This commit is contained in:
onezplpl 2024-07-17 16:09:04 -04:00
parent 5ddc52405d
commit 35abb02e2f
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GPG key ID: 7EC026A136F9EEC3
5 changed files with 121 additions and 106 deletions

103
main.c
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@ -14,6 +14,7 @@
#include "gl.h"
#include "linmath.h"
#include "stb_image.h"
#include "control.h"
static const char *vertex_shader_text =
"#version 330\n"
@ -106,33 +107,6 @@ void *render_chunks(void *args) {
return NULL;
}
int collision(struct chunk chunk, vec3 pos, vec3 dir_temp, int col, int n) {
vec3 closestVert = {floor(pos[0] + 0.5), floor(pos[1] + 0.5),
floor(pos[2] + 0.5)};
if (col) {
double xd = dir_temp[0] / (closestVert[0] - (pos[0]));
double yd = dir_temp[1] / (closestVert[1] - (pos[1]));
double zd = dir_temp[2] / (closestVert[2] - (pos[2]));
if (xd < 0 && n == 0) {
dir_temp[0] = 0;
pos[0] = closestVert[0];
return 1;
}
if (yd < 0 && n == 1) {
dir_temp[1] = 0;
pos[1] = closestVert[1];
return 1;
}
if (zd < 0 && n == 2) {
dir_temp[2] = 0;
pos[2] = closestVert[2];
return 1;
}
}
return 0;
}
#define WinMain main
int main(void) {
@ -239,6 +213,8 @@ int main(void) {
vec3 dir_temp = {0, 0, 0};
vec3 direction;
while (!glfwWindowShouldClose(window)) {
glfwGetFramebufferSize(window, &width, &height);
@ -253,74 +229,17 @@ int main(void) {
mat4x4_perspective(p, 45.0 / 180.0 * M_PI, ratio, 0.1, 1000);
// TODO: make control code its own thing
vec3 direction = {cosf(cy) * sinf(cx) * 0.1, sinf(cy) * 0.1,
cosf(cy) * cosf(cx) * 0.1};
vec3 right = {sinf(cx - 3.14f / 2.0f) * 0.1, 0,
cosf(cx - 3.14f / 2.0f) * 0.1};
vec3 front = {sinf(cx) * 0.1, 0, cosf(cx) * 0.1};
vec3 pos_temp = {0, 0, 0};
vec3_dup(pos_temp, pos);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
vec3_sub(dir_temp, dir_temp, front);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
vec3_add(dir_temp, dir_temp, front);
}
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
vec3_sub(dir_temp, dir_temp, direction);
}
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
vec3_add(dir_temp, dir_temp, direction);
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
vec3_add(dir_temp, dir_temp, right);
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
vec3_sub(dir_temp, dir_temp, right);
}
vec3_scale(dir_temp, dir_temp, 0.6);
vec3 off = {0, 0, 0};
int col = 0;
for (int a = -2; a < 0; a++) {
off[1] = a;
col = col || cube_exists(pos[0] + off[0], pos[1] + off[1],
pos[2] + off[2], chunk, 0);
}
vec3_add(pos, pos, dir_temp);
dir_temp[1] -= 0.07;
if (collision(chunk, pos, dir_temp, col, 1)) {
col = 0;
for (int a = -2; a < 0; a++) {
off[1] = a;
col = col || cube_exists(pos[0] + off[0], pos[1] + off[1],
pos[2] + off[2], chunk, 0);
}
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
dir_temp[1] = 3;
}
}
collision(chunk, pos, dir_temp, col, 0);
collision(chunk, pos, dir_temp, col, 2);
vec3 direction;
vec3_dup(direction,controlHandler(cx, cy, pos, dir_temp,
window, chunk).pos);
vec3 dir_pos;
vec3_scale(direction, direction, 100.0);
vec3_add(dir_pos, direction, pos);
vec3 up = {0, 1, 0};
// vec3_mul_cross(up, right, direction);
mat4x4_look_at(v, pos, dir_pos, up);
mat4x4_mul(mvp, p, v);
@ -394,14 +313,6 @@ int main(void) {
glBindVertexArray(vertex_array);
glDrawArrays(GL_TRIANGLES, 0, cube_count);
/*/
for (int ch = 0; ch < bleh; ch++) {
int o = ch * BLOCK_ALL * 18 * (CHUNK_DIAMETER_H);
if (i2[ch] < o) continue;
glDrawArrays(GL_TRIANGLES, o, i2[ch] - o);
}
*/
}
free(cube);