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Diffstat (limited to 'pbr/1.1.lighting/lighting.c')
-rw-r--r--pbr/1.1.lighting/lighting.c128
1 files changed, 0 insertions, 128 deletions
diff --git a/pbr/1.1.lighting/lighting.c b/pbr/1.1.lighting/lighting.c
deleted file mode 100644
index 87621ba..0000000
--- a/pbr/1.1.lighting/lighting.c
+++ /dev/null
@@ -1,128 +0,0 @@
-#include "GL/glew.h"
-#include "GLFW/glfw3.h"
-#include "pwyazh.h"
-#include "common.h"
-
-typedef struct {
- Arena *arena;
- Input input;
- Camera camera;
- Mesh *cube;
- GLFWwindow *window;
-} state_t;
-
-static S32 width = 1600;
-static S32 height = 800;
-
-void die(const char *fmt, ...)
-{
- fprintf(stderr, "error: ");
- va_list args;
- va_start(args, fmt);
- vprintf(fmt, args);
- va_end(args);
- fprintf(stderr, "\n");
- exit(1);
-}
-
-void init_glfw(state_t *state) {
- glfwSetErrorCallback(error_callback);
- if (glfwInit() == GLFW_FALSE)
- die("failed to initialize glfw");
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
- state->window = glfwCreateWindow(width, height, "prb lighting", 0, 0);
- if (!state->window)
- die("failed to create window");
- glfwSetInputMode(state->window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
- glfwMakeContextCurrent(state->window);
-}
-
-void init_gl(void)
-{
- if (glewInit() != GLEW_OK)
- die("failed to initialize glew");
- glEnable(GL_DEPTH_TEST);
-}
-
-state_t init_state(void)
-{
- state_t state = {
- .arena = arena_alloc(Kilobytes(256)),
- .input = input_init(),
- .camera = {
- .pos = v3f(0.0f, 2.0f, 5.0f),
- .fovx = 90.0f,
- .near = 0.1f,
- .far = 100.0f,
- .yaw = 0.0f,
- .pitch = 0.0f
- },
- };
- return state;
-}
-
-int main(void)
-{
- state_t state = init_state();
-
- init_glfw(&state);
- init_gl();
-
- // meshes
- Mesh *cube = mesh_load_obj(state.arena, "../../data/models/cube.obj");
-
- // shaders
- U32 shader = load_shader("default.vert", "default.frag");
-
- F64 last_time = glfwGetTime();
- while (!glfwWindowShouldClose(state.window)) {
- F64 time = glfwGetTime();
- F32 dt = time - last_time;
- last_time = time;
-
- input_update_last_state(&state.input);
-
- glfwPollEvents();
- process_glfw_keyboard(state.window, &state.input);
- process_glfw_mouse_pos(state.window, &state.input);
-
- if (key_first_press(state.input.exit))
- glfwSetWindowShouldClose(state.window, GLFW_TRUE);
-
- F32 speed = 2.0f;
- V3F dv = get_dv_camera_first_person(&state.input, &state.camera, speed, dt);
- V3F camera_dp = v3f_add(camera_dp, dv);
- camera_dp = v3f_scalef(camera_dp, 0.8f);
- state.camera.pos = v3f_add(state.camera.pos, camera_dp);
-
- F32 sensitivity = 0.1f;
- state.input.mouse_offset = v2f_scalef(state.input.mouse_offset, sensitivity);
- state.camera.yaw += state.input.mouse_offset.x;
- state.camera.pitch += state.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;
-
- // update
-
- // render
- F32 ar = (F32)width / (F32)height;
- MAT4 projection = camera_persp(state.camera, ar);
- MAT4 view = get_view_matrix(&state.camera);
-
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glUseProgram(shader);
- mesh_draw(cube);
- glUseProgram(0);
-
- glfwSwapBuffers(state.window);
- }
-
- return 0;
-}