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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);
}
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