340 lines
9.2 KiB
C
340 lines
9.2 KiB
C
#include "state.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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tc_vec3_s tc_camera_position = { 0.0f, 0.0f, 0.0f };
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tc_vec3_s tc_camera_rotation = { 0.0f, 0.0f, 0.0f };
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tc_block_s block;
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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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glClearBufferfv(GL_DEPTH, 0, &depth);
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mat4x4_perspective(projection_matrix, 120, 1200 / 800, 0.0001f, 1000.0f);
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mat4x4_identity(view_matrix);
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mat4x4_rotate_X(view_matrix, view_matrix, tc_camera_rotation.x);
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mat4x4_rotate_Y(view_matrix, view_matrix, tc_camera_rotation.y);
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mat4x4_rotate_Z(view_matrix, view_matrix, tc_camera_rotation.z);
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mat4x4_translate_in_place(view_matrix, -tc_camera_position.x, -tc_camera_position.y, tc_camera_position.z);
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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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render_block(block);
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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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bool update()
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{
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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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puts("RESIZED");
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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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}
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}
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if(shift_pressed)
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{
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tc_camera_position.y -= 0.25;
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}
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if(go_up)
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{
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tc_camera_position.y += 0.25;
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}
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if(go_left)
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{
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tc_camera_position.x -= 0.25;
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}
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if(go_right)
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{
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tc_camera_position.x += 0.25;
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}
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if(go_forward)
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{
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tc_camera_position.z += 0.25;
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}
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if(go_backwards)
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{
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tc_camera_position.z -= 0.25;
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}
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if(rotate_left)
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{
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tc_camera_rotation.y -= 0.1f / (3.1415 * 2);
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}
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if(rotate_right)
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{
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tc_camera_rotation.y += 0.1f / (3.1415 * 2);
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}
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tc_game_state_g.main_world->loading_center.x = ((int32_t) tc_camera_position.x) / 32;
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tc_game_state_g.main_world->loading_center.y = ((int32_t) tc_camera_position.y) / 32;
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tc_game_state_g.main_world->loading_center.z = ((int32_t) tc_camera_position.z) / 32;
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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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// tc_new_chunk(tc_game_state_g.main_world, 1.0f, 1.0f, 1.0f);
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block = tc_new_block_at_3f(0.0, 0.0, 0.0);
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// tc_new_cube_block();
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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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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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block.position.x += 0.005f;
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++frame_index;
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SDL_Delay(1000/60);
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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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