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-rw-r--r--src/engine.c62
1 files changed, 62 insertions, 0 deletions
diff --git a/src/engine.c b/src/engine.c
new file mode 100644
index 0000000..9e007ca
--- /dev/null
+++ b/src/engine.c
@@ -0,0 +1,62 @@
+#include "engine.h"
+#include "block.h"
+#include "window.h"
+#include <junk/vector.h>
+
+int engine_init(struct engine *engine) {
+ // Setup the Window
+ struct window* window = malloc(sizeof(struct window));
+ memset(window, 0, sizeof(struct window));
+ if (window_init(window) != 0) {
+ free(window);
+ return -1;
+ }
+ engine->window = window;
+
+ // Setup Shader pipeline
+ struct shader* shader = malloc(sizeof(struct shader));
+ memset(shader, 0, sizeof(struct shader));
+ if (shader_init(shader)) {
+ free(window);
+ free(shader);
+ return -1;
+ };
+ engine->shader = shader;
+
+ // Setup Objects to draw
+ struct block* blk = malloc(sizeof(struct block));
+ memset(blk, 0, sizeof(struct block));
+ vec3 pos = { 0, 0, 0 };
+ if (block_init(pos, blk) != 0) {
+ free(window);
+ free(shader);
+ free(blk);
+ return -1;
+ }
+ vector_init(&engine->objects);
+ VECTOR_INSERT(engine->objects, (void*)blk);
+
+ engine->game_loop = 1;
+ return 0;
+}
+
+void engine_draw(struct engine* engine) {
+ while (engine->game_loop) {
+ SDL_Event event;
+ while (SDL_PollEvent(&event)) {
+ // Quit game
+ if (event.type == SDL_QUIT) {
+ engine->game_loop = 0;
+ }
+ }
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_DEPTH_TEST);
+ //glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
+ glUseProgram(engine->shader->program);
+ for (int i = 0; i < engine->objects->len; i++) {
+ struct block* block = vector_get(engine->objects, i);
+ block_draw(block, engine->shader);
+ }
+ SDL_RenderPresent(engine->window->renderer);
+ }
+}