block placement, texture loading, random generation
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8ac68e31e7
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cd0b0ed0df
Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 10 KiB |
BIN
assets/stone.png
Normal file
BIN
assets/stone.png
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After Width: | Height: | Size: 2.0 KiB |
@ -6,6 +6,7 @@
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#include <stdio.h>
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#include <GL/gl.h>
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#include <time.h>
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#include <stdlib.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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@ -21,6 +22,14 @@ 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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#define MAX_PARTICLE_GROUPS 10
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#define PARTICLES_PER_GROUP 50
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typedef struct {
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vec3f pos[PARTICLES_PER_GROUP];
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unsigned int time;
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} ParticleGroup;
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typedef struct {
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bool is_running;
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SDL_Window *window;
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@ -30,14 +39,14 @@ typedef struct {
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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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ParticleGroup particles[MAX_PARTICLE_GROUPS];
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unsigned char particle_count;
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} App;
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void app_generate_world(App *app, int a);
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void app_load_textures(App *app);
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GLuint app_get_texture(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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@ -58,4 +67,8 @@ void update_app(App* app);
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float calc_frame_time(struct timespec *start, struct timespec *end);
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void app_draw_particles(App *app, vec3i b);
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void app_update_particles(App *app);
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#endif
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@ -6,7 +6,7 @@
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#include <stdbool.h>
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#include "chunk.h"
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#define GRAVITY 5
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#define GRAVITY 4
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/**
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* Camera, as a moving point with direction
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*/
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@ -46,8 +46,9 @@ void chunk_set_blocks_visibility(Chunk* chunk);
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void chunk_create_displayl(ChunkManager *cm, Chunk *chunk);
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void chunk_render(Chunk* chunk);
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void chunk_update(ChunkManager* cm, Chunk *chunk);
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void draw_cube(ChunkManager *cm, Block_type type, float x, float y, float z);
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void draw_cube(ChunkManager *cm, Block_type type, float x, float y, float z, float s);
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bool is_block(Block b);
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int chunk_get_current_chunk_index(ChunkManager *cm, vec3f pos);
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GLuint get_texture(ChunkManager *cm, Block_type type);
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#endif
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@ -1,6 +1,5 @@
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#ifndef UTILS_H
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#define UTILS_H
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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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@ -59,6 +58,8 @@ void vec3f_normalize(vec3f *v);
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int irand_range(int min, int max);
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float frand_range(float min, float 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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111
src/app.c
111
src/app.c
@ -3,6 +3,7 @@
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void init_app(App *app, uint w, uint h)
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{
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srand(time(NULL));
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int err;
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err = SDL_Init(SDL_INIT_EVERYTHING);
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@ -42,6 +43,7 @@ void init_app(App *app, uint w, uint h)
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app_load_textures(app);
