#include "GL/glew.h" #include "GLFW/glfw3.h" #include "pwyazh.h" #include "pwyazh_GL.h" #include "common.h" int main(void) { GLFWwindow *window; Arena *arena = 0; Mesh *cube; Input input; F32 target_fps, target_spf, last_time; MAT4 proj, view, model; State state; S32 width, height; U32 color_shader; if (glfwInit() == GLFW_FALSE) { fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); return(1); } width = 1024; height = 768; glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_SAMPLES, 4); window = glfwCreateWindow(width, height, "Anti Aliasing (MSAA)", 0, 0); if (!window) { fprintf(stderr, "[ERROR] Failed to create window.\n"); glfwTerminate(); return(1); } glfwMakeContextCurrent(window); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); if (glewInit() != GLEW_OK) { fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); glfwTerminate(); return(1); } glEnable(GL_DEPTH_TEST); glEnable(GL_MULTISAMPLE); arena = arena_alloc(Kilobytes(4)); cube = mesh_load_obj(arena, "../../data/models/cube.obj"); color_shader = create_shader_program("shaders/color.vert", "shaders/color.frag"); state.camera = (Camera) { v3f(0.0f, 0.0f, 3.0f), 90.0f, 0.1f, 1000.0f, 0.0f, 0.0f }; input = input_init(); target_fps = 60.0f; target_spf = 1.0f/target_fps; last_time = glfwGetTime(); while (!glfwWindowShouldClose(window)) { glfwPollEvents(); /* NOTE(pryazha): Update */ glfwGetFramebufferSize(window, &width, &height); process_glfw_keyboard(window, &input); process_glfw_mouse_pos(window, &input); if (key_first_press(input.exit)) glfwSetWindowShouldClose(window, GLFW_TRUE); V3F dv = get_dv_camera_first_person(&input, &state.camera, 4.0f, state.dt); state.camera.pos = v3f_add(state.camera.pos, dv); F32 sensitivity = 0.1f; input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity); state.camera.yaw += input.mouse_offset.x; state.camera.pitch += input.mouse_offset.y; if (state.camera.pitch > 89.0f) state.camera.pitch = 89.0f; if (state.camera.pitch < -89.0f) state.camera.pitch = -89.0f; input_update_last_state(&input); view = get_view_matrix(&state.camera); proj = perspective(state.camera.fovx, (F32)width/(F32)height, state.camera.near, state.camera.far); model = mat4_identity(); /* NOTE(pryazha): Render */ glClearColor(0.15f, 0.15f, 0.15f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(color_shader); shader_set_mat4fv(color_shader, "proj", proj); shader_set_mat4fv(color_shader, "view", view); shader_set_mat4fv(color_shader, "model", model); mesh_draw(cube); 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(); state.dt = current_time-last_time; last_time = current_time; } arena_release(arena); glfwTerminate(); return(0); }