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#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;
}
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