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app->cm->textures = app->surfaces;
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app->cm->texture_count = app->surface_count;
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app->particle_count = 0;
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app_generate_world(app, 10);
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app->is_running = true;
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@ -49,15 +51,13 @@ void init_app(App *app, uint w, uint h)
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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].type = BLOCKTYPE_DIRT;
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app->surfaces[1].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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app->surfaces[0].surface = IMG_Load("assets/dirt.png");
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app->surfaces[1].surface = IMG_Load("assets/stone.png");
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for (int i = 0; i < app->surface_count-1; i++) {
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for (int i = 0; i < 1; 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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@ -78,13 +78,14 @@ void app_load_textures(App *app)
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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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glBindTexture(GL_TEXTURE_2D, app->surfaces[i].tid);
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}
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}
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void update_app(App* app)
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{
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update_camera(&(app->camera), app->frame_time/1000);
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app_update_particles(app);
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}
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void init_opengl()
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@ -232,10 +233,14 @@ void app_generate_world(App *app, int a)
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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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long block_count = 0;
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unsigned char ptable[512];
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noise_init_ptable(ptable);
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int r = irand_range(-10000, 10000);
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for (int i = 0; i < a; i++) {
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for (int j = 0; j < a; j++) {
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Chunk c;
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@ -246,13 +251,15 @@ void app_generate_world(App *app, int a)
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for (int y = 0; y < CHUNK_MAX_Y; y++) {
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//printf("x: %d y:%d noise: %f\n", x, y, round((noise_noise2(ptable,
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// (c.start_pos.x+x)*0.03, (c.start_pos.y+y)*0.03) + 1) * 0.5 * 15);
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int mz = round((noise_noise2(ptable, (c.start_pos.x+x)*0.03, (c.start_pos.y+y)*0.03) + 1) * 0.5 * 15);
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int mz = round((noise_noise2(ptable, (c.start_pos.x+x+r)*0.02, (c.start_pos.y+y+r)*0.02)+1)* 0.5 * 10);
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if (mz < 0)
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mz = 0;
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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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for (int z = 0; z < mz; z++) {
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c.blocks[x][y][z].type = BLOCKTYPE_DIRT;
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block_count++;
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}
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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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@ -263,6 +270,7 @@ void app_generate_world(App *app, int a)
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app->cm->chunks[i+(j*a)] = c;
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}
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}
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printf("block count: %d\n", block_count);
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}
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@ -338,12 +346,12 @@ int check_intersection_block(App *app, vec3i *retv, int *chunk_index)
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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->cm->chunks[i].blocks[x][y][z].visible) {
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for (float j = 0; j < 5; j+=0.2) {
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for (float j = 0; j < 5; j+=0.1) {
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vec3f ray = {(c_pos.x - app->cm->chunks[i].start_pos.x) + c_dir.x * j,
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(c_pos.y - app->cm->chunks[i].start_pos.y) + c_dir.y * j,
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(c_pos.z - app->cm->chunks[i].start_pos.z) + c_dir.z * j};
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printf("ray x: %f y: %f z: %f\n", ray.x, ray.y, ray.z);
