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game.cpp
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game.cpp
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#include "game.h"
bool
game(SDL_Window *sdl_window, bool first_frame)
{
static GLuint vao,
vertex_vbo,
vertex_ibo,
instance_vbo;
static Uniforms uniforms;
static Block block_instances[] = {
{{1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1}, BLOCK_STONE},
{{1, 0, 0, 2,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1}, BLOCK_DIRT},
{{1, 0, 0, 0,
0, 1, 0, 2,
0, 0, 1, 0,
0, 0, 0, 1}, BLOCK_GRASS},
{{1, 0, 0, 2,
0, 1, 0, 2,
0, 0, 1, 0,
0, 0, 0, 1}, BLOCK_GRASS},
{{1, 0, 0, 2,
0, 1, 0, 0,
0, 0, 1, -2,
0, 0, 0, 1}, BLOCK_GRASS}
};
static Vertex cube_vertices[] = {
// front
{.pos = {-1, -1, 1}},
{.pos = { 1, -1, 1}},
{.pos = { 1, 1, 1}},
{.pos = {-1, 1, 1}},
// back
{.pos = {-1, -1, -1}},
{.pos = { 1, -1, -1}},
{.pos = { 1, 1, -1}},
{.pos = {-1, 1, -1}},
};
static GLushort cube_indices[] = {
// front
0, 1, 2,
2, 3, 0,
// top
1, 5, 6,
6, 2, 1,
// back
7, 6, 5,
5, 4, 7,
// bottom
4, 0, 3,
3, 7, 4,
// left
4, 5, 1,
1, 0, 4,
// right
3, 2, 6,
6, 7, 3,
};
static int n_block_instances = sizeof(block_instances) / sizeof(Block);
static int n_cube_vertices = sizeof(cube_vertices) / sizeof(Vertex);
static int n_cube_indices = sizeof(cube_indices) / sizeof(GLushort);
bool keep_running = true;
if (first_frame)
{
setup_vao(&vao);
setup_vertex_vbo_ibo(&vertex_vbo, cube_vertices, n_cube_vertices,
&vertex_ibo, cube_indices, n_cube_indices);
setup_block_instances_vbo(&instance_vbo, block_instances, n_block_instances);
const int n_shaders = 2;
const char *filenames[n_shaders] = {"vertex-shader.glvs", "fragment-shader.glfs"};
GLenum shader_types[n_shaders] = {GL_VERTEX_SHADER, GL_FRAGMENT_SHADER};
GLuint shader_program = 0;
bool compile_success = create_shader_program(filenames, shader_types, n_shaders, &shader_program);
if (!compile_success)
{
keep_running = false;
return keep_running;
}
glUseProgram(shader_program);
bool uniforms_success = get_uniform_locations(&uniforms, shader_program);
if (!uniforms_success)
{
keep_running = false;
return keep_running;
}
// Upload the block colours map to the uniform
glUniform3fv(uniforms.uniform_vec3_block_type_colours, 3, BLOCK_TYPE_COLOURS[0].elem);
print_gl_errors();
printf("End of first frame setup.\n");
}
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float seconds = 0.001 * SDL_GetTicks();
// Update block instances
// Update uniforms
mat4 world_transform = {1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1};
vec3 offset = {0, 0, 0};
multiply(&world_transform, (mat4){1, 0, 0, offset.x,
0, 1, 0, offset.y,
0, 0, 1, offset.z,
0, 0, 0, 1});
float scale = 0.1;
multiply(&world_transform, (mat4){scale, 0, 0, 0,
0, scale, 0, 0,
0, 0, scale, 0,
0, 0, 0, 1});
float theta_z = -45 * M_PI / 180;
float theta_y = 45 * seconds * M_PI / 180;
float theta_x = 0;
multiply(&world_transform, (mat4){1, 0, 0, 0,
0, cos(theta_z), -sin(theta_z), 0,
0, sin(theta_z), cos(theta_z), 0,
0, 0, 0, 1});
multiply(&world_transform, (mat4){ cos(theta_y), 0, sin(theta_y), 0,
0, 1, 0, 0,
-sin(theta_y), 0, cos(theta_y), 0,
0, 0, 0, 1});
multiply(&world_transform, (mat4){cos(theta_x), -sin(theta_x), 0, 0,
sin(theta_x), cos(theta_x), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1});
glUniformMatrix4fv(uniforms.uniform_mat4_world_transform, 1, true, world_transform.es);
glDrawElementsInstanced(GL_TRIANGLES, n_cube_indices, GL_UNSIGNED_SHORT, 0, n_block_instances);
SDL_GL_SwapWindow(sdl_window);
print_gl_errors();
return keep_running;
}