326 lines
9.9 KiB
C
326 lines
9.9 KiB
C
#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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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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tc_set_float_for_entity(tc_game_state_g.viewer, "pos_x", x);
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tc_set_float_for_entity(tc_game_state_g.viewer, "pos_y", y);
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tc_set_float_for_entity(tc_game_state_g.viewer, "pos_z", z);
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}
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void tc_rotate_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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tc_set_float_for_entity(tc_game_state_g.viewer, "rot_x", x);
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tc_set_float_for_entity(tc_game_state_g.viewer, "rot_y", y);
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tc_set_float_for_entity(tc_game_state_g.viewer, "rot_z", z);
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}
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void tc_get_viewer_position(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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if(x != NULL) (*x) = tc_get_float_from_entity(tc_game_state_g.viewer, "pos_x");
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if(y != NULL) (*y) = tc_get_float_from_entity(tc_game_state_g.viewer, "pos_y");
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if(z != NULL) (*z) = tc_get_float_from_entity(tc_game_state_g.viewer, "pos_z");
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}
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void tc_get_viewer_rotation(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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if(x != NULL) (*x) = tc_get_float_from_entity(tc_game_state_g.viewer, "rot_x");
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if(y != NULL) (*y) = tc_get_float_from_entity(tc_game_state_g.viewer, "rot_y");
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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()
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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 = 1000.0f;
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glClearBufferfv(GL_DEPTH, 0, &depth);
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int fb_width = 0;
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int fb_height = 0;
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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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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_get_viewer_position(&camera_position.x, &camera_position.y, &camera_position.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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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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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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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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bool go_up = false;
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bool go_left = false;
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bool go_right = false;
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bool go_forward = false;
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bool go_backwards = false;
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bool rotate_left = false;
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bool rotate_right = false;
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uint64_t tc_last_update = 0;
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bool update()
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{
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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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while(SDL_PollEvent(&event))
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{
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switch(event.type)
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{
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case SDL_QUIT:
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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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case SDL_WINDOWEVENT:
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{
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if(event.window.event == SDL_WINDOWEVENT_RESIZED)
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{
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}
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} break;
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case SDL_KEYDOWN:
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if(event.key.keysym.scancode == SDL_SCANCODE_Q)
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{
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rotate_left = true;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_E)
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{
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rotate_right = true;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_W)
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{
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go_forward = true;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_S)
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{
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go_backwards = true;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_A)
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{
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go_left = true;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_D)
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{
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go_right = true;;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_SPACE)
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{
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go_up = true;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_LSHIFT)
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{
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shift_pressed = true;
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}
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break;
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case SDL_KEYUP:
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if(event.key.keysym.scancode == SDL_SCANCODE_Q)
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{
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rotate_left = false;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_E)
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{
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rotate_right = false;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_W)
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{
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go_forward = false;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_S)
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{
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go_backwards = false;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_A)
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{
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go_left = false;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_D)
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{
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go_right = false;;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_SPACE)
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{
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go_up = false;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_LSHIFT)
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{
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shift_pressed = false;
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}
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break;
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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 / 5.0f;
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camera_rotation.x += event.motion.yrel / 5.0f;
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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 < -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_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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{
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camera_position.y -= 0.75;
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}
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if(go_up)
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{
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camera_position.y += 0.75;
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}
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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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if(go_left)
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{
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difference_in_perspective.x -= 0.45f;
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}
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if(go_right)
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{
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difference_in_perspective.x += 0.45f;
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}
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if(go_forward)
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{
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difference_in_perspective.z += 0.4f;
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}
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if(go_backwards)
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{
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difference_in_perspective.z -= 0.4f;
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}
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mat4x4 position_matrix;
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mat4x4_identity(position_matrix);
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mat4x4_translate(position_matrix, difference_in_perspective.x, 0.0f, difference_in_perspective.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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mat4x4_mul_vec4(raw_difference, position_matrix, viewed_difference);
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camera_position.x += raw_difference[0];
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camera_position.z += raw_difference[2];
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tc_move_viewer_to(camera_position.x, camera_position.y, camera_position.z);
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tc_rotate_viewer_to(camera_rotation.x, camera_rotation.y, camera_rotation.z);
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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_update_world(tc_game_state_g.main_world);
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return true;
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}
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int main(int argc, char **argv)
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{
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tc_init();
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int64_t frame_index = 1;
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while(frame_index > 0)
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{
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if(!update())
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{
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frame_index = -1;
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}
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tc_tick_intervals();
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render();
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if(frame_index == 1)
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{
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SDL_ShowWindow(tc_game_state_g.renderer.window);
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}
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++frame_index;
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SDL_Delay(2);
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}
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tc_cleanup();
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SDL_Quit();
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return 0;
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}
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