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vec3i rayi = {round(ray.x/1), round(ray.y/1), round(ray.z/1)};
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vec3i rayi = {(int)ray.x, (int)ray.y, (int)ray.z};
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if (is_block(app->cm->chunks[i].blocks[rayi.x][rayi.y][rayi.z])) {
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retv->x = rayi.x;
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@ -359,6 +367,44 @@ int check_intersection_block(App *app, vec3i *retv, int *chunk_index)
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return -1;
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}
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void app_draw_particles(App *app, vec3i b)
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{
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unsigned char index = app->particle_count;
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if (index >= MAX_PARTICLE_GROUPS)
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return;
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for (int i = 0; i < PARTICLES_PER_GROUP; i++) {
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vec3f p = {b.x+i/50+frand_range(-0.1,0.1),
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b.y+i/50+frand_range(-0.1,0.1),
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b.z+frand_range(-0.1, 0.1)};
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app->particles[index].pos[i] = p;
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}
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app->particles[index].time = SDL_GetTicks();
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app->particle_count++;
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}
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void app_update_particles(App *app)
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{
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unsigned char particles = app->particle_count;
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for (int i = 0; i < particles; i++) {
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unsigned int time = SDL_GetTicks();
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if (time - app->particles[i].time > 1000) {
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memset(&app->particles[i], 0, sizeof(ParticleGroup));
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app->particle_count--;
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} else {
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for (int j = 0; j < PARTICLES_PER_GROUP; j++) {
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app->particles[i].pos[j].z -= GRAVITY * app->frame_time/1000;
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draw_cube(app->cm, 0, app->particles[i].pos[j].x,
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app->particles[i].pos[j].y,
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app->particles[i].pos[j].z, 0.1);
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}
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}
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}
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}
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void app_break_block(App *app)
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{
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printf("%s\n", __func__);
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@ -376,6 +422,8 @@ void app_break_block(App *app)
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app->cm->chunks[i].blocks[block.x][block.y][block.z].type = BLOCKTYPE_AIR;
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chunk_update(app->cm, &(app->cm->chunks[i]));
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app_draw_particles(app, block);
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}
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void app_place_block(App *app)
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@ -392,16 +440,48 @@ void app_place_block(App *app)
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vec3f t = { (float) cam_pos.x - block.x,
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(float) cam_pos.y - block.y,
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(float) cam_pos.z - block.z };
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printf("t x: %f\n", t.x);
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printf("t y: %f\n", t.y);
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//printf("t x: %f\n", t.x);
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if (t.z > 0) {
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app->cm->chunks[i].blocks[block.x][block.y][block.z+1].type = BLOCKTYPE_STONE;
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chunk_update(app->cm, &(app->cm->chunks[i]));
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puts("block blaced, +z");
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return;
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} else {
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app->cm->chunks[i].blocks[block.x][block.y][block.z+1].type = BLOCKTYPE_STONE;
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chunk_update(app->cm, &(app->cm->chunks[i]));
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puts("block blaced, -z");
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return;
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}
