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4
Makefile
4
Makefile
@ -1,4 +1,4 @@
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all:
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gcc -Iinclude/ src/app.c src/camera.c src/main.c src/game.c src/utils.c src/noise.c -lSDL2 -lGL -lm -lSDL2_image -o test -Wall
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gcc -Iinclude/ src/app.c src/camera.c src/main.c src/game.c src/utils.c src/noise.c src/chunk.c -lSDL2 -lGL -lm -lSDL2_image -lGLU -o test -Wall
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debug:
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gcc -Iinclude/ src/app.c src/camera.c src/main.c src/game.c src/utils.c src/noise.c -lSDL2 -lGL -lm -lSDL2_image -o test -Wall -g
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gcc -Iinclude/ src/app.c src/camera.c src/main.c src/game.c src/utils.c src/noise.c src/chunk.c -lSDL2 -lGL -lm -lSDL2_image -o test -Wall -g
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@ -8,9 +8,9 @@
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#include <time.h>
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#include "camera.h"
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#include "noise.h"
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#include "chunk.h"
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#define SPEED 5
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#define GRAVITY 10
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#define VIEWPORT_RATIO (16.0 / 9.0)
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#define VIEWPORT_ASPECT 50.0
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@ -21,24 +21,11 @@ typedef unsigned int uint;
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#define CHUNK_MAX_Y 16
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#define CHUNK_MAX_Z 128
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typedef enum {
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BLOCKTYPE_AIR,
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BLOCKTYPE_GRASS,
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BLOCKTYPE_DIRT,
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BLOCKTYPE_STONE,
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} Block_type;
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typedef struct
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{
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Block_type type;
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bool visible;
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} Block;
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typedef struct {
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vec3f start_pos;
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Block blocks[CHUNK_MAX_X][CHUNK_MAX_Y][CHUNK_MAX_Z];
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GLuint id;
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} Chunk;
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GLuint tid;
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SDL_Surface *surface;
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int type;
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} Type_surface;
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typedef struct {
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bool is_running;
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@ -46,26 +33,21 @@ typedef struct {
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SDL_GLContext context;
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Camera camera;
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double frame_time;
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SDL_Surface *surface;
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GLuint tid;
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unsigned int chunk_count;
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Chunk *chunks;
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ChunkManager *cm;
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Type_surface *surfaces;
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unsigned int surface_count;
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} App;
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void app_generate_world(App *app, int a);
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bool chunk_is_block_neighboring_block(Chunk* chunk, vec3i pos);
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void chunk_set_blocks_visibility(Chunk* chunk);
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void chunk_create_displayl(App *app, Chunk *chunk);
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void chunk_render(Chunk* chunk);
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void chunk_update(App *app, Chunk *chunk);
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int app_get_current_chunk_index(App *app);
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void app_load_textures(App *app);
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SDL_Surface* app_get_surface(App *app, Block_type type);
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int check_intersection_block(App *app, vec3i *retv, int *chunk_index);
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void app_break_block(App *app);
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bool is_block(Block b);
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bool app_check_collision(App *app);
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bool app_check_collision(vec3f camera_pos, ChunkManager *cm);
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void init_app(App *app, uint w, uint h);
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@ -73,8 +55,6 @@ void init_opengl();
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void handle_events(App *app);
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void draw_cube(App *app, float x, float y, float z);
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void reshape(GLsizei width, GLsizei height);
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void update_app(App* app);
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@ -4,18 +4,18 @@
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#include "utils.h"
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#include <stdbool.h>
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#include "chunk.h"
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#define GRAVITY 1
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/**
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* Camera, as a moving point with direction
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*/
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struct App;
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typedef struct Camera
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{
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vec3f position;
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vec3f rotation;
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vec3f speed;
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struct App *app;
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ChunkManager *cm;
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} Camera;
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/**
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@ -26,7 +26,7 @@ void init_camera(Camera* camera);
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/**
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* Update the position of the camera.
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*/
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void update_camera(Camera* camera, struct App *app, double time);
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void update_camera(Camera* camera, double time);
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/**
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* Apply the camera settings to the view transformation.
