This commit is contained in:
tavo 2025-10-30 18:56:19 -06:00
parent 7f786be624
commit 07a4813edf

View file

@ -1,156 +1,28 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <cglm/cglm.h>
#define SKR_BACKEND_API 0 // opengl
#define SKR_BACKEND_WINDOW 0 // glfw
#include <skr/skr.h>
SkrCamera* g_skr_camera = SkrDefaultFPSCamera;
int main(void) {
SkrState state = SkrInit(&(SkrWindow){
SkrState state = SkrInit(
&(SkrWindow){
.Title = "Hello SKR",
.Width = 800,
.Height = 600,
});
},
SKR_BACKEND_API_GL);
glewInit();
vec3 cubePositions[] = {{0.0f, 0.0f, 0.0f}, {2.0f, 5.0f, -15.0f},
{-1.5f, -2.2f, -2.5f}, {-3.8f, -2.0f, -12.3f},
{2.4f, -0.4f, -3.5f}, {-1.7f, 3.0f, -7.5f},
{1.3f, -2.0f, -2.5f}, {1.5f, 2.0f, -2.5f},
{1.5f, 0.2f, -1.5f}, {-1.3f, 1.0f, -1.5f}};
SkrRendererInit(&state);
glEnable(GL_DEPTH_TEST);
#include <main/shaders/camera.frag.c>
#include <main/shaders/camera.vert.c>
SkrShader shaders[2] = {
{.Type = GL_VERTEX_SHADER, .Source = camera_vert},
{.Type = GL_FRAGMENT_SHADER, .Source = camera_frag},
};
GLuint program =
m_skr_gl_create_program_from_shaders(shaders, sizeof(shaders));
SkrShaderProgram programs[1] = {{
.ID = program,
.Name = "camera",
.Shaders = shaders,
.ShaderCount = sizeof(shaders) / sizeof(SkrShader),
}};
state.Programs = programs;
state.ProgramCount = sizeof(programs) / sizeof(SkrShaderProgram);
SkrTexture textures[2] = {
{.Path = "assets/container.jpg"},
{.Path = "assets/awesomeface.png"},
};
SkrVertex vertices[36] = {{{-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}},
{{0.5f, -0.5f, -0.5f}, {1.0f, 0.0f}},
{{0.5f, 0.5f, -0.5f}, {1.0f, 1.0f}},
{{0.5f, 0.5f, -0.5f}, {1.0f, 1.0f}},
{{-0.5f, 0.5f, -0.5f}, {0.0f, 1.0f}},
{{-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}},
{{-0.5f, -0.5f, 0.5f}, {0.0f, 0.0f}},
{{0.5f, -0.5f, 0.5f}, {1.0f, 0.0f}},
{{0.5f, 0.5f, 0.5f}, {1.0f, 1.0f}},
{{0.5f, 0.5f, 0.5f}, {1.0f, 1.0f}},
{{-0.5f, 0.5f, 0.5f}, {0.0f, 1.0f}},
{{-0.5f, -0.5f, 0.5f}, {0.0f, 0.0f}},
{{-0.5f, 0.5f, 0.5f}, {1.0f, 0.0f}},
{{-0.5f, 0.5f, -0.5f}, {1.0f, 1.0f}},
{{-0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}},
{{-0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}},
{{-0.5f, -0.5f, 0.5f}, {0.0f, 0.0f}},
{{-0.5f, 0.5f, 0.5f}, {1.0f, 0.0f}},
{{0.5f, 0.5f, 0.5f}, {1.0f, 0.0f}},
{{0.5f, 0.5f, -0.5f}, {1.0f, 1.0f}},
{{0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}},
{{0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}},
{{0.5f, -0.5f, 0.5f}, {0.0f, 0.0f}},
{{0.5f, 0.5f, 0.5f}, {1.0f, 0.0f}},
{{-0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}},
{{0.5f, -0.5f, -0.5f}, {1.0f, 1.0f}},
{{0.5f, -0.5f, 0.5f}, {1.0f, 0.0f}},
{{0.5f, -0.5f, 0.5f}, {1.0f, 0.0f}},
{{-0.5f, -0.5f, 0.5f}, {0.0f, 0.0f}},
{{-0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}},
{{-0.5f, 0.5f, -0.5f}, {0.0f, 1.0f}},
{{0.5f, 0.5f, -0.5f}, {1.0f, 1.0f}},
{{0.5f, 0.5f, 0.5f}, {1.0f, 0.0f}},
{{0.5f, 0.5f, 0.5f}, {1.0f, 0.0f}},
{{-0.5f, 0.5f, 0.5f}, {0.0f, 0.0f}},
{{-0.5f, 0.5f, -0.5f}, {0.0f, 1.0f}}};
SkrMesh mesh;
mesh.Vertices = vertices;
mesh.VertexCount = sizeof(vertices) / sizeof(SkrVertex);
mesh.Textures = textures;
mesh.TextureCount = sizeof(textures) / sizeof(SkrTexture);
mesh.Backend.GL.Program = program;
m_skr_gl_mesh_init(&mesh);
m_skr_gl_shader_use(program);
m_skr_gl_shader_set_int(program, "texture1", 0);
m_skr_gl_shader_set_int(program, "texture2", 1);
SkrTriangle(&state);
while (!SkrWindowShouldClose(state.Window)) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_skr_gl_mesh_bind_textures(&mesh);
m_skr_gl_shader_use(program);
if (g_skr_camera) {
mat4 projection;
glm_perspective(glm_rad(g_skr_camera->FOV),
(float)state.Window->Width /
(float)state.Window->Height,
0.1f, 100.0f, projection);
m_skr_gl_shader_set_mat4(program, "projection",
projection);
mat4 view;
vec3 center;
glm_vec3_add(g_skr_camera->Position,
g_skr_camera->Front, center);
glm_lookat(g_skr_camera->Position, center,
g_skr_camera->Up, view);
m_skr_gl_shader_set_mat4(program, "view", view);
}
glBindVertexArray(mesh.VAO);
for (unsigned int i = 0; i < 10; i++) {
mat4 model;
glm_mat4_identity(model); // initialize to identity
// translate to position
glm_translate(model, cubePositions[i]);
// rotate by 20*i degrees
glm_rotate(model, glm_rad(20.0f * (float)i),
(vec3){1.0f, 0.3f, 0.5f});
m_skr_gl_shader_set_mat4(program, "model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glfwSwapBuffers(state.Window->Backend.Handler.GLFW);
glfwPollEvents();
SkrRendererRender(&state);
}
SkrFinalize(&state);
return 0;
}