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if (t.x > 0) {
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if (t.y < t.x && t.y > -t.x) {
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if (t.z > 0) {
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app->cm->chunks[i].blocks[block.x][block.y][block.z+1].type = BLOCKTYPE_STONE;
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chunk_update(app->cm, &(app->cm->chunks[i]));
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puts("block blaced, +z");
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return;
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} else {
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app->cm->chunks[i].blocks[block.x][block.y][block.z+1].type = BLOCKTYPE_STONE;
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chunk_update(app->cm, &(app->cm->chunks[i]));
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puts("block blaced, -z");
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return;
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}
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if (t.y < t.x && t.y > -t.x &&
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!is_block(app->cm->chunks[i].blocks[block.x+1][block.y][block.z])) {
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app->cm->chunks[i].blocks[block.x+1][block.y][block.z].type = BLOCKTYPE_STONE;
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chunk_update(app->cm, &(app->cm->chunks[i]));
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puts("block blaced, +x");
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return;
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}
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} else {
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if (t.y < -t.x && t.y > t.x) {
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if (t.y < -t.x && t.y > t.x &&
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!is_block(app->cm->chunks[i].blocks[block.x-1][block.y][block.z])) {
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app->cm->chunks[i].blocks[block.x-1][block.y][block.z].type = BLOCKTYPE_STONE;
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chunk_update(app->cm, &(app->cm->chunks[i]));
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puts("block blaced, -x");
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return;
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}
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}
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@ -409,13 +489,16 @@ void app_place_block(App *app)
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if (t.y > 0) {
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app->cm->chunks[i].blocks[block.x][block.y+1][block.z].type = BLOCKTYPE_STONE;
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chunk_update(app->cm, &(app->cm->chunks[i]));
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puts("block blaced, +y");
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return;
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} else {
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app->cm->chunks[i].blocks[block.x][block.y-1][block.z].type = BLOCKTYPE_STONE;
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chunk_update(app->cm, &(app->cm->chunks[i]));
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puts("block blaced, -y");
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return;
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}
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//if (cam_pos.x < (float)block.x+dist/2 &&
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// cam_pos.x > (float)block.x-dist/2) {
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// if (cam_pos.x > block.x)
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27
src/camera.c
27
src/camera.c
@ -9,7 +9,7 @@ void init_camera(Camera* camera)
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{
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camera->position.x = 5.0;
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camera->position.y = 5.0;
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camera->position.z = 40.0;
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camera->position.z = 90.0;
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camera->rotation.x = 0.0;
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camera->rotation.y = 0.0;
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camera->rotation.z = 0.0;
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@ -76,9 +76,9 @@ void update_camera(Camera* camera, double time)
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float y1 = camera->position.y + sin(side_angle) * camera->speed.x * time;
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float z1 = camera->position.z + camera->speed.z * time;
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printf("x: %f\n",camera->position.x + camera->speed.z * time);
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printf("x: %f\n",camera->position.y + cos(angle) * camera->speed.y * time);
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printf("x: %f\n",camera->position.z + sin(angle) * camera->speed.y * time);
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//printf("x: %f\n",camera->position.x + camera->speed.z * time);
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//printf("x: %f\n",camera->position.y + cos(angle) * camera->speed.y * time);
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//printf("x: %f\n",camera->position.z + sin(angle) * camera->speed.y * time);
