156 lines
5.4 KiB
C
156 lines
5.4 KiB
C
#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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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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glewInit();
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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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glEnable(GL_DEPTH_TEST);
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#include <main/shaders/camera.frag.c>
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#include <main/shaders/camera.vert.c>
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SkrShader shaders[2] = {
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{.Type = GL_VERTEX_SHADER, .Source = camera_vert},
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{.Type = GL_FRAGMENT_SHADER, .Source = camera_frag},
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};
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GLuint program =
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m_skr_gl_create_program_from_shaders(shaders, sizeof(shaders));
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SkrShaderProgram programs[1] = {{
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.ID = program,
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.Name = "camera",
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.Shaders = shaders,
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.ShaderCount = sizeof(shaders) / sizeof(SkrShader),
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}};
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state.Programs = programs;
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state.ProgramCount = sizeof(programs) / sizeof(SkrShaderProgram);
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SkrTexture textures[2] = {
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{.Path = "assets/container.jpg"},
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{.Path = "assets/awesomeface.png"},
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};
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SkrVertex vertices[36] = {{{-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}},
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{{0.5f, -0.5f, -0.5f}, {1.0f, 0.0f}},
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{{0.5f, 0.5f, -0.5f}, {1.0f, 1.0f}},
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{{0.5f, 0.5f, -0.5f}, {1.0f, 1.0f}},
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{{-0.5f, 0.5f, -0.5f}, {0.0f, 1.0f}},
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{{-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}},
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{{-0.5f, -0.5f, 0.5f}, {0.0f, 0.0f}},
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{{0.5f, -0.5f, 0.5f}, {1.0f, 0.0f}},
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{{0.5f, 0.5f, 0.5f}, {1.0f, 1.0f}},
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{{0.5f, 0.5f, 0.5f}, {1.0f, 1.0f}},
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{{-0.5f, 0.5f, 0.5f}, {0.0f, 1.0f}},
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{{-0.5f, -0.5f, 0.5f}, {0.0f, 0.0f}},
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{{-0.5f, 0.5f, 0.5f}, {1.0f, 0.0f}},
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{{-0.5f, 0.5f, -0.5f}, {1.0f, 1.0f}},
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{{-0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}},
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{{-0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}},
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{{-0.5f, -0.5f, 0.5f}, {0.0f, 0.0f}},
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{{-0.5f, 0.5f, 0.5f}, {1.0f, 0.0f}},
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{{0.5f, 0.5f, 0.5f}, {1.0f, 0.0f}},
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{{0.5f, 0.5f, -0.5f}, {1.0f, 1.0f}},
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{{0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}},
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{{0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}},
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{{0.5f, -0.5f, 0.5f}, {0.0f, 0.0f}},
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{{0.5f, 0.5f, 0.5f}, {1.0f, 0.0f}},
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{{-0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}},
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{{0.5f, -0.5f, -0.5f}, {1.0f, 1.0f}},
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{{0.5f, -0.5f, 0.5f}, {1.0f, 0.0f}},
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{{0.5f, -0.5f, 0.5f}, {1.0f, 0.0f}},
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{{-0.5f, -0.5f, 0.5f}, {0.0f, 0.0f}},
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{{-0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}},
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{{-0.5f, 0.5f, -0.5f}, {0.0f, 1.0f}},
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{{0.5f, 0.5f, -0.5f}, {1.0f, 1.0f}},
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{{0.5f, 0.5f, 0.5f}, {1.0f, 0.0f}},
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{{0.5f, 0.5f, 0.5f}, {1.0f, 0.0f}},
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{{-0.5f, 0.5f, 0.5f}, {0.0f, 0.0f}},
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{{-0.5f, 0.5f, -0.5f}, {0.0f, 1.0f}}};
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SkrMesh mesh;
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mesh.Vertices = vertices;
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mesh.VertexCount = sizeof(vertices) / sizeof(SkrVertex);
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mesh.Textures = textures;
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mesh.TextureCount = sizeof(textures) / sizeof(SkrTexture);
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mesh.Backend.GL.Program = program;
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m_skr_gl_mesh_init(&mesh);
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m_skr_gl_shader_use(program);
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m_skr_gl_shader_set_int(program, "texture1", 0);
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m_skr_gl_shader_set_int(program, "texture2", 1);
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while (!SkrWindowShouldClose(state.Window)) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_skr_gl_mesh_bind_textures(&mesh);
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m_skr_gl_shader_use(program);
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if (g_skr_camera) {
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mat4 projection;
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glm_perspective(glm_rad(g_skr_camera->FOV),
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(float)state.Window->Width /
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(float)state.Window->Height,
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0.1f, 100.0f, projection);
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m_skr_gl_shader_set_mat4(program, "projection",
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projection);
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mat4 view;
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vec3 center;
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glm_vec3_add(g_skr_camera->Position,
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g_skr_camera->Front, center);
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glm_lookat(g_skr_camera->Position, center,
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g_skr_camera->Up, view);
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m_skr_gl_shader_set_mat4(program, "view", view);
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}
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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); // initialize to identity
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// translate to position
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glm_translate(model, cubePositions[i]);
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// rotate by 20*i degrees
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glm_rotate(model, glm_rad(20.0f * (float)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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SkrFinalize(&state);
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return 0;
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}
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