#include "game.h" #include "math/vector3f.h" #include "math/vector2f.h" #include "math/matrix4x4.h" #include "input.h" #include "util/util.h" #include "util/util_time.h" #include "light.h" #include "renderer/renderer.h" /* TODO: Shadows Texture Atlases improve math package repair gui on renderer.c */ void LoadResources(game_t* game); void Draw(game_t* game); void ProcessInput(game_t* game); void CleanUp(game_t* game); int main(int args, char* argv[]) { SDL_Init(SDL_INIT_EVERYTHING); game_t game; game.gameState = RUNNING; game.window = Window_Create("Test", WINDOW_WIDTH, WINDOW_HEIGHT); if(glewInit() != GLEW_OK) Util_FatalError("Glew could no be started!"); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); SDL_GL_SetSwapInterval(0); //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); game.shaderProgram.ID = Shader_CompileShaders("resources/shaders/shader.vert", "resources/shaders/shader.frag"); game.terrainProgram.ID = Shader_CompileShaders("resources/shaders/terrainShader.vert", "resources/shaders/terrainShader.frag"); glUseProgram(game.shaderProgram.ID); Camera_Init(&game.camera); LoadResources(&game); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); Time_Init(); Time_SetMaxFramesPerSecond(6000); while(game.gameState != EXIT) { Time_Begin(); ProcessInput(&game); Player_Update(&game.player, game.terrain); Draw(&game); float FPS = Time_End(); if( !( Time_GetCountedFrames() % (int)FPS ) ) { fprintf(stderr, "FPS: %.4f\n", FPS); } } Window_Destroy(game.window); CleanUp(&game); SDL_Quit(); return 0; } void CleanUp(game_t* game) { Shape_Free(game->entsShape); Texture_Destroy(game->entsTexture); Terrain_Destroy(game->terrain); Shader_Destroy(game->shaderProgram.ID); Shader_Destroy(game->terrainProgram.ID); Render_Quit(); } void LoadResources(game_t* game) { Render_Init(); Uint32 start = SDL_GetTicks(); game->entsShape = Shape_MakeCube(); game->entsTexture = Texture_Create("resources/textures/gato.png"); Player_Init(&game->player); game->player.entity.texture = game->entsTexture; game->player.entity.shape = game->entsShape; { vec3_t position = { 0.0f, 3.0f, 0.0f }; float rotation[3] = { 0.0f, 45.0f, 45.0f }; game->ents[0].position = position; game->ents[0].rotX = rotation[0]; game->ents[0].rotY = rotation[1]; game->ents[0].rotZ = rotation[2]; game->ents[0].shape = game->entsShape; game->ents[0].texture = game->entsTexture; } { vec3_t position = { -400.0f, 0.0f, -400.0f }; texture_t *blendmap = Texture_Create("resources/textures/blendmap.png"); TerrainTexturePack pack = { { Texture_Create("resources/textures/soil1.png"), Texture_Create("resources/textures/soil2.png"), Texture_Create("resources/textures/soil4.png"), Texture_Create("resources/textures/soil3.png"), } }; game->terrain = Terrain_Create(800, 800, "resources/textures/heightmap.png", blendmap, &pack); game->terrain->position = position; } /* Shader Layouts */ game->shaderProgram.Texture = Shader_GetUniformLocation(game->shaderProgram.ID, "Texture"); game->shaderProgram.modelToWorld = Shader_GetUniformLocation(game->shaderProgram.ID, "Matrix_modelToWorld"); game->shaderProgram.totalTransform = Shader_GetUniformLocation(game->shaderProgram.ID, "Matrix_totalTransform"); game->shaderProgram.lightPosition = Shader_GetUniformLocation(game->shaderProgram.ID, "lightPosition"); game->shaderProgram.lightColor = Shader_GetUniformLocation(game->shaderProgram.ID, "lightColor"); game->shaderProgram.lightAttenuation = Shader_GetUniformLocation(game->shaderProgram.ID, "attenuation"); game->terrainProgram.modelToWorld = Shader_GetUniformLocation(game->terrainProgram.ID, "Matrix_modelToWorld"); game->terrainProgram.totalTransform = Shader_GetUniformLocation(game->terrainProgram.ID, "Matrix_totalTransform"); game->terrainProgram.lightPosition = Shader_GetUniformLocation(game->terrainProgram.ID, "lightPosition"); game->terrainProgram.lightColor = Shader_GetUniformLocation(game->terrainProgram.ID, "lightColor"); game->terrainProgram.lightAttenuation = Shader_GetUniformLocation(game->terrainProgram.ID, "attenuation"); game->terrainProgram.Texture_Background = Shader_GetUniformLocation(game->terrainProgram.ID, "Texture_Background"); game->terrainProgram.Texture_BlendMap = Shader_GetUniformLocation(game->terrainProgram.ID, "Texture_BlendMap"); game->terrainProgram.Texture_R = Shader_GetUniformLocation(game->terrainProgram.ID, "Texture_R"); game->terrainProgram.Texture_G = Shader_GetUniformLocation(game->terrainProgram.ID, "Texture_G"); game->terrainProgram.Texture_B = Shader_GetUniformLocation(game->terrainProgram.ID, "Texture_B"); fprintf(stderr, "Loading time: %u (ms)\n", SDL_GetTicks() - start); } void Draw(game_t* game) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /*We upload all the light vectors*/ static light_t diffuseLight[4] = { { {0.0f, 20.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 0.01f, 0.002f} }, { {10.0f, 20.0f, 0.0f}, {1.0f, 0.0f, 0.0f, 1.0f}, {1.0f, 0.01f, 0.002f} }, { {20.0f, 20.0f, 0.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, {1.0f, 0.01f, 0.002f} }, { {30.0f, 20.0f, 0.0f}, {0.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 0.01f, 0.002f} }, }; Shader_SetUniformVec3(game->shaderProgram.ID, "World_eyePosition", (float*)&game->camera.position); Render_LoadLights(&game->shaderProgram, diffuseLight, 4); mat4_t viewMatrix, projectionMatrix, projectedViewMatrix; viewMatrix = Camera_GetModelToViewMatrix(&game->camera); projectionMatrix = mat4_perspective(60.0f, WINDOW_ASPECT_RATIO, 0.1f, 300.0f); projectedViewMatrix = mat4_mul(&projectionMatrix, &viewMatrix); Render_DrawEntity(&game->shaderProgram, &projectedViewMatrix, &game->player.entity); Render_DrawEntity(&game->shaderProgram, &projectedViewMatrix, &game->ents[0]); glUseProgram(game->terrainProgram.ID); Shader_SetUniformVec3(game->terrainProgram.ID, "World_eyePosition", (float*)&game->camera.position); Render_LoadLights(&game->terrainProgram, diffuseLight, 4); Render_DrawTerrain(&game->terrainProgram, &projectedViewMatrix, game->terrain); glUseProgram(game->shaderProgram.ID); Window_Update(game->window); } void ProcessInput(game_t* game) { vec2_t mousePosition; SDL_Event e; while(SDL_PollEvent(&e)) { switch(e.type) { case SDL_QUIT: game->gameState = EXIT; break; case SDL_MOUSEMOTION: mousePosition = vec2_create(e.motion.x, e.motion.y); Camera_MouseUpdate(&game->camera, &mousePosition); break; case SDL_KEYDOWN: Input_PressKey(e.key.keysym.scancode); break; case SDL_KEYUP: Input_ReleaseKey(e.key.keysym.scancode); break; } if(Input_isKeyPressed(SDL_SCANCODE_UP)) Camera_Move_Foward(&game->camera); if(Input_isKeyPressed(SDL_SCANCODE_DOWN)) Camera_Move_Backward(&game->camera); if(Input_isKeyPressed(SDL_SCANCODE_LEFT)) Camera_Move_Left(&game->camera); if(Input_isKeyPressed(SDL_SCANCODE_RIGHT)) Camera_Move_Right(&game->camera); if(Input_isKeyPressed(SDL_SCANCODE_ESCAPE)) game->gameState = EXIT; } }