cleanup
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5ddc52405d
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5 changed files with 121 additions and 106 deletions
103
main.c
103
main.c
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@ -14,6 +14,7 @@
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#include "gl.h"
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#include "linmath.h"
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#include "stb_image.h"
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#include "control.h"
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static const char *vertex_shader_text =
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"#version 330\n"
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@ -106,33 +107,6 @@ void *render_chunks(void *args) {
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return NULL;
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}
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int collision(struct chunk chunk, vec3 pos, vec3 dir_temp, int col, int n) {
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vec3 closestVert = {floor(pos[0] + 0.5), floor(pos[1] + 0.5),
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floor(pos[2] + 0.5)};
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if (col) {
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double xd = dir_temp[0] / (closestVert[0] - (pos[0]));
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double yd = dir_temp[1] / (closestVert[1] - (pos[1]));
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double zd = dir_temp[2] / (closestVert[2] - (pos[2]));
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if (xd < 0 && n == 0) {
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dir_temp[0] = 0;
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pos[0] = closestVert[0];
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return 1;
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}
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if (yd < 0 && n == 1) {
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dir_temp[1] = 0;
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pos[1] = closestVert[1];
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return 1;
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}
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if (zd < 0 && n == 2) {
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dir_temp[2] = 0;
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pos[2] = closestVert[2];
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return 1;
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}
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}
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return 0;
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}
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#define WinMain main
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int main(void) {
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@ -239,6 +213,8 @@ int main(void) {
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vec3 dir_temp = {0, 0, 0};
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vec3 direction;
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while (!glfwWindowShouldClose(window)) {
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glfwGetFramebufferSize(window, &width, &height);
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@ -253,74 +229,17 @@ int main(void) {
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mat4x4_perspective(p, 45.0 / 180.0 * M_PI, ratio, 0.1, 1000);
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// TODO: make control code its own thing
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vec3 direction = {cosf(cy) * sinf(cx) * 0.1, sinf(cy) * 0.1,
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cosf(cy) * cosf(cx) * 0.1};
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vec3 right = {sinf(cx - 3.14f / 2.0f) * 0.1, 0,
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cosf(cx - 3.14f / 2.0f) * 0.1};
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vec3 front = {sinf(cx) * 0.1, 0, cosf(cx) * 0.1};
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vec3 pos_temp = {0, 0, 0};
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vec3_dup(pos_temp, pos);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
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vec3_sub(dir_temp, dir_temp, front);
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}
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
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vec3_add(dir_temp, dir_temp, front);
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}
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
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vec3_sub(dir_temp, dir_temp, direction);
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}
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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vec3_add(dir_temp, dir_temp, direction);
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}
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
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vec3_add(dir_temp, dir_temp, right);
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}
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
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vec3_sub(dir_temp, dir_temp, right);
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}
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vec3_scale(dir_temp, dir_temp, 0.6);
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vec3 off = {0, 0, 0};
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int col = 0;
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for (int a = -2; a < 0; a++) {
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off[1] = a;
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col = col || cube_exists(pos[0] + off[0], pos[1] + off[1],
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pos[2] + off[2], chunk, 0);
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}
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vec3_add(pos, pos, dir_temp);
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dir_temp[1] -= 0.07;
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if (collision(chunk, pos, dir_temp, col, 1)) {
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col = 0;
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for (int a = -2; a < 0; a++) {
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off[1] = a;
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col = col || cube_exists(pos[0] + off[0], pos[1] + off[1],
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pos[2] + off[2], chunk, 0);
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}
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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dir_temp[1] = 3;
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}
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}
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collision(chunk, pos, dir_temp, col, 0);
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collision(chunk, pos, dir_temp, col, 2);
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vec3 direction;
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vec3_dup(direction,controlHandler(cx, cy, pos, dir_temp,
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window, chunk).pos);
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vec3 dir_pos;
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vec3_scale(direction, direction, 100.0);
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vec3_add(dir_pos, direction, pos);
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vec3 up = {0, 1, 0};
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// vec3_mul_cross(up, right, direction);
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mat4x4_look_at(v, pos, dir_pos, up);
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mat4x4_mul(mvp, p, v);
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@ -394,14 +313,6 @@ int main(void) {
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glBindVertexArray(vertex_array);
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glDrawArrays(GL_TRIANGLES, 0, cube_count);
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/*/
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for (int ch = 0; ch < bleh; ch++) {
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int o = ch * BLOCK_ALL * 18 * (CHUNK_DIAMETER_H);
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if (i2[ch] < o) continue;
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glDrawArrays(GL_TRIANGLES, o, i2[ch] - o);
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}
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*/
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}
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free(cube);
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