#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); }