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@ -3,6 +3,8 @@
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#include <stdbool.h>
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#include <stdlib.h>
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#include <stdio.h>
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#define CHUNK_MAX_X 16
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#define CHUNK_MAX_Y 16
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#define CHUNK_MAX_Z 128
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@ -49,7 +51,7 @@ double degree_to_radian(double degree);
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bool is_oob(int i, int min, int max);
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void mult_matrix(float *matrix, vec4f vector, vec4f *ret);
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void mult_matrix(float m1[16], float m2[16], float mout[16]);
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bool matrix_inverse(const float m[16], float invOut[16]);
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@ -58,4 +60,6 @@ void vec3f_normalize(vec3f *v);
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int irand_range(int min, int max);
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bool check_index(int x, int y, int z);
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void print_vec3f(vec3f v, const char *str);
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#endif /* UTILS_H */
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299
src/app.c
299
src/app.c
@ -28,45 +28,95 @@ void init_app(App *app, uint w, uint h)
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printf("Failed to create OpenGL context.\n");
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exit(1);
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}
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app->is_running = true;
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//SDL_ShowCursor(SDL_DISABLE);
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init_camera(&app->camera);
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init_opengl();
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reshape(w, h);
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init_camera(&app->camera);
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app->camera.cm = app->cm;
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init_camera(&(app->camera));
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app->surface_count = BLOCKTYPE_COUNT-2;
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app->surfaces = malloc(app->surface_count+1*sizeof(Type_surface));
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app->surface = IMG_Load("assets/block.png");
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app->tid = 0;
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if(app->surface==NULL) {
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printf("error\n");
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exit(1);
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app_load_textures(app);
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app_generate_world(app, 10);
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app->is_running = true;
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}
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void app_load_textures(App *app)
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{
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app->surfaces[0].type = BLOCKTYPE_GRASS;
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app->surfaces[1].type = BLOCKTYPE_DIRT;
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app->surfaces[2].type = BLOCKTYPE_STONE;
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app->surfaces[0].surface = IMG_Load("assets/block.png");
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//app->surfaces[1].surface = IMG_Load("assets/block.png");
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//app->surfaces[2].surface = IMG_Load("assets/block.png");
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for (int i = 0; i < app->surface_count-2; i++) {
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//app->surfaces[i].tid = i;
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//if(app->surfaces[i].surface == NULL) {
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// printf("error loading texture\n");
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// exit(1);
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//}
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//glGenTextures(1, &app->surfaces[i].tid);
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//glBindTexture(GL_TEXTURE_2D, app->surfaces[i].tid);
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//
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//int Mode = GL_RGB;
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//if(app->surfaces[i].surface->format->BytesPerPixel == 4) {
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// Mode = GL_RGBA;
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//}
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//
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//glTexImage2D(GL_TEXTURE_2D, 0, Mode, app->surfaces[i].surface->w,
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// app->surfaces[i].surface->h, 0, Mode, GL_UNSIGNED_BYTE,
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// app->surfaces[i].surface->pixels);
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//
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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//glBindTexture(GL_TEXTURE_2D, app->surfaces[i].tid);
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}
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app->surfaces[0].tid = 1;
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if(app->surfaces[0].surface == NULL) {
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printf("error loading texture\n");
