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#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);
}
}
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