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authorpryazha <pryadeiniv@mail.ru>2025-06-06 10:30:01 +0500
committerpryazha <pryadeiniv@mail.ru>2025-06-06 10:30:01 +0500
commit90fb30cf3a92690178e5ad39095f604c2bc50afa (patch)
tree6d1a1deb1578a55bedfc19db831abcef27c9ed62 /src/game/game.c
parent143db0546b188bfbc5f4a2affa0d84cb42e2ce4a (diff)
trying to add windows support, also a lot of changes, some ui modifications
Diffstat (limited to 'src/game/game.c')
-rw-r--r--src/game/game.c117
1 files changed, 0 insertions, 117 deletions
diff --git a/src/game/game.c b/src/game/game.c
deleted file mode 100644
index 47d70eb..0000000
--- a/src/game/game.c
+++ /dev/null
@@ -1,117 +0,0 @@
-void init(State *state)
-{
- U32 nmeshes;
- Mesh *meshes;
-
- state->parena = arena_alloc(Kilobytes(256));
-
- state->camera = camera_init(v3(0.0f, 0.0f, 3.0f),
- 90.0f, 0.1f, 100.0f,
- 0.0f, 0.0f, 0.0f);
- state->camera_dp = V3_ZERO;
-
- state->mesh_shader = load_shader("shaders/default.vert", 0, "shaders/default.frag");
- state->ui_shader = load_shader("shaders/ui.vert", 0, "shaders/ui.frag");
-
- state->texture = load_texture(state->parena, str8lit("data/textures/grid.png"), 0);
-
- nmeshes = 2;
- meshes = arena_push(state->parena, nmeshes*sizeof(Mesh));
- meshes[0] = *mesh_gen_circle(state->parena, v3(0.0f, 0.0f, 2.0f), V3_ZERO, 3.0f, 6);
- meshes[1] = *mesh_gen_quad(state->parena, V3_ZERO, v3(0.0f, 90.0f, 0.0f), 2.0f, 2.0f);
-
- mesh_add_texture(&meshes[0], state->texture);
-
- state->model = model_init(state->parena, V3_ZERO, V3_ZERO, meshes, nmeshes);
-}
-
-void update_camera_first_person(State *state, Input *input, F32 speed, F32 mouse_sens)
-{
- V3 ddp, r, u, f;
-
- camera_get_vectors_first_person(&state->camera, &r, &u, &f);
- ddp = V3_ZERO;
- if (key_is_pressed(input->move_forward))
- ddp = v3add(ddp, v3inv(f));
- if (key_is_pressed(input->move_backward))
- ddp = v3add(ddp, f);
- if (key_is_pressed(input->move_right))
- ddp = v3add(ddp, r);
- if (key_is_pressed(input->move_left))
- ddp = v3add(ddp, v3inv(r));
- if (key_is_pressed(input->move_up))
- ddp = v3add(ddp, u);
- if (key_is_pressed(input->move_down))
- ddp = v3add(ddp, v3inv(u));
- ddp = v3norm(ddp);
-
- state->camera.pos = v3add(state->camera.pos, state->camera_dp);
- state->camera_dp = v3scalef(v3add(state->camera_dp, v3scalef(ddp, input->dt*speed)), 0.8f);
-
- /* NOTE(pryazha): Camera angles */
- if (input->capture_mouse) {
- state->camera.yaw += input->mouse_offset.x*mouse_sens;
- state->camera.pitch += input->mouse_offset.y*mouse_sens;
- if (state->camera.pitch > 89.0f)
- state->camera.pitch = 89.0f;
- if (state->camera.pitch < -89.0f)
- state->camera.pitch = -89.0f;
- }
-}
-
-void update_and_render(Window *wnd, State *state, Input *input)
-{
- /* NOTE(pryazha): Update */
- if (key_first_press(input->exit)) {
- if (input->capture_mouse) {
- input->capture_mouse = 0;
- } else {
- input->is_running = 0;
- }
- }
-
- /* NOTE(pryazha): Camera movement */
- update_camera_first_person(state, input, 1.0f, 0.3f);
-
- state->model->rotate.z += 20.0f*input->dt;
- state->model->rotate.x += 20.0f*input->dt;
-
- /* NOTE(pryazha): Render */
- MAT4 proj, view;
- F32 ar;
- Arena *ui_arena;
-
- glViewport(0, 0, wnd->width, wnd->height);
-
- glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
-
- ar = (F32)wnd->width/(F32)wnd->height;
- proj = camera_persp(state->camera, ar);
- view = camera_get_view_matrix_first_person(&state->camera);
-
- model_draw(state->mesh_shader, &proj, &view, state->model);
-
- glUseProgram(state->ui_shader);
- proj = ortho(0.0f, (F32)wnd->width, 0.0f, (F32)wnd->height, -1.0f, 1.0f);
- shader_set_mat4fv(state->ui_shader, "proj", proj);
- ui_arena = arena_alloc(0);
- glDisable(GL_DEPTH_TEST);
-
- if (button(wnd, state->ui_shader, input, ui_arena, str8lit("some name"),
- v2(wnd->width/8.0f, wnd->height/8.0f), 50.0f, 30.0f))
- {
- input->capture_mouse = 1;
- }
-
- glEnable(GL_DEPTH_TEST);
- glUseProgram(0);
- arena_release(ui_arena);
-
- state->t += input->dt;
-}
-
-void clear(State *state)
-{
- arena_release(state->parena);
-}