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exit(1);
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}
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glGenTextures(1, &app->surfaces[0].tid);
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glBindTexture(GL_TEXTURE_2D, app->surfaces[0].tid);
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int Mode = GL_RGB;
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if(app->surfaces[0].surface->format->BytesPerPixel == 4) {
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Mode = GL_RGBA;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, Mode, app->surfaces[0].surface->w,
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app->surfaces[0].surface->h, 0, Mode, GL_UNSIGNED_BYTE,
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app->surfaces[0].surface->pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, app->surfaces[0].tid);
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}
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SDL_Surface* app_get_surface(App *app, Block_type type)
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{
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for (int i = 0; i < app->surface_count; i++) {
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if (app->surfaces[i].type == type)
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return app->surfaces[i].surface;
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}
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glGenTextures(1, &app->tid);
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glBindTexture(GL_TEXTURE_2D, app->tid);
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int Mode = GL_RGB;
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if(app->surface->format->BytesPerPixel == 4) {
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Mode = GL_RGBA;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, Mode, app->surface->w, app->surface->h, 0, Mode, GL_UNSIGNED_BYTE, app->surface->pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, app->tid);
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return NULL;
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}
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void update_app(App* app)
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{
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app->camera.speed.z -= GRAVITY * (app->frame_time/1000);
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app_check_collision(app);
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update_camera(&(app->camera), app, app->frame_time/1000);
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update_camera(&(app->camera), app->frame_time/1000);
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}
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void init_opengl()
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@ -145,8 +195,6 @@ void handle_events(App* app)
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camera_set_side_speed(&(app->camera), -SPEED);
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break;
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case SDL_SCANCODE_SPACE:
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if (app_check_collision(app))
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app->camera.position.z+=0.3;
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camera_set_vertical_speed(&app->camera, SPEED);
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break;
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case SDL_SCANCODE_LSHIFT:
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@ -195,52 +243,6 @@ void handle_events(App* app)
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}
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void draw_cube(App *app, float x, float y, float z)
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{
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/*x*=2;
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y*=2;
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z*=2;
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*/
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glBegin( GL_QUADS );
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glColor3f(1, 1, 1);
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glTexCoord2f(0, 0); glVertex3f(x+1.0, y, z-1.0 );
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glTexCoord2f(0, 1); glVertex3f(x, y, z-1.0);
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glTexCoord2f(1, 1); glVertex3f(x, y, z);
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glTexCoord2f(1, 0); glVertex3f(x+1.0, y, z);
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glColor3f(1, 1, 1);
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glTexCoord2f(0, 0); glVertex3f(x+1.0, y-1.0, z-1.0);
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glTexCoord2f(0, 1); glVertex3f(x, y-1.0, z-1.0);
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glTexCoord2f(1, 1); glVertex3f(x, y-1.0, z);
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glTexCoord2f(1, 0); glVertex3f(x+1.0, y-1.0, z);
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glColor3f(1, 1, 1);
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glTexCoord2f(0, 0); glVertex3f(x+1.0, y, z);
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glTexCoord2f(0, 1); glVertex3f(x, y, z);
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glTexCoord2f(1, 1); glVertex3f(x, y-1.0, z);
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glTexCoord2f(1, 0); glVertex3f(x+1.0, y-1.0, z);
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glColor3f(1, 1, 1);
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glTexCoord2f(0, 0); glVertex3f(x, y, z-1.0); // Top-Right of back face
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glTexCoord2f(0, 1); glVertex3f(x+1.0, y, z-1.0); // Top-Left of back face
