#include #include #include #include "SDL3/SDL_events.h" #include "SDL3/SDL_keycode.h" #include "camera.h" #include "shader.h" #include "window.h" int main(int argc, char *argv[]) { wn_window window = {0}; if (!wn_window_init(&window)) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize wn_window"); return EXIT_FAILURE; } wn_shader_code_location shader_code_location = { .vertex_shader_source_path = "shaders/vert.glsl", .fragment_shader_source_path = "shaders/frag.glsl"}; wn_shader shader = wn_shader_init(shader_code_location); if (shader.success == false) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize shader"); return EXIT_FAILURE; } // set up vertex data (and buffer(s)) and configure vertex attributes float vertices[] = { 0.5f, 0.5f, 0.0f, // top right 0.5f, -0.5f, 0.0f, // bottom right -0.5f, -0.5f, 0.0f, // bottom left -0.5f, 0.5f, 0.0f // top left }; unsigned int indices[] = { 0, 1, 3, // first Triangle 1, 2, 3 // second Triangle }; unsigned int VBO, VAO, EBO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); // bind the Vertex Array Object first, then bind and set vertex buffer(s), and // then configure vertex attributes(s). glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0); glEnableVertexAttribArray(0); // note that this is allowed, the call to glVertexAttribPointer registered VBO // as the vertex attribute's bound vertex buffer object so afterwards we can // safely unbind glBindBuffer(GL_ARRAY_BUFFER, 0); // remember: do NOT unbind the EBO while a VAO is active as the bound element // buffer object IS stored in the VAO; keep the EBO bound. // glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // You can unbind the VAO afterwards so other VAO calls won't accidentally // modify this VAO, but this rarely happens. Modifying other VAOs requires a // call to glBindVertexArray anyways so we generally don't unbind VAOs (nor // VBOs) when it's not directly necessary. glBindVertexArray(0); // Initialise camera Camera camera = Camera_default; bool wants_running = true; while (wants_running) { // TODO: Create event handler files while (SDL_PollEvent(&window.event)) { switch (window.event.type) { case SDL_EVENT_QUIT: wants_running = false; break; case SDL_EVENT_KEY_DOWN: if (window.event.key.key == SDLK_ESCAPE) { wants_running = false; } break; } } // Handle camera camera_tick(&camera); // TODO: make shader handler mat4 mvp; camera_calc_mvp(&mvp, &camera); int mvp_uniform_location = glGetUniformLocation(shader.shaderProgram, "MVP"); glUniformMatrix4fv(mvp_uniform_location, 1, GL_FALSE, &mvp[0][0]); // render glClearColor(0.1f, 0.3f, 0.4f, 1.f); glClear(GL_COLOR_BUFFER_BIT); // draw our first triangle glUseProgram(shader.shaderProgram); glBindVertexArray( VAO); // seeing as we only have a single VAO there's no need to bind it // every time, but we'll do so to keep things a bit more organized // glDrawArrays(GL_TRIANGLES, 0, 6); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // glBindVertexArray(0); // no need to unbind it every time wn_swapwindow(&window); } glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &EBO); wn_shader_deinit(shader); wn_window_deinit(&window); return EXIT_SUCCESS; }