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#include "M_game.h"
int M_initGame(M_Game *game, const char *window_title)
{
game->window_width = 1280;
game->window_height = 720;
SDL_Init(
SDL_INIT_VIDEO
);
game->window = SDL_CreateWindow(
window_title,
game->window_width,
game->window_height,
SDL_WINDOW_OPENGL
);
SDL_SetWindowRelativeMouseMode(game->window, 1);
M_setupProjection(90.0f, ((float)game->window_width)/((float)game->window_height), &game->render_info);
game->block_atlas = M_createBlockAtlas();
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
game->gpu = SDL_GL_CreateContext(game->window);
SDL_GL_MakeCurrent(game->window, game->gpu);
game->running = 1;
int version = gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress);
if (version == 0) {
return 1;
}
game->render_info.global_models = malloc(10*sizeof(M_ViewModel));
game->render_info.global_models[0] = M_createCube();
glClearColor(0.0f, 0.25f, 0.5f, 1.0f);
glEnable(GL_DEPTH_TEST);
return 0;
}
int M_killGame(M_Game *game)
{
free(game->render_info.global_models);
SDL_Quit();
return 0;
}
int M_handleEvents(M_Game *game)
{
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_QUIT:
game->running = 0;
break;
case SDL_EVENT_KEY_DOWN:
SDL_SetWindowRelativeMouseMode(game->window, 0);
break;
case SDL_EVENT_MOUSE_MOTION:
game->player.camera.yaw += (float)event.motion.xrel/100;
game->player.camera.pitch += (float)event.motion.yrel/100;
break;
}
}
return 0;
}
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