140 lines
4.5 KiB
C
140 lines
4.5 KiB
C
#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){
|
|
.Title = "Hello SKR",
|
|
.Width = 800,
|
|
.Height = 600,
|
|
});
|
|
|
|
glewInit();
|
|
|
|
SkrCaptureCursor(&state);
|
|
|
|
SkrInitCamera(&state, skr_fps_camera_vert);
|
|
|
|
float vertices[] = {
|
|
-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};
|
|
|
|
// 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);
|
|
return 0;
|
|
}
|