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#include "GL/glew.h"
#include "GLFW/glfw3.h"
#include "pwyazh.h"
#include "pwyazh_GL.h"
#include "common.h"
int main(void)
{
GLFWwindow *window;
State state;
S32 width, height;
Input input;
Arena *arena;
F64 time, last_time;
U32 texture;
S32 blinn = 0;
V3F light_pos = (V3F){ 0.0f, 0.0f, 0.0f };
glfwSetErrorCallback(error_callback);
if (glfwInit() == GLFW_FALSE)
return(1);
width = 1024;
height = 768;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_SAMPLES, 4);
window = glfwCreateWindow(width, height, "Blinn-Phong shading", 0, 0);
if (!window)
goto error;
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, 0.0f, 0.0f };
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 };
Mesh *quad = mesh_init(arena, vertices, 6, indices, 6);
Mesh *cube = mesh_load_obj(arena, "../../data/models/cube.obj");
U32 blinn_phong_shader = create_shader_program("shaders/blinn_phong.vert", "shaders/blinn_phong.frag");
U32 light_shader = create_shader_program("shaders/light.vert", "shaders/light.frag");
texture = load_texture("../../data/textures/wood.png");
last_time = glfwGetTime();
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
/* INFO(pryazha): Update */
process_glfw_keyboard(window, &input);
glfwGetFramebufferSize(window, &width, &height);
V3F target = v3f_zero();
if (key_first_press(input.exit))
glfwSetWindowShouldClose(window, GLFW_TRUE);
if (key_first_press(input.jump))
blinn = blinn ? 0 : 1;
V3F dv = get_dv_camera_orbital(&input, state.camera.pos,
target, state.dt, 3.0f);
state.camera.pos = v3f_add(state.camera.pos, dv);
input_update_last_state(&input);
/* NOTE(pryazha): Render */
MAT4 proj, view, model;
view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f));
proj = perspective(state.camera.fovx, (F32)width/(F32)height,
state.camera.near, state.camera.far);
model = mat4_identity();
glViewport(0, 0, width, height);
glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(blinn_phong_shader);
shader_set_mat4fv(blinn_phong_shader, "proj", proj);
shader_set_mat4fv(blinn_phong_shader, "view", view);
shader_set_mat4fv(blinn_phong_shader, "model", model);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
shader_set_3fv(blinn_phong_shader, "light_pos", light_pos);
shader_set_3fv(blinn_phong_shader, "view_pos", state.camera.pos);
shader_set_1i(blinn_phong_shader, "blinn", blinn);
mesh_draw(quad);
glUseProgram(light_shader);
shader_set_mat4fv(light_shader, "proj", proj);
shader_set_mat4fv(light_shader, "view", view);
model = mat4_make_scale(v3f(0.1f, 0.1f, 0.1f));
shader_set_mat4fv(light_shader, "model", model);
mesh_draw(cube);
glfwSwapBuffers(window);
time = glfwGetTime();
state.dt = time-last_time;
last_time = time;
}
glfwTerminate();
return(0);
error:
glfwTerminate();
return(1);
}
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