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-rw-r--r--CMakeLists.txt1
-rw-r--r--src/block.c12
-rw-r--r--src/block.h1
-rw-r--r--src/engine.c28
4 files changed, 27 insertions, 15 deletions
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 5cff1d8..f2bf966 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -4,6 +4,7 @@ project(junkcraft VERSION 1.0
DESCRIPTION "Minecraft clone"
LANGUAGES C)
+set(CMAKE_BUILD_TYPE Debug)
message("Compiler: ${CMAKE_CXX_COMPILER_ID}")
add_subdirectory(src)
diff --git a/src/block.c b/src/block.c
index 8b7ba20..32b9560 100644
--- a/src/block.c
+++ b/src/block.c
@@ -53,7 +53,13 @@ int block_init(vec3 pos, struct block* blk) {
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Set EBO to the vertex_order
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, blk->_ebo);
-
+ //NOTE: This is important, otherwise with multiple block_init calls, it
+ //creates a segfault since the bindings get all messed up. Why it gets
+ //messed up? Let's say we make 2 blocks. Block 1 creates VBOs, then VAO,
+ //then binds everything. Now VAO is still bound. Block 2 init starts. First
+ //call is create_vbo. Since VAO is already bound, it gets bound to the OLD
+ //VAO!! Always clear before use.
+ glBindVertexArray(0);
return 0;
}
@@ -66,8 +72,9 @@ void block_update(struct block* blk) {
vec3 rot_axis = { 1.0f, 1.0f, 0.0f };
vec3 axis_y = { 0.0f, 1.0f, 0.0f };
vec3 pivot = { 0.0f, 0.0f, 0.0f };
- vec3 translation = { 0.0f, 0, -2.0f };
+ vec3 scale = { 0.25f, 0.25f, 0.25f };
glm_translate(blk->model, blk->coords);
+ glm_scale(blk->model, scale);
glm_rotate_at(blk->model, pivot, angle, rot_axis);
// View matrix (camera)
vec3 camera = { 0.0f, 0.0f, 2.0f };
@@ -98,7 +105,6 @@ int block_draw(struct block* blk, struct shader* shader) {
1.0f, 1.0f, 0.0f,
0.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f,
-
};
glUniform3fv(loc, 6, (void*)colors);
glDrawElements(GL_TRIANGLES, blk->_vertex_count, GL_UNSIGNED_INT, 0);
diff --git a/src/block.h b/src/block.h
index faabe58..aecb804 100644
--- a/src/block.h
+++ b/src/block.h
@@ -5,7 +5,6 @@
struct block {
vec3 coords;
- int type;
GLuint _vao;
GLuint _vbo;
GLuint _ebo;
diff --git a/src/engine.c b/src/engine.c
index e5cda7e..ec1fdcd 100644
--- a/src/engine.c
+++ b/src/engine.c
@@ -24,17 +24,23 @@ int engine_init(struct engine *engine) {
engine->shader = shader;
// Setup Objects to draw
- struct block* blk = malloc(sizeof(struct block));
- memset(blk, 0, sizeof(struct block));
- vec3 pos = { 0, 0, -1.0f };
- if (block_init(pos, blk) != 0) {
- free(window);
- free(shader);
- free(blk);
- return -1;
- }
vector_init(&engine->objects);
- VECTOR_INSERT(engine->objects, (void*)blk);
+
+ for (int i = 0; i < 3; i++) {
+ for (int j = 0; j < 3; j++) {
+ fprintf(stderr, "Creating block %d\n", i + j);
+ struct block* blk = malloc(sizeof(struct block));
+ memset(blk, 0, sizeof(struct block));
+ vec3 pos = { 0.5f * ((float)i - 1), 0.5f * ((float)j - 1), 0.0f};
+ if (block_init(pos, blk) != 0) {
+ //TODO: Fix frees here
+ return -1;
+ }
+ fprintf(stderr, "Inserting block %d\n", i + j);
+ if (VECTOR_INSERT(engine->objects, (void*)blk) == -1) exit(1);
+ fprintf(stderr, "Done block %d\n", i + j);
+ }
+ }
engine->game_loop = 1;
return 0;
@@ -53,7 +59,7 @@ void engine_draw(struct engine* engine) {
glEnable(GL_DEPTH_TEST);
//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
glUseProgram(engine->shader->program);
- for (int i = 0; i < engine->objects->len; i++) {
+ for (int i = 0; i < vector_length(engine->objects); i++) {
struct block* block = vector_get(engine->objects, i);
block_draw(block, engine->shader);
}