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#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;
}
}
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