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glTexCoord2f(1, 1); glVertex3f(x+1.0, y-1.0, z-1.0); // Bottom-Left of back face
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glTexCoord2f(1, 0); glVertex3f(x, y-1.0, z-1.0); // Bottom-Right of back face
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glColor3f(1, 1, 1);
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glTexCoord2f(0, 0); glVertex3f(x, y, z); // Top-Right of left face
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glTexCoord2f(0, 1); glVertex3f(x, y, z-1.0); // Top-Left of left face
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glTexCoord2f(1, 1); glVertex3f(x, y-1.0, z-1.0); // Bottom-Left of left face
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glTexCoord2f(1, 0); glVertex3f(x, y-1.0, z); // Bottom-Right of left face
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glColor3f(1, 1, 1);
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glTexCoord2f(0, 0); glVertex3f(x+1.0, y, z); // Top-Right of left face
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glTexCoord2f(0, 1); glVertex3f(x+1.0, y, z-1.0); // Top-Left of left face
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glTexCoord2f(1, 1); glVertex3f(x+1.0, y-1.0, z-1.0); // Bottom-Left of left face
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glTexCoord2f(1, 0); glVertex3f(x+1.0, y-1.0, z); // Bottom-Right of left face
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glEnd();
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glFlush();
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}
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float calc_frame_time(struct timespec *start, struct timespec *end)
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{
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@ -253,9 +255,9 @@ float calc_frame_time(struct timespec *start, struct timespec *end)
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void app_generate_world(App *app, int a)
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{
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app->chunk_count = a*a;
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app->chunks = malloc(a*a*sizeof(Chunk));
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memset(app->chunks, 0, a*a*sizeof(Chunk));
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app->cm->chunk_count = a*a;
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app->cm->chunks = malloc(a*a*sizeof(Chunk));
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memset(app->cm->chunks, 0, a*a*sizeof(Chunk));
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unsigned char ptable[512];
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noise_init_ptable(ptable);
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@ -276,38 +278,19 @@ void app_generate_world(App *app, int a)
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else if (mz > CHUNK_MAX_Z)
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mz = CHUNK_MAX_Z-1;
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for (int z = 0; z < mz; z++)
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c.blocks[x][y][z].type = BLOCKTYPE_STONE;
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c.blocks[x][y][z].type = BLOCKTYPE_DIRT;
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for (int z = mz; z < CHUNK_MAX_Z; z++)
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c.blocks[x][y][z].type = BLOCKTYPE_AIR;
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}
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}
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chunk_set_blocks_visibility(&c);
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chunk_create_displayl(app, &c);
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chunk_create_displayl(&c);
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app->chunks[i+(j*a)] = c;
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app->cm->chunks[i+(j*a)] = c;
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}
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}
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}
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int app_get_current_chunk_index(App *app)
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{
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for (int i = 0; i < app->chunk_count; i++) {
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for (int x = 0; x < CHUNK_MAX_X; x++) {
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for (int y = 0; y < CHUNK_MAX_Y; y++) {
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for (int z = 0; z < CHUNK_MAX_Z; z++) {
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if (app->camera.position.x < app->chunks[i].start_pos.x + CHUNK_MAX_X &&
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app->camera.position.x > app->chunks[i].start_pos.x &&
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app->camera.position.y < app->chunks[i].start_pos.y + CHUNK_MAX_Y &&
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app->camera.position.y > app->chunks[i].start_pos.y) {
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return i;
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}
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}
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}
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}
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}
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return -1;
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}
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bool is_block(Block b)
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{
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@ -316,59 +299,59 @@ bool is_block(Block b)
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return false;
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}
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bool app_check_collision(App *app)
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{
