86 lines
2.8 KiB
C
86 lines
2.8 KiB
C
#include "state.h"
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#include "world.h"
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#include "entity/registration.h"
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#include <SDL2/SDL.h>
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const char *tc_window_title_g = "Techneck";
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techneck_s tc_game_state_g;
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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.active_camera = calloc(sizeof(tc_camera_s), 1);
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techneck->renderer.active_camera->position.x = 0.0f;
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techneck->renderer.active_camera->position.y = 0.0f;
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techneck->renderer.active_camera->position.z = 0.0f;
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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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//glEnable(GL_CULL_FACE);
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//glCullFace(GL_BACK);
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}
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void tc_load_textures()
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{
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tc_game_state_g.block_texture_atlas = tc_load_image_from_disk("assets/block_atlas.png");
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tc_game_state_g.block_texture_atlas->name = "Atlas";
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tc_upload_image(tc_game_state_g.block_texture_atlas);
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tc_image_s *dirt =
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tc_create_subimage(tc_game_state_g.block_texture_atlas, 0, 0, 8, 8);
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dirt->name = "dirt";
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tc_image_s *grass =
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tc_create_subimage(tc_game_state_g.block_texture_atlas, 8, 0, 8, 8);
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grass->name = "grass-side";
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tc_image_s *grass_top =
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tc_create_subimage(tc_game_state_g.block_texture_atlas, 8, 8, 8, 8);
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grass_top->name = "grass-top";
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tc_image_s *stone =
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tc_create_subimage(tc_game_state_g.block_texture_atlas, 16, 0, 8, 8);
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stone->name = "stone";
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}
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void tc_init()
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{
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tc_init_renderer(&tc_game_state_g);
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tc_game_state_g.asset_storage = tc_init_asset_storage("assets/");
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tc_load_textures();
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tc_game_state_g.block_registry = tc_init_blocks();
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tc_create_blocks();
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tc_game_state_g.entity_registry = tc_init_entity_registry();
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tc_register_entities();
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tc_game_state_g.player = tc_create_entity("player");
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tc_game_state_g.viewer = tc_game_state_g.player;
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tc_init_worlds();
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tc_game_state_g.main_world = tc_new_world(&tc_default_terrain_generator_g);
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puts("Finished initializing!");
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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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