This commit is contained in:
tavo 2025-10-30 00:55:27 -06:00
parent 4c53238d01
commit 7ed72132b8
4 changed files with 157 additions and 19 deletions

View file

@ -134,6 +134,7 @@ add_custom_target(transpile_shaders ALL DEPENDS ${TRANSPILED_SHADERS})
add_executable(${BIN} add_executable(${BIN}
main/main.c main/main.c
main/utils.c
# external/ini/src/ini.c # external/ini/src/ini.c
) )

2
external/skr vendored

@ -1 +1 @@
Subproject commit 836aadb32cf5df09cfd0cae71767b9d09b695571 Subproject commit fc862a279f36560a04d21d7193d4851398003901

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@ -1,36 +1,140 @@
#include <stdio.h>
#include <GL/glew.h> #include <GL/glew.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <cglm/cglm.h> #include <cglm/cglm.h>
#define SKR_BACKEND_API 0 // opengl #define SKR_BACKEND_API 0 // opengl
#define SKR_BACKEND_WINDOW 0 // glfw #define SKR_BACKEND_WINDOW 0 // glfw
#include <skr/skr.h> #include <skr/skr.h>
SkrCamera* g_skr_camera = SkrDefaultFPSCamera;
int main(void) { int main(void) {
SkrWindow window = { SkrState state = SkrInit(&(SkrWindow){
.Title = "Hello SKR", .Title = "Hello SKR",
.Width = 800, .Width = 800,
.Height = 600, .Height = 600,
}; });
SkrState state = SkrInit(&window); glewInit();
if (!SKR_OK) {
fprintf(stderr, "Failed to init window: %s\n", SKR_LAST_ERROR); SkrCaptureCursor(&state);
return 1;
} SkrInitCamera(&state, skr_fps_camera_vert);
if (glewInit() != GLEW_OK) { float vertices[] = {
fprintf(stderr, "Failed to init GLEW\n"); -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f,
return 1; 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,
while (!SkrWindowShouldClose(&window)) {
SkrRendererRender(&state); -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};
// world space positions of our cubes
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}};
SkrMesh mesh = {0};
glGenVertexArrays(1, &mesh.VAO);
glGenBuffers(1, &mesh.VBO);
glBindVertexArray(mesh.VAO);
glBindBuffer(GL_ARRAY_BUFFER, mesh.VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices,
GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
(void*)0);
glEnableVertexAttribArray(0);
// texture coord attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
(void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
GLuint program = m_skr_gl_create_program_from_shaders(
(SkrShader[]){skr_fps_camera_vert}, 1);
const char* paths[] = {"assets/container.jpg",
"assets/awesomeface.png"};
unsigned int textures[2];
m_skr_gl_load_textures_2d_from_paths(paths, textures, 2);
glUseProgram(program);
while (!SkrWindowShouldClose(state.Window)) {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textures[1]);
m_skr_gl_shader_use(program);
// Projection matrix
mat4 projection;
glm_perspective(glm_rad(g_skr_camera->FOV), 800.0f / 600.0f,
0.1f, 100.0f, projection);
m_skr_gl_shader_set_mat4(program, "projection", projection);
// View matrix (camera)
vec3 center;
glm_vec3_add(g_skr_camera->Position, g_skr_camera->Front,
center);
mat4 view;
glm_lookat(g_skr_camera->Position, center, g_skr_camera->Up,
view);
m_skr_gl_shader_set_mat4(program, "view", view);
// Draw all cubes
glBindVertexArray(mesh.VAO);
for (unsigned int i = 0; i < 10; i++) {
mat4 model;
glm_mat4_identity(model);
glm_translate(model, cubePositions[i]);
glm_rotate(model, glm_rad(20.0f * 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();
} }
m_skr_free_textures_2d(textures, 2);
SkrFinalize(&state); SkrFinalize(&state);
return 0; return 0;
} }

33
main/utils.c Normal file
View file

@ -0,0 +1,33 @@
#define STB_IMAGE_IMPLEMENTATION
#include <skr/skr.h>
#include <stb_image.h>
unsigned char* m_skr_load_image_from_file(const char* path, int* width,
int* height, int* channels) {
stbi_set_flip_vertically_on_load(1);
int w = 0, h = 0, ch = 0;
unsigned char* data = stbi_load(path, &w, &h, &ch, 0);
if (!data) {
const char* reason = stbi_failure_reason();
m_skr_last_error_set("stb_image failed to load %s: %s", path,
reason ? reason : "unknown error");
return NULL;
}
if (width)
*width = w;
if (height)
*height = h;
if (channels)
*channels = ch;
m_skr_last_error_clear();
return data;
}
void m_skr_free_image(unsigned char* image_data) {
if (image_data)
stbi_image_free(image_data);
m_skr_last_error_clear();
}