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path: root/src/crrn.c
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void init(prge_context_t *ctx, game_context_t *gctx)
{
	gctx->camera = (camera_t){
		.position = (v3){3.0f, 1.5f, 3.0f},
		.fov = 90.0f,
		.near = 0.1f,
		.far = 1000.0f,
		.angles = {20.0f, -45.0f, 0.0f}
	};

	char path[MAX_PATH];
	snprintf(path, sizeof(path), "%s/data/shaders", ctx->dir);

	gctx->mesh_shader = load_gl_shader(path, "mesh.vert", 0, "mesh.frag");
	gctx->ui_shader   = load_gl_shader(path, "ui.vert", 0, "ui.frag");
	gctx->grid_shader = load_gl_shader(path, "grid.vert", 0, "grid.frag");

	gctx->texture = prge_load_texture(ctx, "data/textures/grid.png", 1);

	mesh_t *quad = push_arena(&ctx->arena, sizeof(mesh_t));
	quad[0] = gen_quad_mesh(&ctx->arena, DEFAULT_TRANSFORM, 100.0f, 100.0f);
	add_mesh_texture(quad, gctx->texture);

	model_t grid_model = {DEFAULT_TRANSFORM, 1, quad};
	grid_model.transform.rotation.x = -90.0f;
	entity_t grid = {ENTITY_ALPHA, grid_model, V3_ZERO, V3_ZERO, BBOX_ZERO};
	add_entity(grid, &ctx->entities);

	model_t cube = prge_load_model(ctx, DEFAULT_TRANSFORM, "data/models/cube.obj");
	add_mesh_texture(&cube.meshes[0], gctx->texture);
	
	entity_t player = {ENTITY_COLLIDE, cube, {0.0f, 2.0f, 0.0f}, V3_ZERO, BBOX_UNIT};
	gctx->player_id = add_entity(player, &ctx->entities);

	entity_t floor = {ENTITY_COLLIDE, cube, V3_ZERO, V3_ZERO, BBOX_UNIT};
	gctx->floor_id = add_entity(floor, &ctx->entities);

	gctx->hurt_id = prge_load_sound_vorbis(ctx, "data/sounds/hurt.ogg");
}

void update_camera_first_person(game_context_t *gctx, input_t *input, float speed, float sens)
{
	v3 r, u, f;
	camera_get_vecs(gctx->camera, &r, &u, &f);
	v3 ddp = V3_ZERO;
	if (is_key_down(input->move_forward))
		ddp = v3_add(ddp, v3_inv(f));
	if (is_key_down(input->move_backward))
		ddp = v3_add(ddp, f);
	if (is_key_down(input->move_right))
		ddp = v3_add(ddp, r);
	if (is_key_down(input->move_left))
		ddp = v3_add(ddp, v3_inv(r));
	if (is_key_down(input->move_up))
		ddp = v3_add(ddp, u);
	if (is_key_down(input->move_down))
		ddp = v3_add(ddp, v3_inv(u));
	ddp = v3_norm(ddp);

	gctx->camera.position = v3_add(gctx->camera.position, gctx->camera_dp);
	gctx->camera_dp = v3_scalef(v3_add(gctx->camera_dp, v3_scalef(ddp, input->dt*speed)), 0.8f);

	if (input->mouse.capture) {
		gctx->camera.angles.y += input->mouse.offset.x*sens;
		gctx->camera.angles.x += input->mouse.offset.y*sens;
		if (gctx->camera.angles.x > 89.0f)
			gctx->camera.angles.x = 89.0f;
		if (gctx->camera.angles.x < -89.0f)
			gctx->camera.angles.x = -89.0f;
	}
}

void update_and_render(prge_context_t *ctx, game_context_t *gctx)
{
	/* NOTE(pryazha): Update */
	if (is_key_pressed(ctx->input.exit)) {
		if (ctx->input.mouse.capture) {
			ctx->input.mouse.capture = 0;
		} else {
			ctx->should_close = 1;
		}
	}

	float speed = 1.0f, sens = 0.05f;
	update_camera_first_person(gctx, &ctx->input, speed, sens);

	/* TODO(pryazha): Update physics */
	entity_t *player = get_entity(ctx->entities, gctx->player_id);
	entity_t *floor = get_entity(ctx->entities, gctx->floor_id);
	entity_t new = move_entity(*player, V3_UP, ctx->input.dt);

	v3 color = {1.0f, 0.0f, 0.0f};
	if (!check_collision(player, floor)) {
		*player = new;
		color = V3_ONE;
	}

	/* NOTE(pryazha): Render */
	v3 bgcolor = {0.15f, 0.15f, 0.15f};
	clear_window(bgcolor);

	begin3d(ctx->window, gctx->mesh_shader, gctx->camera);
	shader_set_v3(gctx->mesh_shader, "color", color);
	draw_entities(ctx->entities, gctx->mesh_shader);
	end3d();

	begin3d_alpha(ctx->window, gctx->grid_shader, gctx->camera);
	draw_entities_alpha(ctx->entities, gctx->grid_shader);
	end3d_alpha();

	int count = 2;
	float width = (float)ctx->window.width*0.25f;
	float height = (float)ctx->window.height*0.05f;
	v2 start = {10, (float)ctx->window.height - height - 10};
	v2 end = {start.x + width, start.y + height};
	rect_t ui_rect = {start, end};
	float padding = 5.0f;
	ui_t ui = beginui(ctx->window, ctx->input, gctx->ui_shader,
			  ui_rect, &ctx->frame_arena, padding);
	float button_width = width/count - 2.0f*padding;
	float button_height = height - 2.0f*padding;
	if (button(&ui, "capture mouse", button_width, button_height))
		ctx->input.mouse.capture = 1;
	if (button(&ui, "hurt sound", button_width, button_height))
		prge_play_sound(ctx, gctx->hurt_id);
	endui();

	gctx->time += ctx->input.dt;
}