0; }