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#include "include/honey.h"
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;
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 processInput(GLFWwindow* window, float dt) {
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);
}
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
int main() {
honey_window window = honey_setup(screen_width, screen_height, "hello, world!");
honey_set_resize_callback(window, framebufferResizeCallback);
honey_set_mouse_move_callback(window, mouseCallback);
/* load box texture */
unsigned int boxTex;
glGenTextures(1, &boxTex);
glBindTexture(GL_TEXTURE_2D, boxTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int imgWidth, imgHeight, imgChannels;
unsigned char* imageData = stbi_load("container.jpg", &imgWidth, &imgHeight, &imgChannels, 0);
if (imageData == NULL) {
fprintf(stderr, "ERROR: failed to load 'container.jpg'\n");
return 1;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, imgWidth, imgHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(imageData);
/* load happy face texture */
unsigned int happyTex;
glGenTextures(1, &happyTex);
glBindTexture(GL_TEXTURE_2D, happyTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
imageData = stbi_load("happy.png", &imgWidth, &imgHeight, &imgChannels, 0);
if (imageData == NULL) {
fprintf(stderr, "ERROR: failed to load 'happy.png'\n");
return 1;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, imgWidth, imgHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(imageData);
honey_shader shader;
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 };
honey_mesh cube;
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 (result != 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);
mat4 model, view, projection;
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);
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
float prevTime = 0;
float currentTime = 0;
float dt = 0;
while(!glfwWindowShouldClose(window)) {
currentTime = (float) glfwGetTime();
dt = currentTime - prevTime;
prevTime = currentTime;
processInput(window, dt);
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);
glm_rotate_x(model, glm_rad(10*dt), model);
honey_shader_set_matrix_4fv(shader, "model", (float*) model);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, boxTex);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, happyTex);
honey_mesh_draw(cube, shader);
glfwSwapBuffers(window);
glfwPollEvents();
}
honey_mesh_delete(cube);
honey_shader_delete(shader);
honey_quit();
return 0;
}
/*
,d88b.d88b,
88888888888
`Y8888888Y'
`Y888Y'
`Y'
*/
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