binding-of-isaac/src/main.c

465 lines
15 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <assert.h>
#include <math.h>
#include <stdbool.h>
#include <unistd.h>
#include <termios.h>
#include <limits.h>
#include <time.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "hash.h"
#include "structure.h"
#include "base.h"
#include "move.h"
#include "menus.h"
#include "proj.h"
#include "entities.h"
#include "display.h"
#include "generation.h"
double sim_time;
int triCount;
unsigned int fffff;
int gamemode;
double jPress = false;
double gPress = false;
double rPress = false;
void reset_everything(GLFWwindow *window, int count, char* folder) {
hashtbl_free(visited);
free_proj();
free_interf();
free_pool();
//init_csts();
init_hashtbl();
init_ent_generator(10);
init_proj();
init_interf(window);
parse_rooms(count, folder);
}
void processInput(GLFWwindow *window, float dtime) {
// quit w
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
// horizontal movement
bool pressed = false;
if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
if(gamemode == 1) {
for(int k = 0; k < 10; k++) {
camz -= creative_speed*cos(rot_hz)*cos(rot_vt)/10;
camx -= creative_speed*sin(rot_hz)*cos(rot_vt)/10;
camy += creative_speed*sin(rot_vt)/10;
if(is_colliding(dtime)) {
camz += creative_speed*cos(rot_hz)*cos(rot_vt)/10;
camx += creative_speed*sin(rot_hz)*cos(rot_vt)/10;
camy -= creative_speed*sin(rot_vt)/10;
k=11;
}
}
} else {
camvz = -speed*cos(rot_hz);
camvx = -speed*sin(rot_hz);
}
pressed = true;
//camvy = vtmult*speed*sin(rot_vt);
}
if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
if(gamemode == 1) {
for(int k = 0; k < 10; k++) {
camx -= creative_speed*cos(rot_hz)/10;
camz += creative_speed*sin(rot_hz)/10;
if(is_colliding(dtime)) {
camx += creative_speed*cos(rot_hz)/10;
camz -= creative_speed*sin(rot_hz)/10;
k=11;
}
}
} else {
camvx = -speed*cos(rot_hz);
camvz = speed*sin(rot_hz);
}
pressed = true;
}
if(glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS) {
if(gamemode == 1) {
for(int k = 0; k < 10; k++) {
camz += creative_speed*cos(rot_hz)*cos(rot_vt)/10;
camx += creative_speed*sin(rot_hz)*cos(rot_vt)/10;
camy -= creative_speed*sin(rot_vt)/10;
if(is_colliding(dtime)) {
camz -= creative_speed*cos(rot_hz)*cos(rot_vt)/10;
camx -= creative_speed*sin(rot_hz)*cos(rot_vt)/10;
camy += creative_speed*sin(rot_vt)/10;
k=11;
}
}
} else {
camvz = speed*cos(rot_hz);
camvx = speed*sin(rot_hz);
}
pressed = true;
//camvy = -vtmult*speed*sin(rot_vt);
}
if(glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) {
if(gamemode == 1) {
for(int k = 0; k < 10; k++) {
camx += creative_speed*cos(rot_hz)/10;
camz -= creative_speed*sin(rot_hz)/10;
if(is_colliding(dtime)) {
camx -= creative_speed*cos(rot_hz)/10;
camz += creative_speed*sin(rot_hz)/10;
k=11;
}
}
} else {
camvx = speed*cos(rot_hz);
camvz = -speed*sin(rot_hz);
}
pressed = true;
}
// jumps
if(gamemode == 0 && njumps > 0 && glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
if(jPress) {
camvy = vtmult*speed;
njumps -= 1;
jPress = false;
}
} else {
jPress = true;
}
if(!pressed) {
camvx *= (1.0-1.0*5.0*((double)dtime));
camvz *= (1.0-1.0*5.0*((double)dtime));
}
// gamemode
if(glfwGetKey(window, GLFW_KEY_G) == GLFW_PRESS) {
if(!gPress) {
gPress = true;
gamemode = 1-gamemode;
njumps = 3;
camvx = 0.0;
camvy = 0.0;
camvz = 0.0;
}
} else {
gPress = false;
}
// camera rotation
if(glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) {
rot_hz -= sensitivity;
}
if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
rot_hz += sensitivity;
}
if(glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS) {
rot_vt = maxd(-3.14159/2.0, rot_vt-sensitivity);
}
if(glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS) {
rot_vt = mind(3.14159/2.0, rot_vt+sensitivity);
}
// reset
if(glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
if(!isMenuOpen() && !rPress) {
rPress = true;
reset_everything(window, 7, "templates/");
}
}/*else {
rPress = false;
}*/
}
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"uniform mat4 scale;\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 projection;\n"
"void main() {\n"
" gl_Position = projection * view * model * scale * vec4(aPos, 1.0);\n"
"}\0";
// Fragment Shader Source
const char *fragmentShaderSource = "#version 330 core\n"
"uniform vec4 u_color;\n"
"out vec4 FragColor;\n"
"void main() {\n"
" FragColor = u_color;\n"
"}\0";
const char *vertexShaderSourceR = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"uniform mat4 scale;\n"
"uniform mat4 slide;\n"
"void main() {\n"
" gl_Position = slide * scale * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragmentShaderSourceR = "#version 330 core\n"
"uniform vec4 u_color2;\n"
"out vec4 FragColor;\n"
"void main() {\n"
" FragColor = u_color2;\n"
"}\0";
int main_alt() {
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(1500, 1000, "yahoo", NULL, NULL);
if (window == NULL)
{
fprintf(stderr, "ERROR : cannot initialize GL window");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
