#include "pwyazh.h" #include "GL/glew.h" #include "GLFW/glfw3.h" #include "pwyazh_GL.h" #include "common.h" static S32 global_width = 1024, global_height = 768; static Input global_input; static V3F camera_dp = (V3F){ 0.0f, 0.0f, 0.0f }; static V3F light_pos = (V3F){ 0.0f, 0.0f, 0.0f }; static S32 blinn = 0; 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_E: { global_input.move_up.state = KeyState_PRESS; } break; case GLFW_KEY_Q: { global_input.move_down.state = KeyState_PRESS; } break; case GLFW_KEY_SPACE: { global_input.jump.state = KeyState_PRESS; } break; case GLFW_KEY_RIGHT: { global_input.action_right.state = KeyState_PRESS; } break; case GLFW_KEY_UP: { global_input.action_up.state = KeyState_PRESS; } break; case GLFW_KEY_LEFT: { global_input.action_left.state = KeyState_PRESS; } break; case GLFW_KEY_ESCAPE: { global_input.exit.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_E: { global_input.move_up.state = KeyState_RELEASE; } break; case GLFW_KEY_Q: { global_input.move_down.state = KeyState_RELEASE; } break; case GLFW_KEY_SPACE: { global_input.jump.state = KeyState_RELEASE; } break; case GLFW_KEY_RIGHT: { global_input.action_right.state = KeyState_RELEASE; } break; case GLFW_KEY_UP: { global_input.action_up.state = KeyState_RELEASE; } break; case GLFW_KEY_LEFT: { global_input.action_left.state = KeyState_RELEASE; } break; case GLFW_KEY_ESCAPE: { global_input.exit.state = KeyState_RELEASE; } break; } } break; } } void resize_callback(GLFWwindow* window, int width, int height) { global_width = width; global_height = height; glViewport(0, 0, global_width, global_height); } void error_callback(int error, const char *desc) { fprintf(stderr, "[ERROR] GLFW: %s\n", desc); } void update(State *state) { V3F camera_dv = get_dv_camera_orbital(&global_input, state->camera.pos, v3f_zero(), state->dt, 2.0f); if (key_is_pressed(global_input.action_up)) { camera_dv = v3f_scalef(camera_dv, 3.0f); } camera_dp = v3f_add(camera_dp, camera_dv); camera_dp = v3f_scalef(camera_dp, 0.7f); state->camera.pos = v3f_add(state->camera.pos, camera_dp); if (key_first_press(global_input.jump)) blinn = blinn ? 0 : 1; input_update_last_state(&global_input); } void render(State *state, U32 *shaders, U32 texture, Mesh **meshes) { MAT4 projection, view, model; U32 shader; Mesh *mesh; glClearColor(0.15f, 0.15f, 0.15f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); projection = perspective(state->camera.fovx, (F32)global_width/(F32)global_height, state->camera.near, state->camera.far); view = look_at(state->camera.pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f)); model = mat4_identity(); U32 mesh_index = 0; shader = shaders[mesh_index]; mesh = meshes[mesh_index]; glUseProgram(shader); shader_set_mat4fv(shader, "projection", projection); shader_set_mat4fv(shader, "view", view); shader_set_mat4fv(shader, "model", model); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); shader_set_3fv(shader, "light_pos", light_pos); shader_set_3fv(shader, "view_pos", state->camera.pos); shader_set_1i(shader, "blinn", blinn); mesh_draw(mesh); mesh_index++; shader = shaders[mesh_index]; mesh = meshes[mesh_index]; glUseProgram(shader); shader_set_mat4fv(shader, "projection", projection); shader_set_mat4fv(shader, "view", view); model = mat4_make_scale(v3f(0.1f, 0.1f, 0.1f)); shader_set_mat4fv(shader, "model", model); mesh_draw(mesh); glBindTexture(GL_TEXTURE_2D, 0); } int main(void) { GLFWwindow *window; Arena *arena; State state; Mesh *meshes[2]; U32 shaders[2]; F64 time, last_time; U32 texture; glfwSetErrorCallback(error_callback); if (glfwInit() == GLFW_FALSE) return(1); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_SAMPLES, 4); window = glfwCreateWindow(global_width, global_height, "Blinn-Phong shading", 0, 0); if (!window) goto error; glfwSetKeyCallback(window, key_callback); glfwSetWindowSizeCallback(window, resize_callback); glfwMakeContextCurrent(window); if (glewInit() != GLEW_OK) goto error; glEnable(GL_DEPTH_TEST); glEnable(GL_MULTISAMPLE); /* NOTE(pryazha): init */ arena = arena_alloc(Megabytes(64)); state.camera = (Camera){ v3f(0.0f, 0.0f, 3.0f), 90.0f, 0.1f, 1000.0f }; Vertex vertices[] = { // positions // normals // texcoords vertex(v3f( 10.0f, -0.5f, 10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 0.0f)), vertex(v3f(-10.0f, -0.5f, 10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 0.0f)), vertex(v3f(-10.0f, -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 10.0f)), vertex(v3f( 10.0f, -0.5f, 10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 0.0f)), vertex(v3f(-10.0f, -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 10.0f)), vertex(v3f( 10.0f, -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 10.0f)) }; U32 indices[] = { 0, 1, 2, 3, 4, 5 }; meshes[0] = mesh_init(arena, vertices, 6, indices, 6); meshes[1] = mesh_load_obj(arena, "../../data/models/cube.obj"); shaders[0] = create_shader_program("shaders/blinn_phong.vs", "shaders/blinn_phong.fs"); shaders[1] = create_shader_program("shaders/light.vs", "shaders/light.fs"); texture = load_texture("../../data/textures/wood.png"); last_time = glfwGetTime(); while (!glfwWindowShouldClose(window)) { glfwPollEvents(); if (key_first_press(global_input.exit)) glfwSetWindowShouldClose(window, GLFW_TRUE); update(&state); render(&state, shaders, texture, meshes); glfwSwapBuffers(window); time = glfwGetTime(); state.dt = time-last_time; last_time = time; #if 0 fprintf(stdout, "[INFO]: dt: %f\n", state.dt); #endif } glfwTerminate(); return(0); error: glfwTerminate(); return(1); }