updates
This commit is contained in:
parent
4c53238d01
commit
7ed72132b8
4 changed files with 157 additions and 19 deletions
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@ -134,6 +134,7 @@ add_custom_target(transpile_shaders ALL DEPENDS ${TRANSPILED_SHADERS})
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add_executable(${BIN}
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main/main.c
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main/utils.c
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# external/ini/src/ini.c
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)
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2
external/skr
vendored
2
external/skr
vendored
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@ -1 +1 @@
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Subproject commit 836aadb32cf5df09cfd0cae71767b9d09b695571
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Subproject commit fc862a279f36560a04d21d7193d4851398003901
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140
main/main.c
140
main/main.c
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@ -1,36 +1,140 @@
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#include <stdio.h>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <cglm/cglm.h>
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#define SKR_BACKEND_API 0 // opengl
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#define SKR_BACKEND_WINDOW 0 // glfw
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#include <skr/skr.h>
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SkrCamera* g_skr_camera = SkrDefaultFPSCamera;
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int main(void) {
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SkrWindow window = {
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SkrState state = SkrInit(&(SkrWindow){
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.Title = "Hello SKR",
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.Width = 800,
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.Height = 600,
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};
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});
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SkrState state = SkrInit(&window);
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if (!SKR_OK) {
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fprintf(stderr, "Failed to init window: %s\n", SKR_LAST_ERROR);
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return 1;
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}
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if (glewInit() != GLEW_OK) {
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fprintf(stderr, "Failed to init GLEW\n");
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return 1;
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}
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while (!SkrWindowShouldClose(&window)) {
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SkrRendererRender(&state);
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glewInit();
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SkrCaptureCursor(&state);
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SkrInitCamera(&state, skr_fps_camera_vert);
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float vertices[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f,
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1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f,
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0.5f, -0.5f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f,
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1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f,
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1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.5f,
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0.5f, 0.5f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f,
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1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f,
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1.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f,
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-0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f,
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0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f,
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1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f,
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-0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f,
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0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f,
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1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.5f,
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-0.5f, 0.5f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f,
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0.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f,
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1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f,
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0.5f, 0.5f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f,
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0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f};
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// world space positions of our cubes
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vec3 cubePositions[] = {{0.0f, 0.0f, 0.0f}, {2.0f, 5.0f, -15.0f},
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{-1.5f, -2.2f, -2.5f}, {-3.8f, -2.0f, -12.3f},
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{2.4f, -0.4f, -3.5f}, {-1.7f, 3.0f, -7.5f},
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{1.3f, -2.0f, -2.5f}, {1.5f, 2.0f, -2.5f},
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{1.5f, 0.2f, -1.5f}, {-1.3f, 1.0f, -1.5f}};
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SkrMesh mesh = {0};
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glGenVertexArrays(1, &mesh.VAO);
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glGenBuffers(1, &mesh.VBO);
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glBindVertexArray(mesh.VAO);
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glBindBuffer(GL_ARRAY_BUFFER, mesh.VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices,
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GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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(void*)0);
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glEnableVertexAttribArray(0);
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// texture coord attribute
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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(void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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GLuint program = m_skr_gl_create_program_from_shaders(
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(SkrShader[]){skr_fps_camera_vert}, 1);
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const char* paths[] = {"assets/container.jpg",
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"assets/awesomeface.png"};
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unsigned int textures[2];
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m_skr_gl_load_textures_2d_from_paths(paths, textures, 2);
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glUseProgram(program);
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while (!SkrWindowShouldClose(state.Window)) {
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textures[0]);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, textures[1]);
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m_skr_gl_shader_use(program);
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// Projection matrix
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mat4 projection;
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glm_perspective(glm_rad(g_skr_camera->FOV), 800.0f / 600.0f,
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0.1f, 100.0f, projection);
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m_skr_gl_shader_set_mat4(program, "projection", projection);
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// View matrix (camera)
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vec3 center;
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glm_vec3_add(g_skr_camera->Position, g_skr_camera->Front,
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center);
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mat4 view;
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glm_lookat(g_skr_camera->Position, center, g_skr_camera->Up,
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view);
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m_skr_gl_shader_set_mat4(program, "view", view);
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// Draw all cubes
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glBindVertexArray(mesh.VAO);
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for (unsigned int i = 0; i < 10; i++) {
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mat4 model;
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glm_mat4_identity(model);
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glm_translate(model, cubePositions[i]);
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glm_rotate(model, glm_rad(20.0f * i),
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(vec3){1.0f, 0.3f, 0.5f});
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m_skr_gl_shader_set_mat4(program, "model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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glfwSwapBuffers(state.Window->Backend.Handler.GLFW);
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glfwPollEvents();
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}
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m_skr_free_textures_2d(textures, 2);
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SkrFinalize(&state);
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return 0;
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}
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33
main/utils.c
Normal file
33
main/utils.c
Normal file
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@ -0,0 +1,33 @@
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#define STB_IMAGE_IMPLEMENTATION
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#include <skr/skr.h>
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#include <stb_image.h>
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unsigned char* m_skr_load_image_from_file(const char* path, int* width,
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int* height, int* channels) {
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stbi_set_flip_vertically_on_load(1);
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int w = 0, h = 0, ch = 0;
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unsigned char* data = stbi_load(path, &w, &h, &ch, 0);
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if (!data) {
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const char* reason = stbi_failure_reason();
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m_skr_last_error_set("stb_image failed to load %s: %s", path,
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reason ? reason : "unknown error");
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return NULL;
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}
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if (width)
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*width = w;
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if (height)
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*height = h;
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if (channels)
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*channels = ch;
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m_skr_last_error_clear();
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return data;
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}
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void m_skr_free_image(unsigned char* image_data) {
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if (image_data)
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stbi_image_free(image_data);
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m_skr_last_error_clear();
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}
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