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#include "include/honey.h"
honey_window window;
unsigned int screen_width = 640;
unsigned int screen_height = 480;
honey_camera camera;
float cameraSpeed = 3.0;
float camera_roll_speed = 1.0;
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;
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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;
float yaw = glm_deg(camera.angle[1]) + xOffset;
float pitch = glm_deg(camera.angle[0]) - yOffset;
if (pitch > 89) { pitch = 89; }
if (pitch < -89) { pitch = -89; }
camera.angle[0] = glm_rad(pitch);
camera.angle[1] = glm_rad(yaw);
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
void toggle_wireframe(void* data, int action) {
if (action == HONEY_KEY_PRESS) { wireframe = !wireframe; }
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
void update(float dt) {
glfwPollEvents();
glm_rotate_x(model, glm_rad(10*dt), model);
if (honey_key_down(HONEY_KEY_ESCAPE)) {
glfwSetWindowShouldClose(window, true);
}
if (honey_key_down(HONEY_KEY_W)) {
vec3 step;
glm_vec3_scale(camera.look_direction, cameraSpeed*dt, step);
glm_vec3_add(camera.position, step, camera.position);
}
if (honey_key_down(HONEY_KEY_S)) {
vec3 step;
glm_vec3_scale(camera.look_direction, -cameraSpeed*dt, step);
glm_vec3_add(camera.position, step, camera.position);
}
if (honey_key_down(HONEY_KEY_A)) {
vec3 step;
glm_vec3_scale(camera.right, cameraSpeed*dt, step);
glm_vec3_add(camera.position, step, camera.position);
}
if (honey_key_down(HONEY_KEY_D)) {
vec3 step;
glm_vec3_scale(camera.right, -cameraSpeed*dt, step);
glm_vec3_add(camera.position, step, camera.position);
}
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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);
}
honey_camera_calculate_view(&camera);
honey_shader_set_mat4(shader, "view", camera.view);
honey_shader_set_mat4(shader, "model", model);
honey_texture_use(container, 0);
honey_texture_use(happy_face, 1);
honey_mesh_draw(cube, shader);
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);
honey_key_bind(HONEY_KEY_F, toggle_wireframe, NULL);
/* 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;
}
if (honey_mesh_new_textured_cube(&cube, 1, 1, 1) != MESH_OK) {
fprintf(stderr, "Failed to load cube\n");
return 1;
}
honey_shader_set_int(shader, "box_texture", 0);
honey_shader_set_int(shader, "happy_texture", 1);
glm_mat4_identity(model);
//glm_rotate_x(model, glm_rad(-55), model);
honey_shader_set_mat4(shader, "model", model);
vec3 camera_pos = { -4, 0, 0 };
vec3 camera_angle = { 0, 0, 0 };
float camera_near = 0.1;
float camera_far = 100;
float camera_fov = glm_rad(45);
float camera_aspect_ratio = ((float) screen_width)/screen_height;
honey_camera_new_perspective(&camera,
camera_pos,
camera_angle,
camera_aspect_ratio,
camera_near, camera_far,
camera_fov);
honey_shader_set_mat4(shader, "view", camera.view);
honey_shader_set_mat4(shader, "projection", camera.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'
*/
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