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//vec3f v = handle_collision(camera->position, camera->cm);
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@ -96,34 +96,37 @@ void update_camera(Camera* camera, double time)
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vec3f cs = camera->cm->chunks[i].start_pos;
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x -= cs.x; y -= cs.y; z -= cs.z;
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x1 -= cs.x; y1 -= cs.y; z1 -= cs.z;
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x1 -= cs.x; y1 -= cs.y; z1 -= cs.z;
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x += 0.3; y += 0.3;
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x1 += 0.3; y1 += 0.3;
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if(!is_block(camera->cm->chunks[i].blocks[(int)x][(int)y][(int)z-1])) {
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puts("not is block");
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//puts("not is block");
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camera->speed.z -= GRAVITY * time;
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camera->position.x += cos(angle) * camera->speed.y * time;
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camera->position.y += sin(angle) * camera->speed.y * time;
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camera->position.z += camera->speed.z * time;
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} else {
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puts("is block");
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//puts("is block");
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camera->speed.z = 0;
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float diff = ceil(camera->position.z) - camera->position.z;
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float diff = round(camera->position.z) - camera->position.z;
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camera->position.z += diff;
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}
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if(!is_block(camera->cm->chunks[i].blocks[(int)x1][(int)y1][(int)z1-1])) {
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puts("not is block");
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//puts("not is block");
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camera->speed.z -= GRAVITY * time;
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camera->position.x += cos(side_angle) * camera->speed.x * time;
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camera->position.y += sin(side_angle) * camera->speed.x * time;
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camera->position.z += camera->speed.z * time;
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} else {
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puts("is block");
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//puts("is block");
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camera->speed.z = 0;
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float diff = ceil(camera->position.z) - camera->position.z;
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float diff = round(camera->position.z) - camera->position.z;
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camera->position.z += diff;
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}
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}
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@ -190,7 +193,7 @@ vec3f get_camera_dir_vec3f(Camera *camera)
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sin(degree_to_radian(camera->rotation.z)) *
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cos(degree_to_radian(camera->rotation.x)),
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sin(degree_to_radian(camera->rotation.x))};
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vec3f_normalize(&dir);
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return dir;
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}
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82
src/chunk.c
82
src/chunk.c
@ -45,7 +45,7 @@ void chunk_update(ChunkManager *cm, Chunk *chunk)
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chunk_create_displayl(cm, chunk);
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}
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|
||||
void draw_cube(ChunkManager *cm, Block_type type, float x, float y, float z)
|
||||
void draw_cube(ChunkManager *cm, Block_type type, float x, float y, float z, float s)
|
||||
{
|
||||
/*x*=2;
|
||||
y*=2;
|
||||
@ -57,57 +57,65 @@ void draw_cube(ChunkManager *cm, Block_type type, float x, float y, float z)
|
||||
glBindTexture(GL_TEXTURE_2D, cm->textures[i].tid);
|
||||
}
|
||||
*/
|
||||
|
||||
glColor3f(1, 1, 1);
|
||||
|
||||
glBegin( GL_QUADS );
|
||||
|
||||
glColor3f(1, 0, 1);
|
||||
glTexCoord2f(0, 0); glVertex3f(x+1.0, y, z-1.0 );
|
||||
glTexCoord2f(0, 1); glVertex3f(x, y, z-1.0);
|
||||
glTexCoord2f(1, 1); glVertex3f(x, y, z);
|
||||
glTexCoord2f(1, 0); glVertex3f(x+1.0, y, z);
|
||||
//glColor3f(1, 0, 1);
|
||||
glColor3f( 0.0f, 1.0f, 0.0f ); // Green
|
||||
glTexCoord2f(0, 0); glVertex3f(x-0.5*s, y+0.5*s, z+0.5*s);
|
||||
glTexCoord2f(0, 1); glVertex3f(x+0.5*s, y+0.5*s, z+0.5*s);
|
||||
glTexCoord2f(1, 1); glVertex3f(x+0.5*s, y-0.5*s, z+0.5*s);
|
||||
glTexCoord2f(1, 0); glVertex3f(x-0.5*s, y-0.5*s, z+0.5*s);
|
||||
|
||||
glColor3f(1, 0, 1);
|
||||
glTexCoord2f(0, 0); glVertex3f(x+1.0, y-1.0, z-1.0);
|
||||
glTexCoord2f(0, 1); glVertex3f(x, y-1.0, z-1.0);