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int i = app_get_current_chunk_index(app);
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if (i < 0)
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return false;
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vec3f c_pos = app->camera.position;
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vec3i c_index = { floor(c_pos.x), floor(c_pos.y), floor(c_pos.z) };
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//for (int x = c_index.x-1; x < c_index.x+1; x++) {
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// for (int y = c_index.y-1; y < c_index.y+1; y++) {
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// for (int z = c_index.z-1; y < c_index.z+1; z++) {
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// if(!check_index(x, y, z))
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// continue;
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// if(is_block(app->chunks[i].blocks[x][y][z])) {
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//
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// }
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// }
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// }
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//}
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int x = c_index.x;
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int y = c_index.y;
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int z = c_index.z;
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if (check_index(x-1, y, z))
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if (is_block(app->chunks[i].blocks[x-1][y][z]))
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//camera_set_side_speed(&app->camera, 0.0);
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if (check_index(x+1, y, z))
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if (is_block(app->chunks[i].blocks[x+1][y][z]))
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//camera_set_side_speed(&app->camera, 0.0);
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if (check_index(x, y-1, z))
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if (is_block(app->chunks[i].blocks[x][y-1][z]))
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//camera_set_speed(&app->camera, 0.0);
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if (check_index(x, y+1, z))
|
||||
if (is_block(app->chunks[i].blocks[x][y+1][z]))
|
||||
//camera_set_speed(&app->camera, 0.0);
|
||||
if (check_index(x, y, z-1))
|
||||
if (is_block(app->chunks[i].blocks[x][y][z-1]))
|
||||
camera_set_vertical_speed(&app->camera, 0.0);
|
||||
if (check_index(x, y, z+1))
|
||||
if (is_block(app->chunks[i].blocks[x][y][z+1]))
|
||||
camera_set_vertical_speed(&app->camera, 0.0);
|
||||
|
||||
return false;
|
||||
}
|
||||
//bool app_check_collision(App *app)
|
||||
//{
|
||||
// int i = app_get_current_chunk_index(app);
|
||||
//
|
||||
// if (i < 0)
|
||||
// return false;
|
||||
//
|
||||
// vec3f c_pos = app->camera.position;
|
||||
// vec3i c_index = { floor(c_pos.x), floor(c_pos.y), floor(c_pos.z) };
|
||||
//
|
||||
// //for (int x = c_index.x-1; x < c_index.x+1; x++) {
|
||||
// // for (int y = c_index.y-1; y < c_index.y+1; y++) {
|
||||
// // for (int z = c_index.z-1; y < c_index.z+1; z++) {
|
||||
// // if(!check_index(x, y, z))
|
||||
// // continue;
|
||||
// // if(is_block(app->chunks[i].blocks[x][y][z])) {
|
||||
// //
|
||||
// // }
|
||||
// // }
|
||||
// // }
|
||||
// //}
|
||||
//
|
||||
// int x = c_index.x;
|
||||
// int y = c_index.y;
|
||||
// int z = c_index.z;
|
||||
//
|
||||
// if (check_index(x-1, y, z))
|
||||
// if (is_block(app->chunks[i].blocks[x-1][y][z]))
|
||||
// //camera_set_side_speed(&app->camera, 0.0);
|
||||
// if (check_index(x+1, y, z))
|
||||
// if (is_block(app->chunks[i].blocks[x+1][y][z]))
|
||||
// //camera_set_side_speed(&app->camera, 0.0);
|
||||
// if (check_index(x, y-1, z))
|
||||
// if (is_block(app->chunks[i].blocks[x][y-1][z]))
|
||||
// //camera_set_speed(&app->camera, 0.0);
|
||||
// if (check_index(x, y+1, z))
|
||||
// if (is_block(app->chunks[i].blocks[x][y+1][z]))
|
||||
// //camera_set_speed(&app->camera, 0.0);
|
||||
// if (check_index(x, y, z-1))
|
||||
// if (is_block(app->chunks[i].blocks[x][y][z-1]))
|
||||
// camera_set_vertical_speed(&app->camera, 0.0);
|
||||
// if (check_index(x, y, z+1))
|
||||
// if (is_block(app->chunks[i].blocks[x][y][z+1]))
|
||||
// camera_set_vertical_speed(&app->camera, 0.0);
|
||||
//
|
||||
// return false;
|
||||
//}
|
||||
|
||||
int check_intersection_block(App *app, vec3i *retv, int *chunk_index)
|
||||
{
|
||||
|
||||
printf("%s\n", __func__);
|
||||
int i = app_get_current_chunk_index(app);
|
||||
int i = chunk_get_current_chunk_index(app->cm, app->camera.position);
|
||||
|
||||
*chunk_index = i;
|
||||
vec3f c_pos = app->camera.position;
|
||||
@ -380,15 +363,15 @@ int check_intersection_block(App *app, vec3i *retv, int *chunk_index)
|
||||
for (int x = 0; x < CHUNK_MAX_X; x++) {
|
||||
for (int y = 0; y < CHUNK_MAX_Y; y++) {
|
||||
for (int z = 0; z < CHUNK_MAX_Z; z++) {
|
||||
if (app->chunks[i].blocks[x][y][z].visible) {
|
||||
if (app->cm->chunks[i].blocks[x][y][z].visible) {
|
||||
for (float j = 0; j < 8; j+=0.2) {
|
||||
vec3f ray = {(c_pos.x - app->chunks[i].start_pos.x) + c_dir.x * j,
|
||||
(c_pos.y - app->chunks[i].start_pos.y) + c_dir.y * j,
|
||||
(c_pos.z - app->chunks[i].start_pos.z) + c_dir.z * j};
|
||||
vec3f ray = {(c_pos.x - app->cm->chunks[i].start_pos.x) + c_dir.x * j,
|
||||
(c_pos.y - app->cm->chunks[i].start_pos.y) + c_dir.y * j,
|
||||
(c_pos.z - app->cm->chunks[i].start_pos.z) + c_dir.z * j};
|
||||
printf("ray x: %f y: %f z: %f\n", ray.x, ray.y, ray.z);
|
||||
vec3i rayi = {round(ray.x/1), round(ray.y/1), round(ray.z/1)};
|
||||
|
||||
if (is_block(app->chunks[i].blocks[rayi.x][rayi.y][rayi.z])) {
|
||||
if (is_block(app->cm->chunks[i].blocks[rayi.x][rayi.y][rayi.z])) {
|
||||
retv->x = rayi.x;
|
||||
retv->y = rayi.y;
|
||||
retv->z = rayi.z;
|
||||
