/* This file is part of Buld Then Snip. Buld Then Snip is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Buld Then Snip is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Buld Then Snip. If not, see . */ #include "common.h" SDL_Surface *screen = NULL; int screen_width = 800; int screen_height = 600; int error_sdl(char *msg) { fprintf(stderr, "%s: %s\n", msg, SDL_GetError()); return 1; } int error_perror(char *msg) { perror(msg); return 1; } int init_platform(void) { if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_NOPARACHUTE)) return error_sdl("SDL_Init"); return 0; } int init_video(void) { SDL_WM_SetCaption("buld then snip",NULL); screen = SDL_SetVideoMode(screen_width, screen_height, 32, 0); if(screen == NULL) return error_sdl("SDL_SetVideoMode"); return 0; } void deinit_video(void) { // don't do anything } void deinit_sdl(void) { SDL_Quit(); } void run_game(void) { map_t *map = map_load_aos("mesa.vxl"); model_t tcam; tcam.mpx = 256.5f; tcam.mpy = 56.5f; tcam.mpz = 256.5f; tcam.mxx = 1.0f; tcam.mxy = 0.0f; tcam.mxz = 0.0f; tcam.myx = 0.0f; tcam.myy = 1.0f; tcam.myz = 0.0f; tcam.mzx = 0.0f; tcam.mzy = 0.0f; tcam.mzz = 1.0f; int i; float angy = 0.0f; float angx = 0.0f; int key_left = 0; int key_right = 0; int key_up = 0; int key_down = 0; render_vxl_redraw(&tcam, map); int quitflag = 0; while(!quitflag) { // update angles if(key_left) angy += 0.02f; if(key_right) angy -= 0.02f; if(key_up) angx -= 0.02f; if(key_down) angx += 0.02f; // clamp angle, YOU MUST NOT LOOK DIRECTLY UP OR DOWN! if(angx > M_PI*0.499f) angx = M_PI*0.499f; if(angx < -M_PI*0.499f) angx = -M_PI*0.499f; float sya = sinf(angy); float cya = cosf(angy); float sxa = sinf(angx); float cxa = cosf(angx); cam_point_dir(&tcam, sya*cxa, sxa, cya*cxa); //cam_point_dir(&tcam, 0.0f, 0.0f, 1.0f); //printf("%.2f",); SDL_LockSurface(screen); //memset(screen->pixels, 0x51, screen->h*screen->pitch); render_cubemap(screen->pixels, screen->w, screen->h, screen->pitch/4, &tcam, map); SDL_UnlockSurface(screen); SDL_Flip(screen); //SDL_Delay(10); SDL_Event ev; while(SDL_PollEvent(&ev)) switch(ev.type) { case SDL_KEYUP: case SDL_KEYDOWN: switch(ev.key.keysym.sym) { case SDLK_UP: key_up = (ev.type == SDL_KEYDOWN); break; case SDLK_DOWN: key_down = (ev.type == SDL_KEYDOWN); break; case SDLK_LEFT: key_left = (ev.type == SDL_KEYDOWN); break; case SDLK_RIGHT: key_right = (ev.type == SDL_KEYDOWN); break; default: // -Wswitch: SHUT. UP. break; } break; case SDL_QUIT: quitflag = 1; break; } } map_free(map); } int main(int argc, char *argv[]) { if(!init_platform()) { if(!init_video()) { if(!render_init(screen->w, screen->h)) { run_game(); render_deinit(); } deinit_video(); } deinit_sdl(); } return 0; }