#include "include/honey.h" honey_window window; unsigned int screen_width = 640; unsigned int screen_height = 480; vec3 cameraPosition, cameraFacing, cameraUp; vec3 cameraPosition = { 0, 0, 3 }; vec3 cameraFacing = { 0, 0, -1 }; vec3 cameraUp = { 0, 1, 0 }; float cameraSpeed = 2.0; float cameraPitch = 0; float cameraYaw = 0; const float cameraMouseSensitivity = 0.1; honey_mesh cube; honey_shader shader; honey_texture container; honey_texture happy_face; mat4 model, view, projection; bool wireframe = false; bool fKeyDown = false; /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ void framebufferResizeCallback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); screen_width = width; screen_height = height; } void mouseCallback(GLFWwindow* window, double x, double y) { static float prevX, prevY; static bool firstMouse = true; if (firstMouse) { prevX = x; prevY = y; firstMouse = false; } float xOffset = x - prevX; float yOffset = y - prevY; prevX = x; prevY = y; xOffset *= cameraMouseSensitivity; yOffset *= cameraMouseSensitivity; cameraYaw += xOffset; cameraPitch -= yOffset; if (cameraPitch > 89) { cameraPitch = 89; } if (cameraPitch < -89) { cameraPitch = -89; } cameraFacing[0] = cos(glm_rad(cameraYaw))*cos(glm_rad(cameraPitch)); cameraFacing[1] = sin(glm_rad(cameraPitch)); cameraFacing[2] = sin(glm_rad(cameraYaw)) * cos(glm_rad(cameraPitch)); glm_vec3_normalize(cameraFacing); } /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ void update(float dt) { glfwPollEvents(); glm_rotate_x(model, glm_rad(10*dt), model); if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { glfwSetWindowShouldClose(window, true); } if (glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS) { if (!fKeyDown) { wireframe = !wireframe; fKeyDown = true; } } if (glfwGetKey(window, GLFW_KEY_F) == GLFW_RELEASE) { fKeyDown = false; } if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) { vec3 step; glm_vec3_scale(cameraFacing, cameraSpeed*dt, step); glm_vec3_add(cameraPosition, step, cameraPosition); } if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) { vec3 step; glm_vec3_scale(cameraFacing, -cameraSpeed*dt, step); glm_vec3_add(cameraPosition, step, cameraPosition); } if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) { vec3 direction, step; glm_vec3_cross(cameraFacing, cameraUp, direction); glm_vec3_normalize(direction); glm_vec3_scale(direction, -cameraSpeed*dt, step); glm_vec3_add(cameraPosition, step, cameraPosition); } if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) { vec3 direction, step; glm_vec3_cross(cameraFacing, cameraUp, direction); glm_vec3_normalize(direction); glm_vec3_scale(direction, cameraSpeed*dt, step); glm_vec3_add(cameraPosition, step, cameraPosition); } } /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ void draw() { glClearColor(0.4f, 0.4f, 0.4f, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (wireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } else { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } glm_perspective_default(((float)screen_width)/screen_height, projection); honey_shader_set_matrix_4fv(shader, "projection", (float*) projection); vec3 cameraDirection; glm_vec3_add(cameraPosition, cameraFacing, cameraDirection); glm_lookat(cameraPosition, cameraDirection, cameraUp, view); honey_shader_set_matrix_4fv(shader, "view", (float*) view); honey_shader_set_matrix_4fv(shader, "model", (float*) model); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, container.texture_id); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, happy_face.texture_id); honey_mesh_draw(cube, shader); glfwSwapBuffers(window); } /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ int main() { window = honey_setup(screen_width, screen_height, "hello, world!"); honey_set_resize_callback(window, framebufferResizeCallback); honey_set_mouse_move_callback(window, mouseCallback); /* load container texture */ if (honey_texture_new(&container, "container.jpg", false) != TEXTURE_OK) { return 1; } /* load happy face texture */ if (honey_texture_new(&happy_face, "happy.png", true) != TEXTURE_OK) { return 1; } if (honey_shader_load(&shader, "demo.vs", "demo.fs") != SHADER_OK) { return 1; } /* create triangle */ /*float vertices[] = { /* positions colors tex coords / -0.5, -0.5, 0.5, 1.0, 0.0, 0.0, 0.0, 0.0, 0.5, -0.5, 0.5, 0.0, 1.0, 0.0, 1.0, 0.0, -0.5, 0.5, 0.5, 0.0, 0.0, 1.0, 0.0, 1.0, 0.5, 0.5, 0.5, 1.0, 1.0, 1.0, 1.0, 1.0, -0.5, -0.5, -0.5, 1.0, 0.0, 0.0, 0.0, 0.0, 0.5, -0.5, -0.5, 0.0, 1.0, 0.0, 1.0, 0.0, -0.5, 0.5, -0.5, 0.0, 0.0, 1.0, 0.0, 1.0, 0.5, 0.5, -0.5, 1.0, 1.0, 1.0, 1.0, 1.0 }; unsigned int indices[] = { 0, 1, 2, 1, 2, 3, 4, 5, 6, 5, 6, 7, 0, 2, 4, 2, 4, 6, 1, 3, 5, 3, 5, 7, 2, 3, 6, 3, 6, 7, 0, 1, 4, 1, 4, 5 }; unsigned int attribute_sizes[] = { 3, 3, 2 }; /* position, color, texture coordinate / enum honey_mesh_result result = honey_mesh_new(&cube, vertices, 8, 3, attribute_sizes, indices, sizeof(indices)/sizeof(unsigned int)); */ if (honey_mesh_new_cube(&cube, 1, 1, 1) != MESH_OK) { fprintf(stderr, "Failed to load cube\n"); return 1; } /*honey_shader_set_int(shader, "boxTexture", 0); honey_shader_set_int(shader, "happyTexture", 1);*/ glm_mat4_identity(model); glm_rotate_x(model, glm_rad(-55), model); honey_shader_set_matrix_4fv(shader, "model", (float*) model); glm_lookat(cameraPosition, cameraFacing, cameraUp, view); honey_shader_set_matrix_4fv(shader, "view", (float*) view); glm_mat4_identity(projection); /* glm_perspective(glm_rad(90), float(screen_width)/screen_height, 0.1, 100); */ glm_perspective_default(((float)screen_width)/screen_height, projection); honey_shader_set_matrix_4fv(shader, "projection", (float*) projection); glEnable(GL_DEPTH_TEST); /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ honey_set_update_callback(&update); honey_set_draw_callback(&draw); honey_run(window); honey_mesh_delete(cube); honey_shader_delete(shader); honey_quit(); return 0; } /* ,d88b.d88b, 88888888888 `Y8888888Y' `Y888Y' `Y' */