@ -409,15 +392,15 @@ void app_break_block(App *app)
|
||||
int i;
|
||||
int ret = check_intersection_block(app, &block, &i);
|
||||
|
||||
printf("chunk index: %d\n", i);
|
||||
printf("player x: %f y: %f z: %f\n", app->camera.position.x, app->camera.position.y, app->camera.position.z);
|
||||
printf("chunk %d. min x: %f y: %f max x: %f y: %f\n", i, app->chunks[i].start_pos.x,
|
||||
app->chunks[i].start_pos.y, app->chunks[i].start_pos.x+CHUNK_MAX_X, app->chunks[i].start_pos.y+CHUNK_MAX_Y);
|
||||
printf("broken block x: %f y: %f z: %f\n", block.x+app->chunks[i].start_pos.x, block.y+app->chunks[i].start_pos.y, block.z+app->chunks[i].start_pos.z);
|
||||
//printf("chunk index: %d\n", i);
|
||||
//printf("player x: %f y: %f z: %f\n", app->camera.position.x, app->camera.position.y, app->camera.position.z);
|
||||
//printf("chunk %d. min x: %f y: %f max x: %f y: %f\n", i, app->chunks[i].start_pos.x,
|
||||
// app->chunks[i].start_pos.y, app->chunks[i].start_pos.x+CHUNK_MAX_X, app->chunks[i].start_pos.y+CHUNK_MAX_Y);
|
||||
//printf("broken block x: %f y: %f z: %f\n", block.x+app->chunks[i].start_pos.x, block.y+app->chunks[i].start_pos.y, block.z+app->chunks[i].start_pos.z);
|
||||
if(ret < 0)
|
||||
return;
|
||||
|
||||
app->chunks[i].blocks[block.x][block.y][block.z].type = BLOCKTYPE_AIR;
|
||||
chunk_update(app, &(app->chunks[i]));
|
||||
app->cm->chunks[i].blocks[block.x][block.y][block.z].type = BLOCKTYPE_AIR;
|
||||
chunk_update(&(app->cm->chunks[i]));
|
||||
}
|
||||
|
||||
|
119
src/camera.c
119
src/camera.c
@ -9,7 +9,7 @@ void init_camera(Camera* camera)
|
||||
{
|
||||
camera->position.x = 5.0;
|
||||
camera->position.y = 5.0;
|
||||
camera->position.z = 60.0;
|
||||
camera->position.z = 90.0;
|
||||
camera->rotation.x = 0.0;
|
||||
camera->rotation.y = 0.0;
|
||||
camera->rotation.z = 0.0;
|
||||
@ -18,24 +18,123 @@ void init_camera(Camera* camera)
|
||||
camera->speed.z = 0.0;
|
||||
}
|
||||
|
||||
void update_camera(Camera* camera, struct App *app, double time)
|
||||
vec3f handle_collision(vec3f camera_pos, ChunkManager *cm)
|
||||
{
|
||||
vec3f c_max = { camera_pos.x + 0.25, camera_pos.y + 0.25, camera_pos.z + 0.25 };
|
||||
vec3f c_min = { camera_pos.x - 0.25, camera_pos.y - 0.25, camera_pos.z - 0.25 };
|
||||
vec3f b_max;
|
||||
vec3f b_min;
|
||||
|
||||
int i = chunk_get_current_chunk_index(cm, camera_pos);
|
||||
|
||||
for (int x = floor(camera_pos.x-1); x < floor(camera_pos.x+1); x++) {
|
||||
for (int y = floor(camera_pos.y-1); y < floor(camera_pos.y+1); y++) {
|
||||
int z = floor(camera_pos.z+1);
|
||||
if (!check_index(x, y, z))
|
||||
continue;
|
||||
if(cm->chunks[i].blocks[x][y][z].visible) {
|
||||
b_min = (vec3f) {x+1, y+1, z};
|
||||
b_max = (vec3f) {x+2, y+2, z+1};
|
||||
if (c_max.z > b_min.z &&
|
||||
c_min.z < b_max.z) {
|
||||
return (vec3f) {0, 0, 1};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//int x = floor(camera_pos.x);
|
||||
//int y = floor(camera_pos.y);
|
||||
//int z = floor(camera_pos.z);
|
||||
|
||||
//b_min = (vec3f) {x, y, z};
|
||||
//b_max = (vec3f) {x+1, y+1, z+1};
|
||||
//
|
||||
//print_vec3f(c_max, "c_max");
|
||||
//print_vec3f(c_max, "c_min");
|
||||
//print_vec3f(c_max, "b_max");
|
||||
//print_vec3f(c_max, "b_max");
|
||||
//if (c_max.z > b_min.z &&
|
||||
// c_min.z < b_max.z) {
|
||||
// return (vec3f) {0, 0, 1};
|
||||
//}
|
||||
return (vec3f) {0, 0, 0};
|
||||
}
|
||||
void update_camera(Camera* camera, double time)
|
||||
{
|
||||
int i = app_get_current_chunk_index(app);
|
||||
double angle;
|
||||
double side_angle;
|
||||
|
||||
angle = degree_to_radian(camera->rotation.z);
|
||||
side_angle = degree_to_radian(camera->rotation.z + 90.0);
|
||||
|
||||
float x = camera->position.x = cos(angle) * camera->speed.y * time;
|
||||
float y = camera->position.y = sin(angle) * camera->speed.y * time;
|
||||
float z = camera->position.z = camera->speed.z * time;
|
||||
float x = camera->position.x + cos(angle) * camera->speed.y * time;
|
||||
float y = camera->position.y + sin(angle) * camera->speed.y * time;
|
||||
float z = camera->position.z + camera->speed.z * time;
|
||||
|
||||
if(is_block(app->chunks[i].blocks[(int)x][(int)y][(int)z]))
|
||||
float x1 = camera->position.x + cos(side_angle) * camera->speed.x * time;
|
||||
float y1 = camera->position.y + sin(side_angle) * camera->speed.x * time;
|
||||
float z1 = camera->position.z + camera->speed.z * time;
|
||||
|
||||
printf("x: %f\n",camera->position.x + camera->speed.z * time);
|
||||
printf("x: %f\n",camera->position.y + cos(angle) * camera->speed.y * time);
|
||||
printf("x: %f\n",camera->position.z + sin(angle) * camera->speed.y * time);
|
||||
|
||||
//vec3f v = handle_collision(camera->position, camera->cm);
|
||||
|
||||
camera->position.x += cos(side_angle) * camera->speed.x * time;
|
||||
camera->position.y += sin(side_angle) * camera->speed.x * time;
|
||||
camera->position.z += camera->speed.z * time;
|
||||
//camera->position.x += cos(angle) * camera->speed.y * time;
|
||||
//camera->position.y += sin(angle) * camera->speed.y * time;
|
||||
//if (v.z == 0) camera->position.z += camera->speed.z * time;
|
||||
//else camera->speed.z = 0;
|
||||
|
||||
//camera->position.x += cos(side_angle) * camera->speed.x * time;
|
||||
//camera->position.y += sin(side_angle) * camera->speed.x * time;
|
||||
//if (v.z == 0) camera->position.z += camera->speed.z * time;
|
||||
//else camera->speed.z = 0;
|
||||
|
||||
int i = chunk_get_current_chunk_index(camera->cm, camera->position);
|
||||
vec3f cs = camera->cm->chunks[i].start_pos;
|
||||
|
||||
x -= cs.x; y -= cs.y; z -= cs.z;
|
||||
x1 -= cs.x; y1 -= cs.y; z1 -= cs.z;
|
||||
|
||||
if(!is_block(camera->cm->chunks[i].blocks[(int)x][(int)y][(int)z-1])) {
|
||||
puts("not is block");
|
||||
camera->speed.z -= GRAVITY * time;
|
||||
camera->position.x += cos(angle) * camera->speed.y * time;
|
||||
camera->position.y += sin(angle) * camera->speed.y * time;
|
||||
camera->position.z += camera->speed.z * time;
|
||||
|
||||
} else {
|
||||
puts("is block");
|
||||
camera->speed.z = 0;
|
||||