fprintf(stderr, "ERROR : cannot initialize GLAD loader");
return -1;
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glDepthFunc(GL_LESS);
//glfwSetMouseButtonCallback(window, mouse_button_callback);
init_csts();
init_hashtbl();
init_ent_generator(10);
init_proj();
init_interf(window);
build_all_menus();
parse_rooms(7, "templates/");
// ---------------------------------------------------------------------------------------------------------------------------------------------- //
// ---------------------------------------------------------------------------------------------------------------------------------------------- //
// build and compile our shader program
// ------------------------------------
// vertex shader
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
fprintf(stderr, "ERROR : cannot initialize shader (1)");
}
// fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
fprintf(stderr, "ERROR : cannot initialize shader (3)");
}
// link shaders
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// main VAO/VBO
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
init_vertices();
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// ---------------------------------------------------------------------------------------------------------------------------------------------- //
// ---------------------------------------------------------------------------------------------------------------------------------------------- //
// build and compile our shader program
// ------------------------------------
// vertex shader
unsigned int vertexShaderR = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShaderR, 1, &vertexShaderSourceR, NULL);
glCompileShader(vertexShaderR);
// check for shader compile errors
glGetShaderiv(vertexShaderR, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShaderR, 512, NULL, infoLog);
//std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader
unsigned int fragmentShaderR = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShaderR, 1, &fragmentShaderSourceR, NULL);
glCompileShader(fragmentShaderR);
// check for shader compile errors
glGetShaderiv(fragmentShaderR, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShaderR, 512, NULL, infoLog);
//std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
unsigned int shaderProgramR = glCreateProgram();
glAttachShader(shaderProgramR, vertexShaderR);
glAttachShader(shaderProgramR, fragmentShaderR);
glLinkProgram(shaderProgramR);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgramR, 512, NULL, infoLog);
//std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShaderR);
glDeleteShader(fragmentShaderR);
// rectangle VAO/VBO
initMenus();
unsigned int RVBO, RVAO;
glGenVertexArrays(1, &RVAO);
glGenBuffers(1, &RVBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(RVAO);
glBindBuffer(GL_ARRAY_BUFFER, RVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(rectDefault), rectDefault, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);
// ---------------------------------------------------------------------------------------------------------------------------------------------- //
// ---------------------------------------------------------------------------------------------------------------------------------------------- //
fffff = shaderProgram;
int fps = 90;
int interval = 1000000/fps;
double slp_time = 1.0/fps;
float delta = 0.0f;
double deltad = 0.0;
clock_t finish = clock();
clock_t origin = clock();
while(!glfwWindowShouldClose(window) && player_hp > 0) {
// input
// -----
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
triCount = 0;
fflush(stdout);
generate_nearby_chunks(1);
fflush(stdout);
// draw the map
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
gl_initRender(shaderProgram, shaderProgram, VAO, VBO);
gl_renderNearbyChunks(shaderProgram, shaderProgram, VAO, VBO, 1);
gl_renderProj(shaderProgram, shaderProgram, VAO, VBO);
// draw data
glUseProgram(shaderProgramR);
glBindVertexArray(RVAO);
gl_drawInteger(shaderProgramR, (int)(1.0f/(delta)), 0.0f, -0.92f, 0.05, 32, 255, 32, 0.005, -1);
gl_drawInteger(shaderProgramR, triCount, 0.0f, 0.92f, 0.04f, 128, 128, 128, 0.005f, 1);
gl_drawData(shaderProgramR);
if(!isInMenu(window, shaderProgramR)) {
processInput(window, delta);
if(gamemode == 0) {
movePlayerG(delta);
}
teleport_on_edge();
update_entities(delta);
updateProj(delta);
}
usleep(max(0, interval-(int)(1000000*delta)));
sim_time += deltad;
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
glfwSwapBuffers(window);
glfwPollEvents();
finish = clock();
delta = slp_time+((float)finish - (float)origin)/CLOCKS_PER_SEC;
deltad = slp_time+((double)finish - (double)origin)/CLOCKS_PER_SEC;
origin = clock();
incr = 0.0f;
}
hashtbl_free(visited);
free_proj();
free_interf();
free_pool();
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
int main(int argc, char** argv) {
srand(time(NULL));
triCount = 0;
sim_time = 0.0;
gamemode = 0;
return main_alt();
}