#include "GL/glew.h" #include "GLFW/glfw3.h" #include "pwyazh.h" #include "pwyazh_GL.h" #include "common.h" #include static S32 global_width = 1024, global_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_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_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_LEFT: { global_input.action_left.state = KeyState_RELEASE; } break; case GLFW_KEY_ESCAPE: { global_input.exit.state = KeyState_RELEASE; } break; } } break; } } void window_resize_callback(GLFWwindow* window, int width, int height) { global_width = width; global_height = height; glViewport(0, 0, global_width, global_height); } int main(void) { GLFWwindow *window; Arena *arena = 0; F32 target_fps, target_spf, last_time, dt; MAT4 projection, view, model; V3F camera_pos; F32 camera_speed, fovx, near, far; U32 color_shader; if (glfwInit() == GLFW_FALSE) { fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); return(1); } 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(global_width, global_height, "Anti Aliasing (MSAA)", 0, 0); if (!window) { fprintf(stderr, "[ERROR] Failed to create window.\n"); glfwTerminate(); return(1); } glfwMakeContextCurrent(window); glfwSetKeyCallback(window, key_callback); glfwSetWindowSizeCallback(window, window_resize_callback); 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(Megabytes(64)); Mesh *cube_mesh = mesh_load_obj(arena, "../../data/models/cube.obj"); color_shader = create_shader_program("shaders/color.vs", "shaders/color.fs"); target_fps = 60.0f; target_spf = 1.0f/target_fps; camera_pos = v3f(0.0f, 0.0f, 3.0f); camera_speed = 2.0f; fovx = 90.0f; near = 0.1f; far = 1000.0f; last_time = glfwGetTime(); while (!glfwWindowShouldClose(window)) { glfwPollEvents(); /* NOTE(pryazha): Update */ if (key_is_pressed(global_input.exit)) glfwSetWindowShouldClose(window, GLFW_TRUE); V3F camera_dv = get_dv_camera_orbital(&global_input, camera_pos, v3f_zero(), dt, camera_speed); camera_pos = v3f_add(camera_pos, camera_dv); projection = perspective(fovx, (F32)global_width/(F32)global_height, near, far); view = look_at(camera_pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f)); model = mat4_identity(); 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(color_shader); shader_set_mat4fv(color_shader, "projection", projection); shader_set_mat4fv(color_shader, "view", view); shader_set_mat4fv(color_shader, "model", model); mesh_draw(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; last_time = current_time; } arena_release(arena); glfwTerminate(); return(0); }