|
||||
while(is_block(camera->cm->chunks[i].blocks[(int)camera->position.x]
|
||||
[(int)camera->position.y]
|
||||
[(int)camera->position.z-1])) {
|
||||
camera->position.z+=0.2;
|
||||
print_vec3f(camera->position, "camera");
|
||||
}
|
||||
}
|
||||
|
||||
if(!is_block(camera->cm->chunks[i].blocks[(int)x1][(int)y1][(int)z1-1])) {
|
||||
puts("not is block");
|
||||
camera->speed.z -= GRAVITY * time;
|
||||
camera->position.x += cos(side_angle) * camera->speed.x * time;
|
||||
camera->position.y += sin(side_angle) * camera->speed.x * time;
|
||||
camera->position.z += camera->speed.z * time;
|
||||
|
||||
} else {
|
||||
puts("is block");
|
||||
camera->speed.z = 0;
|
||||
|
||||
while(is_block(camera->cm->chunks[i].blocks[(int)camera->position.x]
|
||||
[(int)camera->position.y]
|
||||
[(int)camera->position.z-1])) {
|
||||
camera->position.z+=0.2;
|
||||
print_vec3f(camera->position, "camera");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void set_view(const Camera* camera)
|
||||
|
63
src/game.c
63
src/game.c
@ -1,67 +1,4 @@
|
||||
#include "../include/game.h"
|
||||
#include <stdio.h>
|
||||
|
||||
bool chunk_is_block_neighboring_block(Chunk* chunk, vec3i pos)
|
||||
{
|
||||
if (is_oob(pos.x-1, 0, CHUNK_MAX_X) || is_oob(pos.x+1, 0, CHUNK_MAX_X))
|
||||
return false;
|
||||
if (is_oob(pos.y-1, 0, CHUNK_MAX_Y) || is_oob(pos.y+1, 0, CHUNK_MAX_Y))
|
||||
return false;
|
||||
if (is_oob(pos.z-1, 0, CHUNK_MAX_Z) || is_oob(pos.z+1, 0, CHUNK_MAX_Z))
|
||||
return false;
|
||||
|
||||
if (chunk->blocks[pos.x-1][pos.y][pos.z].type != BLOCKTYPE_AIR &&
|
||||
chunk->blocks[pos.x+1][pos.y][pos.z].type != BLOCKTYPE_AIR &&
|
||||
chunk->blocks[pos.x][pos.y-1][pos.z].type != BLOCKTYPE_AIR &&
|
||||
chunk->blocks[pos.x][pos.y+1][pos.z].type != BLOCKTYPE_AIR &&
|
||||
chunk->blocks[pos.x][pos.y][pos.z-1].type != BLOCKTYPE_AIR &&
|
||||
chunk->blocks[pos.x][pos.y][pos.z+1].type != BLOCKTYPE_AIR)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void chunk_set_blocks_visibility(Chunk* chunk)
|
||||
{
|
||||
for (int x = 0; x < CHUNK_MAX_X; x++) {
|
||||
for (int y = 0; y < CHUNK_MAX_Y; y++) {
|
||||
for (int z = 0; z < CHUNK_MAX_Z; z++) {
|
||||
vec3i v = {x, y, z};
|
||||
if (chunk_is_block_neighboring_block(chunk, v))
|
||||
chunk->blocks[x][y][z].visible = false;
|
||||
else
|
||||
chunk->blocks[x][y][z].visible = true;
|
||||
|
||||
if (chunk->blocks[x][y][z].type == BLOCKTYPE_AIR)
|
||||
chunk->blocks[x][y][z].visible = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void chunk_create_displayl(App *app, Chunk *chunk)
|
||||
{
|
||||
chunk->id = glGenLists(1);
|
||||
|
||||
glNewList(chunk->id, GL_COMPILE);
|
||||
for (int x = 0; x < CHUNK_MAX_X; x++) {
|
||||
for (int y = 0; y < CHUNK_MAX_Y; y++) {
|
||||
for (int z = 0; z < CHUNK_MAX_Z; z++) {
|
||||
if (chunk->blocks[x][y][z].visible)
|
||||
draw_cube(app, chunk->start_pos.x + x, chunk->start_pos.y + y, chunk->start_pos.z + z);
|
||||
}
|
||||
}
|
||||
}
|
||||
glEndList();
|
||||
}
|
||||
|
||||
void chunk_render(Chunk* chunk)
|
||||
{
|
||||
glCallList(chunk->id);
|
||||
}
|
||||
|
||||
void chunk_update(App *app, Chunk *chunk)
|
||||
{
|
||||
chunk_set_blocks_visibility(chunk);
|
||||
chunk_create_displayl(app, chunk);
|
||||
}
|
||||
|
216
src/main.c
216
src/main.c
@ -2,61 +2,200 @@
|
||||
#include <GL/gl.h>
|
||||
#include <stdlib.h>
|
||||
#include <time.h>
|
||||
#include <GL/glu.h>
|
||||
|
||||
#define SHADOWMAP_SIZE 1024
|
||||
int main()
|
||||
{
|
||||
struct timespec start;
|
||||
struct timespec end;
|
||||
App app;
|
||||
ChunkManager cm;
|
||||
app.cm = &cm;
|
||||
init_app(&app, 1600, 900);
|
||||
|
||||
//Chunk *chunks = malloc(25*sizeof(Chunk));
|
||||
//memset(chunks, 0, 25*sizeof(Chunk));
|
||||
/////
|
||||
glShadeModel(GL_SMOOTH);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
||||
glClearDepth(1.0f);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
//for (int i = 0; i < 5; i++) {
|
||||
// for (int j = 0; j < 5; j++) {
|
||||
// Chunk c;
|
||||
// c.start_pos.x = i*CHUNK_MAX_X;
|
||||
// c.start_pos.y = j*CHUNK_MAX_Y;
|
||||
// c.start_pos.z = 0;
|
||||
// for (int x = 0; x < CHUNK_MAX_X; x++) {
|
||||
// for (int y = 0; y < CHUNK_MAX_Y; y++) {
|
||||
// for (int z = 0; z < CHUNK_MAX_Z; z++) {
|
||||
// if (z < 40)
|
||||
// c.blocks[x][y][z].type = BLOCKTYPE_STONE;
|
||||
// else
|
||||
// c.blocks[x][y][z].type = BLOCKTYPE_AIR;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// chunk_set_blocks_visibility(&c);
|
||||
// chunk_create_displayl(&app, &c);
|
||||
|
||||
// chunks[i+(j*5)] = c;
|
||||
// }
|
||||
//}
|
||||
GLuint shadowmap_texture;
|
||||
|
||||
//app.chunks = chunks;
|
||||
//app.chunk_count = 25;
|
||||
float light_proj_matrix[16];
|
||||
float light_view_matrix[16];
|
||||
float cam_proj_matrix[16];
|
||||
float cam_view_matrix[16];
|
||||
|
||||
app_generate_world(&app, 10);
|
||||
glGenTextures(1, &shadowmap_texture);
|
||||
glBindTexture(GL_TEXTURE_2D, shadowmap_texture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
|
||||
SHADOWMAP_SIZE, SHADOWMAP_SIZE, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
||||
|
||||
while(app.is_running) {
|
||||
struct timespec start;
|
||||
struct timespec end;
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
GLfloat materialColor[] = {0.5f, 0.5f, 0.5f, 0.0f};
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, materialColor);
|
||||
glMaterialf(GL_FRONT, GL_SHININESS, 16.0f);
|
||||
|
||||
|
||||
|
||||
|
||||
//reshape(1600, 900);
|
||||
|
||||
/////
|
||||
while(app.is_running) {
|
||||
clock_gettime(CLOCK_MONOTONIC_RAW, &start);
|
||||
|
||||
handle_events(&app);
|
||||
update_app(&app);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
set_view(&app.camera);
|
||||
vec3f cd = get_camera_dir_vec3f(&app.camera);
|
||||
vec3f cp = app.camera.position;
|
||||
glPushMatrix();
|
||||
|
||||
for (int i = 0; i < app.chunk_count; i++) {
|
||||
chunk_render(&app.chunks[i]);
|
||||
glLoadIdentity();
|
||||
gluPerspective(45.0f, (float)1600/900, 1.0f, 100.0f);
|
||||
glGetFloatv(GL_MODELVIEW_MATRIX, cam_proj_matrix);
