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#include "includes.h"
#include "main.h"
#include "shader.h"
#include "object.h"
#include "cube.h"
inline void handleEvents(Game* game)
{
SDL_Event event;
SDL_PollEvent(&event);
switch (event.type) {
case SDL_EVENT_QUIT:
game->running = 0;
break;
}
}
int initGame(Game* game)
{
game->window_width = 600;
game->window_height = 400;
game->window = SDL_CreateWindow(
"OpenGL Test",
game->window_width,
game->window_height,
SDL_WINDOW_OPENGL
);
glm_vec3_zero(game->player.pos);
// OpenGL stuff starts here
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
game->gpu = SDL_GL_CreateContext(game->window);
SDL_GL_MakeCurrent(game->window, game->gpu);
//VSYNC:
// SDL_SetWindowSurfaceVSync(game->window, SDL_WINDOW_SURFACE_VSYNC_DISABLED);
// SDL_GL_SetSwapInterval(0);
game->running = 1;
int version = gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress);
if (version == 0) {
return 1;
}
glEnable(GL_DEPTH_TEST);
return 0;
}
int killGame(Game* game)
{
SDL_GL_DestroyContext(game->gpu);
SDL_DestroyWindow(game->window);
return 0;
}
void setupProjection(float fov, Game* game)
{
glm_perspective(fov, ((float)game->window_width)/((float)game->window_height), 0.1f, 40.0f, game->projection);
glUniformMatrix4fv(game->projection_loc, 1, GL_FALSE, (float*)game->projection);
}
int main()
{
Game game;
initGame(&game);
unsigned int vertex_shader, fragment_shader, shader_program;
vertex_shader = loadShader("../src/shaders/test.vert", GL_VERTEX_SHADER);
fragment_shader = loadShader("../src/shaders/test.frag", GL_FRAGMENT_SHADER);
shader_program = shaderProgram(vertex_shader, fragment_shader);
glClearColor(0.0f, 0.25f, 0.5f, 1.0f);
// TODO: texture loading, will add when sdl 3.4
//
// float tex_coords[] = {
// 1.0f, 1.0f,
// 1.0f, 0.0f,
// 0.0f, 0.0f,
// 0.0f, 1.0f,
// };
//
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//
// float border_color[] = {1.0f, 1.0f, 1.0f, 1.0f};
// glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color);
//
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ViewModel cubeModel = createCube();
ViewModel pengerModel = loadViewModel("../assets/objects/penger.obj");
Object myCube;
Object penger;
createObject(&myCube, &cubeModel);
createObject(&penger, &pengerModel);
moveObject(&penger, (vec3){0.0f, -0.5f, -1.0f});
scaleObject(&penger, (vec3){1.0f, 1.0f, 1.0f});
game.transform_loc = glGetUniformLocation(shader_program, "model");
game.projection_loc = glGetUniformLocation(shader_program, "projection");
// Enable/disable wireframe rendering:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glUseProgram(shader_program);
setupProjection(90.0f, &game);
bindViewModel(&pengerModel);
while (game.running) {
for (int i=0;i<628;i++) {
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT);
rotateObject(&penger, (float)i/100, (vec3){0.0f, 1.0f, 0.0f});
drawObject(&game, &penger);
SDL_GL_SwapWindow(game.window);
handleEvents(&game);
}
}
killViewModel(&pengerModel);
killViewModel(&cubeModel);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
killGame(&game);
return 0;
}
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