void init(State *state) { U32 nmeshes; Mesh *meshes; state->parena = arena_alloc(Kilobytes(256)); state->camera = camera_init(v3(0.0f, 0.0f, 3.0f), 90.0f, 0.1f, 100.0f, 0.0f, 0.0f, 0.0f); state->camera_dp = V3_ZERO; state->mesh_shader = load_shader("shaders/default.vert", 0, "shaders/default.frag"); state->ui_shader = load_shader("shaders/ui.vert", 0, "shaders/ui.frag"); state->texture = load_texture(state->parena, str8lit("data/textures/grid.png"), 0); nmeshes = 2; meshes = arena_push(state->parena, nmeshes*sizeof(Mesh)); meshes[0] = *mesh_gen_circle(state->parena, v3(0.0f, 0.0f, 2.0f), V3_ZERO, 3.0f, 6); meshes[1] = *mesh_gen_quad(state->parena, V3_ZERO, v3(0.0f, 90.0f, 0.0f), 2.0f, 2.0f); mesh_add_texture(&meshes[0], state->texture); state->model = model_init(state->parena, V3_ZERO, V3_ZERO, meshes, nmeshes); } void update_camera_first_person(State *state, Input *input, F32 speed, F32 mouse_sens) { V3 ddp, r, u, f; camera_get_vectors_first_person(&state->camera, &r, &u, &f); ddp = V3_ZERO; if (key_is_pressed(input->move_forward)) ddp = v3add(ddp, v3inv(f)); if (key_is_pressed(input->move_backward)) ddp = v3add(ddp, f); if (key_is_pressed(input->move_right)) ddp = v3add(ddp, r); if (key_is_pressed(input->move_left)) ddp = v3add(ddp, v3inv(r)); if (key_is_pressed(input->move_up)) ddp = v3add(ddp, u); if (key_is_pressed(input->move_down)) ddp = v3add(ddp, v3inv(u)); ddp = v3norm(ddp); state->camera.pos = v3add(state->camera.pos, state->camera_dp); state->camera_dp = v3scalef(v3add(state->camera_dp, v3scalef(ddp, input->dt*speed)), 0.8f); /* NOTE(pryazha): Camera angles */ if (input->capture_mouse) { state->camera.yaw += input->mouse_offset.x*mouse_sens; state->camera.pitch += input->mouse_offset.y*mouse_sens; if (state->camera.pitch > 89.0f) state->camera.pitch = 89.0f; if (state->camera.pitch < -89.0f) state->camera.pitch = -89.0f; } } void update_and_render(Window *wnd, State *state, Input *input) { /* NOTE(pryazha): Update */ if (key_first_press(input->exit)) { if (input->capture_mouse) { input->capture_mouse = 0; } else { input->is_running = 0; } } /* NOTE(pryazha): Camera movement */ update_camera_first_person(state, input, 1.0f, 0.3f); state->model->rotate.z += 20.0f*input->dt; state->model->rotate.x += 20.0f*input->dt; /* NOTE(pryazha): Render */ MAT4 proj, view; F32 ar; Arena *ui_arena; glViewport(0, 0, wnd->width, wnd->height); glClearColor(0.15f, 0.15f, 0.15f, 1.0f); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); ar = (F32)wnd->width/(F32)wnd->height; proj = camera_persp(state->camera, ar); view = camera_get_view_matrix_first_person(&state->camera); model_draw(state->mesh_shader, &proj, &view, state->model); glUseProgram(state->ui_shader); proj = ortho(0.0f, (F32)wnd->width, 0.0f, (F32)wnd->height, -1.0f, 1.0f); shader_set_mat4fv(state->ui_shader, "proj", proj); ui_arena = arena_alloc(0); glDisable(GL_DEPTH_TEST); if (button(wnd, state->ui_shader, input, ui_arena, str8lit("some name"), v2(wnd->width/8.0f, wnd->height/8.0f), 50.0f, 30.0f)) { input->capture_mouse = 1; } glEnable(GL_DEPTH_TEST); glUseProgram(0); arena_release(ui_arena); state->t += input->dt; } void clear(State *state) { arena_release(state->parena); }