|
||||
|
||||
glLoadIdentity();
|
||||
gluLookAt(cp.x, cp.y, cp.z,
|
||||
cp.x*cd.x, cp.y*cd.y, cp.z*cd.z,
|
||||
0.0, 0.0, 1.0);
|
||||
glGetFloatv(GL_MODELVIEW_MATRIX, cam_view_matrix);
|
||||
|
||||
glLoadIdentity();
|
||||
gluPerspective(45.0, 1.0, 2.0, 1000.0);
|
||||
glGetFloatv(GL_MODELVIEW_MATRIX, light_proj_matrix);
|
||||
|
||||
glLoadIdentity();
|
||||
gluLookAt(30, 40, 30,
|
||||
0.0, 0.0, 0.0,
|
||||
0.0, 0.0, 1.0);
|
||||
glGetFloatv(GL_MODELVIEW_MATRIX, light_view_matrix);
|
||||
glPopMatrix();
|
||||
|
||||
|
||||
///////////////
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadMatrixf(light_proj_matrix);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadMatrixf(light_view_matrix);
|
||||
|
||||
glViewport(0, 0, SHADOWMAP_SIZE, SHADOWMAP_SIZE);
|
||||
|
||||
glCullFace(GL_FRONT);
|
||||
|
||||
glShadeModel(GL_FLAT);
|
||||
glColorMask(0, 0, 0, 0);
|
||||
|
||||
for (int i = 0; i < app.cm->chunk_count; i++) {
|
||||
chunk_render(&app.cm->chunks[i]);
|
||||
//printf("c sp: %f\n", app.chunks[i].start_pos.x);
|
||||
}
|
||||
|
||||
// vec3f pos = app.camera.position;
|
||||
glBindTexture(GL_TEXTURE_2D, shadowmap_texture);
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, SHADOWMAP_SIZE, SHADOWMAP_SIZE);
|
||||
|
||||
glCullFace(GL_BACK);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glShadeModel(GL_SMOOTH);
|
||||
glColorMask(1, 1, 1, 1);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadMatrixf(cam_proj_matrix);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadMatrixf(cam_view_matrix);
|
||||
glViewport(0, 0, 1600, 900);
|
||||
///////////////
|
||||
|
||||
handle_events(&app);
|
||||
update_app(&app);
|
||||
|
||||
float color1[4] = {0.2, 0.2, 0.2, 0.2};
|
||||
float color2[4] = {0, 0, 0, 0};
|
||||
float color3[4] = {1.0, 1.0, 1.0, 1.0};
|
||||
float light_pos[5] = {0, 0, 50, 0};
|
||||
glLightfv(GL_LIGHT1, GL_POSITION, light_pos);
|
||||
glLightfv(GL_LIGHT1, GL_AMBIENT, color1);
|
||||
glLightfv(GL_LIGHT1, GL_DIFFUSE, color1);
|
||||
glLightfv(GL_LIGHT1, GL_SPECULAR, color2);
|
||||
glEnable(GL_LIGHT1);
|
||||
glEnable(GL_LIGHTING);
|
||||
|
||||
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
//set_view(&app.camera);
|
||||
for (int i = 0; i < app.cm->chunk_count; i++) {
|
||||
chunk_render(&app.cm->chunks[i]);
|
||||
//printf("c sp: %f\n", app.chunks[i].start_pos.x);
|
||||
}
|
||||
|
||||
glLightfv(GL_LIGHT1, GL_DIFFUSE, color3);
|
||||
glLightfv(GL_LIGHT1, GL_SPECULAR, color3);
|
||||
float bias[16] = {0.5f, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, 0.5f, 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.5f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f};
|
||||
float tm[16];
|
||||
for (int k = 0; k < 16; k++) {
|
||||
tm[k] = bias[k]*light_proj_matrix[k]*light_view_matrix[k];
|
||||
}
|
||||
float v1[4] = {tm[0], tm[4], tm[8], tm[12]};
|
||||
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
glTexGenfv(GL_S, GL_EYE_PLANE, v1);
|
||||
glEnable(GL_TEXTURE_GEN_S);
|
||||
float v2[4] = {tm[1], tm[5], tm[9], tm[13]};
|
||||
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
glTexGenfv(GL_T, GL_EYE_PLANE, v2);
|
||||
glEnable(GL_TEXTURE_GEN_T);
|
||||
float v3[4] = {tm[2], tm[6], tm[10], tm[14]};
|
||||
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
glTexGenfv(GL_R, GL_EYE_PLANE, v3);
|
||||
glEnable(GL_TEXTURE_GEN_R);
|
||||
float v4[4] = {tm[3], tm[7], tm[11], tm[15]};
|
||||
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
glTexGenfv(GL_Q, GL_EYE_PLANE, v4);
|
||||
glEnable(GL_TEXTURE_GEN_Q);
|
||||
glBindTexture(GL_TEXTURE_2D, shadowmap_texture);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
|
||||
glAlphaFunc(GL_GEQUAL, 0.99f);
|
||||
glEnable(GL_ALPHA_TEST);
|
||||
|
||||
//glMatrixMode(GL_MODELVIEW);
|
||||
for (int i = 0; i < app.cm->chunk_count; i++) {
|
||||
chunk_render(&app.cm->chunks[i]);
|
||||
//printf("c sp: %f\n", app.chunks[i].start_pos.x);
|
||||
}
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
glDisable(GL_TEXTURE_GEN_S);
|
||||
glDisable(GL_TEXTURE_GEN_T);
|
||||
glDisable(GL_TEXTURE_GEN_R);
|
||||
glDisable(GL_TEXTURE_GEN_Q);
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
////////////
|
||||
vec3f pos = app.camera.position;
|
||||
// vec3f dir = get_camera_dir_vec3f(&app.camera);
|
||||
|
||||
// draw_cube(&app, pos.x + dir.x*3, pos.y + dir.y*3, pos.z + dir.z*3);
|
||||
@ -64,12 +203,11 @@ int main()
|
||||
SDL_GL_SwapWindow(app.window);
|
||||
|
||||
clock_gettime(CLOCK_MONOTONIC_RAW, &end);
|
||||
|
||||
app.frame_time = calc_frame_time(&start, &end);
|
||||
|
||||
printf("fps: %f\n", 1000/app.frame_time);
|
||||
//printf("lkat pos x: %f y: %f z: %f\n", pos.x+5*dir.x, pos.y+5*dir.y, pos.z+5*dir.z);
|
||||
//printf("camera x: %f y: %f z: %f\n", pos.x, pos.y, pos.z);
|
||||
printf("camera x: %f y: %f z: %f\n", pos.x, pos.y, pos.z);
|
||||
//printf("dir x: %f y: %f z: %f\n", dir.x, dir.y, dir.z);
|
||||
//printf("dird x: %f y: %f z: %f\n", app.camera.rotation.x, app.camera.rotation.y, app.camera.rotation.z);
|
||||
}
|
||||
|
19
src/utils.c
19
src/utils.c
@ -15,19 +15,9 @@ bool is_oob(int i, int min, int max)
|
||||
return false;
|
||||
}
|
||||
|
||||
void mult_matrix(float *matrix, vec4f vector, vec4f *ret)
|
||||
void mult_matrix(float m1[16], float m2[16])
|
||||
{
|
||||
float vec[] = {vector.x, vector.y, vector.z, vector.w};
|
||||
float ret1[4];
|
||||
for(int i = 0; i <= 12; i+=4) {
|
||||
float line_sum = 0.0;
|
||||
for(int j = 0; j < 4; j++){
|
||||
matrix[i+j] *= vec[j];
|
||||
line_sum += matrix[i+j];
|
||||
}
|
||||
ret1[i/4] = line_sum;
|
||||
}
|
||||
ret->x = ret1[0]; ret->y = ret1[1]; ret->z=ret1[2]; ret->w = ret1[3];
|
||||
|
||||
}
|
||||
|
||||
bool matrix_inverse(const float m[16], float invOut[16])
|
||||
@ -184,3 +174,8 @@ bool check_index(int x, int y, int z)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
void print_vec3f(vec3f v, const char *str)
|
||||
{
|
||||
printf("%s x: %f y: %f z: %f\n", str, v.x, v.y, v.z);
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user