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authorpryazha <pryadeiniv@mail.ru>2025-01-19 17:33:44 +0500
committerpryazha <pryadeiniv@mail.ru>2025-01-19 17:33:44 +0500
commitbd49bd525f4c6c6c15c4142bf42d1dd38be6fc16 (patch)
tree9e69f473c34b53e9e57d8af1873c39698bf5c80e /mesh_loading_test/mesh_loading_test.c
initial commit
Diffstat (limited to 'mesh_loading_test/mesh_loading_test.c')
-rw-r--r--mesh_loading_test/mesh_loading_test.c187
1 files changed, 187 insertions, 0 deletions
diff --git a/mesh_loading_test/mesh_loading_test.c b/mesh_loading_test/mesh_loading_test.c
new file mode 100644
index 0000000..5284dd2
--- /dev/null
+++ b/mesh_loading_test/mesh_loading_test.c
@@ -0,0 +1,187 @@
+#include "GL/glew.h"
+#include "GLFW/glfw3.h"
+
+#include "pwyazh.h"
+
+#include "common.h"
+
+#define WIDTH 1024
+#define HEIGHT 768
+
+static Input global_input;
+
+void
+key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ switch (action)
+ {
+ case GLFW_PRESS: {
+ switch (key)
+ {
+ case GLFW_KEY_D: {
+ global_input.move_right.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_W: {
+ global_input.move_forward.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_A: {
+ global_input.move_left.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_S: {
+ global_input.move_backward.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_Q: {
+ global_input.move_down.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_E: {
+ global_input.move_up.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_SPACE: {
+ global_input.jump.state = KeyState_PRESS;
+ } break;
+ }
+ } break;
+
+ case GLFW_RELEASE: {
+ switch (key)
+ {
+ case GLFW_KEY_D: {
+ global_input.move_right.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_W: {
+ global_input.move_forward.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_A: {
+ global_input.move_left.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_S: {
+ global_input.move_backward.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_Q: {
+ global_input.move_down.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_E: {
+ global_input.move_up.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_SPACE: {
+ global_input.jump.state = KeyState_RELEASE;
+ } break;
+ }
+ } break;
+ }
+}
+
+int
+main(void)
+{
+ GLFWwindow *window;
+
+ if (glfwInit() == GLFW_FALSE)
+ {
+ fprintf(stderr, "[ERROR] Failed to initialize glfw.\n");
+ return(1);
+ }
+
+ glfwWindowHint(GLFW_RESIZABLE, 0);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ window = glfwCreateWindow(WIDTH, HEIGHT, "depth testing", 0, 0);
+ if (!window)
+ {
+ fprintf(stderr, "[ERROR] Failed to create window.\n");
+ glfwTerminate();
+ return(1);
+ }
+
+ glfwMakeContextCurrent(window);
+ glfwSetKeyCallback(window, key_callback);
+
+ if (glewInit() != GLEW_OK)
+ {
+ fprintf(stderr, "[ERROR] Failed to initialize glew.\n");
+ glfwTerminate();
+ return(1);
+ }
+
+ U32 shader = create_shader_program("shaders/default.vs", "shaders/default.fs");
+
+ Arena *arena = arena_alloc(Megabytes(512));
+
+ Mesh *what_cube_mesh = mesh_load_obj(arena, "what_cube/what_cube.obj");
+ U32 what_cube_texture = load_texture("what_cube/pryazha.jpg");
+
+ F32 target_fps = 60.0f;
+ F32 target_spf = 1.0f/target_fps;
+ F32 dt = 0.0f;
+ F32 last_time = glfwGetTime();
+ F32 time = last_time;
+
+ MAT4 projection, view, model;
+ projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f);
+ model = mat4_identity();
+
+ V3F camera_pos = v3f(0.0f, 0.0f, 3.0f);
+
+ glEnable(GL_DEPTH_TEST);
+
+ while (!glfwWindowShouldClose(window))
+ {
+ glfwPollEvents();
+
+ /* NOTE(pryazha): Update */
+ V3F f = v3f_norm(v3f_sub(v3f(0.0f, 0.0f, 0.0f), camera_pos));
+ V3F l = v3f_norm(v3f_cross(v3f(0.0f, 1.0f, 0.0f), f));
+ V3F u = v3f_cross(f, l);
+
+ V3F dp = v3f_zero();
+ F32 speed = 2.0f;
+ if (key_is_pressed(global_input.move_right))
+ dp = v3f_sub(dp, l);
+ if (key_is_pressed(global_input.move_forward))
+ dp = v3f_add(dp, f);
+ if (key_is_pressed(global_input.move_left))
+ dp = v3f_add(dp, l);
+ if (key_is_pressed(global_input.move_backward))
+ dp = v3f_sub(dp, f);
+ if (key_is_pressed(global_input.move_up))
+ dp = v3f_add(dp, u);
+ if (key_is_pressed(global_input.move_down))
+ dp = v3f_sub(dp, u);
+
+ camera_pos = v3f_add(camera_pos, v3f_scalef(dp, speed*dt));
+
+ view = look_at(camera_pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
+
+ input_update_last_state(&global_input);
+
+ /* NOTE(pryazha): Render */
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glUseProgram(shader);
+ shader_set_mat4fv(shader, "projection", projection);
+ shader_set_mat4fv(shader, "view", view);
+ shader_set_mat4fv(shader, "model", model);
+ glBindTexture(GL_TEXTURE_2D, what_cube_texture);
+ mesh_draw(what_cube_mesh);
+
+ glfwSwapBuffers(window);
+
+ F32 elapsed = glfwGetTime()-last_time;
+ if (elapsed < target_spf)
+ {
+ U32 sleep_time = (U32)(target_spf-elapsed);
+ if (sleep_time > 0)
+ sleep(sleep_time);
+ }
+ F32 current_time = glfwGetTime();
+ dt = current_time-last_time;
+ time += dt;
+ last_time = current_time;
+ }
+
+ arena_release(arena);
+ glfwTerminate();
+ return(0);
+}