c-engine/src/main.c

148 lines
4.1 KiB
C

#include <GL/glew.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_surface.h>
#include <stdlib.h>
#include "SDL3/SDL_events.h"
#include "SDL3/SDL_keycode.h"
#include "SDL3/SDL_surface.h"
#include "SDL3_image/SDL_image.h"
#include "camera.h"
#include "shader.h"
#include "window.h"
#include "arena_allocator.h"
#include "mesh.h"
/*
void test_task(void *data) {
printf("\ttest task has been run: %s\n", (char *)data);
}
int main(int argc, char *argv[]) {
// arena allocation test
printf("Allocation test\n");
Arena *global_arena = arena_init(NULL, 0);
for (int i = 0; i <= 1048576 + 100; i++) {
int *number = arena_alloc(global_arena, sizeof(int));
*number = 42;
}
// arena children test
printf("children test\n");
Arena *child_arena = arena_init(global_arena, 0);
Arena *sibling_arena = arena_init(global_arena, 0);
Arena *grandchild_arena = arena_init(child_arena, 0);
Arena *greatgrandchild_arena = arena_init(grandchild_arena, 0);
Arena *greatgrandchildsibling_arena = arena_init(grandchild_arena, 0);
Arena *greatgrandchildsiblingsibling_arena = arena_init(grandchild_arena, 0);
Arena *greategreatgrandchild_arena =
arena_init(greatgrandchildsibling_arena, 0);
Arena *greatsiblinggreatgrandchild_arena =
arena_init(greatgrandchildsiblingsibling_arena, 0);
printf("deinit task creation tests\n");
ArenaDeinitTask task = {NULL};
task.func_ptr = *test_task;
task.func_param = "parameter";
arena_deinit_task_push(global_arena, task);
task.func_param = "2nd parameter added";
arena_deinit_task_push(global_arena, task);
printf("deinit tests\n");
arena_deinit(greatgrandchild_arena);
arena_deinit(global_arena);
printf("tests complete\n");
}
*/
int main(int argc, char *argv[]) {
Arena *global_arena = arena_init(NULL, 0);
wn_window *window = wn_window_init(global_arena);
if (window == NULL) {
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(global_arena, shader_code_location);
if (shader->success == false) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize shader");
return EXIT_FAILURE;
}
// Set up mesh data
float vertices[] = {
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
};
unsigned int indices[] = {
0, 1, 3, // first Triangle
1, 2, 3 // second Triangle
};
// Create mesh
wn_mesh *mesh = wn_mesh_init(global_arena, vertices, 20, indices, 6, "./data/testxure.png");
if (mesh == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize mesh");
return EXIT_FAILURE;
}
// Initialise camera
Camera camera = Camera_default;
// set our texture uniform
glUseProgram(shader->shaderProgram);
glUniform1i(glGetUniformLocation(shader->shaderProgram, "ourTexture"), 0);
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 mesh
glUseProgram(shader->shaderProgram);
wn_mesh_draw(mesh);
wn_swapwindow(window);
}
// Mesh cleanup is handled by arena deinit tasks
arena_deinit(global_arena);
return EXIT_SUCCESS;
}