|
||||
glTexCoord2f(1, 1); glVertex3f(x, y-1.0, z);
|
||||
glTexCoord2f(1, 0); glVertex3f(x+1.0, y-1.0, z);
|
||||
//glColor3f(1, 0, 1);
|
||||
glColor3f(1, 1, 1);
|
||||
glTexCoord2f(0, 0); glVertex3f(x+0.5*s, y-0.5*s, z-0.5*s);
|
||||
glTexCoord2f(0, 1); glVertex3f(x-0.5*s, y-0.5*s, z-0.5*s);
|
||||
glTexCoord2f(1, 1); glVertex3f(x-0.5*s, y+0.5*s, z-0.5*s);
|
||||
glTexCoord2f(1, 0); glVertex3f(x+0.5*s, y+0.5*s, z-0.5*s);
|
||||
|
||||
glColor3f(1, 0, 1);
|
||||
glTexCoord2f(0, 0); glVertex3f(x+1.0, y, z);
|
||||
glTexCoord2f(0, 1); glVertex3f(x, y, z);
|
||||
glTexCoord2f(1, 1); glVertex3f(x, y-1.0, z);
|
||||
glTexCoord2f(1, 0); glVertex3f(x+1.0, y-1.0, z);
|
||||
//glColor3f(1, 0, 1);
|
||||
glTexCoord2f(0, 0); glVertex3f(x+0.5*s, y+0.5*s, z+0.5*s);
|
||||
glTexCoord2f(0, 1); glVertex3f(x-0.5*s, y+0.5*s, z+0.5*s);
|
||||
glTexCoord2f(1, 1); glVertex3f(x-0.5*s, y+0.5*s, z-0.5*s);
|
||||
glTexCoord2f(1, 0); glVertex3f(x+0.5*s, y+0.5*s, z-0.5*s);
|
||||
|
||||
glColor3f(1, 0, 1);
|
||||
glTexCoord2f(0, 0); glVertex3f(x, y, z-1.0); // Top-Right of back face
|
||||
glTexCoord2f(0, 1); glVertex3f(x+1.0, y, z-1.0); // Top-Left of back face
|
||||
glTexCoord2f(1, 1); glVertex3f(x+1.0, y-1.0, z-1.0); // Bottom-Left of back face
|
||||
glTexCoord2f(1, 0); glVertex3f(x, y-1.0, z-1.0); // Bottom-Right of back face
|
||||
//glColor3f(1, 0, 1);
|
||||
glTexCoord2f(0, 0); glVertex3f(x+0.5*s, y-0.5*s, z+0.5*s); // Top-Right of back face
|
||||
glTexCoord2f(0, 1); glVertex3f(x-0.5*s, y-0.5*s, z+0.5*s); // Top-Left of back face
|
||||
glTexCoord2f(1, 1); glVertex3f(x-0.5*s, y-0.5*s, z-0.5*s); // Bottom-Left of back face
|
||||
glTexCoord2f(1, 0); glVertex3f(x+0.5*s, y-0.5*s, z-0.5*s); // Bottom-Right of back face
|
||||
|
||||
glColor3f(1, 0, 1);
|
||||
glTexCoord2f(0, 0); glVertex3f(x, y, z); // Top-Right of left face
|
||||
glTexCoord2f(0, 1); glVertex3f(x, y, z-1.0); // Top-Left of left face
|
||||
glTexCoord2f(1, 1); glVertex3f(x, y-1.0, z-1.0); // Bottom-Left of left face
|
||||
glTexCoord2f(1, 0); glVertex3f(x, y-1.0, z); // Bottom-Right of left face
|
||||
//glColor3f(1, 0, 1);
|
||||
glTexCoord2f(0, 0); glVertex3f(x-0.5*s, y-0.5*s, z+0.5*s); // Top-Right of left face
|
||||
glTexCoord2f(0, 1); glVertex3f(x-0.5*s, y+0.5*s, z+0.5*s); // Top-Left of left face
|
||||
glTexCoord2f(1, 1); glVertex3f(x-0.5*s, y+0.5*s, z-0.5*s); // Bottom-Left of left face
|
||||
glTexCoord2f(1, 0); glVertex3f(x-0.5*s, y-0.5*s, z-0.5*s); // Bottom-Right of left face
|
||||
|
||||
glColor3f(1, 0, 1);
|
||||
glTexCoord2f(0, 0); glVertex3f(x+1.0, y, z); // Top-Right of left face
|
||||
glTexCoord2f(0, 1); glVertex3f(x+1.0, y, z-1.0); // Top-Left of left face
|
||||
glTexCoord2f(1, 1); glVertex3f(x+1.0, y-1.0, z-1.0); // Bottom-Left of left face
|
||||
glTexCoord2f(1, 0); glVertex3f(x+1.0, y-1.0, z); // Bottom-Right of left face
|
||||
//glColor3f(1, 0, 1);
|
||||
glTexCoord2f(0, 0); glVertex3f(x+0.5*s, y-0.5*s, z+0.5*s); // Top-Right of right face
|
||||
glTexCoord2f(0, 1); glVertex3f(x+0.5*s, y+0.5*s, z+0.5*s); // Top-Left of right face
|
||||
glTexCoord2f(1, 1); glVertex3f(x+0.5*s, y+0.5*s, z-0.5*s); // Bottom-Left of right face
|
||||
glTexCoord2f(1, 0); glVertex3f(x+0.5*s, y-0.5*s, z-0.5*s); // Bottom-Right of right face
|
||||
glEnd();
|
||||
|
||||
}
|
||||
|
||||
void chunk_create_displayl(ChunkManager *cm, Chunk *chunk)
|
||||
{
|
||||
chunk->id = glGenLists(1);
|
||||
//glBindTexture(GL_TEXTURE_2D, cm->textures[0].tid);
|
||||
glColor3f(1, 1, 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(cm, chunk->blocks[x][y][z].type,
|
||||
chunk->start_pos.x + x, chunk->start_pos.y + y, chunk->start_pos.z + z);
|
||||
chunk->start_pos.x + x, chunk->start_pos.y + y, chunk->start_pos.z + z, 1.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -141,3 +149,13 @@ int chunk_get_current_chunk_index(ChunkManager *cm, vec3f pos)
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
GLuint get_texture(ChunkManager *cm, Block_type type)
|
||||
{
|
||||
for (int i = 0; i < 2; i++) {
|
||||
if (cm->textures[i].type == type)
|
||||
return cm->textures[i].tid;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
35
src/main.c
35
src/main.c
@ -24,22 +24,51 @@ int main()
|
||||
update_app(&app);
|
||||
|
||||
set_view(&app.camera);
|
||||
reshape(1600, 900);
|
||||
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glOrtho(0, 1600, 900, 0, -1, 1);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
glColor3f(1, 0, 0);//white
|
||||
glLineWidth(2.0);
|
||||
glBegin(GL_LINES);
|
||||
//horizontal line
|
||||
glVertex2i(1600 / 2 - 7, 900 / 2);
|
||||
glVertex2i(1600 / 2 + 7, 900 / 2);
|
||||
glEnd();
|
||||
//vertical line
|
||||
glBegin(GL_LINES);
|
||||
glVertex2i(1600 / 2, 900 / 2 + 7);
|
||||
glVertex2i(1600 / 2, 900 / 2 - 7);
|
||||
glEnd();
|
||||
|
||||
|
||||
vec3f pos = app.camera.position;
|
||||
vec3f dir = get_camera_dir_vec3f(&app.camera);
|
||||
|
||||
draw_cube(app.cm, 0, pos.x + dir.x * 2, pos.y + dir.y * 2, pos.z + dir.z * 2, 1.0);
|
||||
|
||||
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("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);
|
||||
//printf("dird x: %f y: %f z: %f\n", app.camera.rotation.x, app.camera.rotation.y, app.camera.rotation.z);
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
@ -193,3 +193,9 @@ void print_vec3f(vec3f v, const char *str)
|
||||
{
|
||||
printf("%s x: %f y: %f z: %f\n", str, v.x, v.y, v.z);
|
||||
}
|
||||
|
||||
float frand_range(float min, float max)
|
||||
{
|
||||
float scale = rand() / (float) RAND_MAX;
|
||||
return min + scale * ( max - min );
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user