148 lines
4.1 KiB
C
148 lines
4.1 KiB
C
#include <GL/glew.h>
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_surface.h>
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#include <stdlib.h>
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#include "SDL3/SDL_events.h"
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#include "SDL3/SDL_keycode.h"
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#include "SDL3/SDL_surface.h"
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#include "SDL3_image/SDL_image.h"
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#include "camera.h"
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#include "shader.h"
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#include "window.h"
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#include "arena_allocator.h"
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#include "mesh.h"
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/*
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void test_task(void *data) {
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printf("\ttest task has been run: %s\n", (char *)data);
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}
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int main(int argc, char *argv[]) {
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// arena allocation test
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printf("Allocation test\n");
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Arena *global_arena = arena_init(NULL, 0);
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for (int i = 0; i <= 1048576 + 100; i++) {
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int *number = arena_alloc(global_arena, sizeof(int));
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*number = 42;
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}
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// arena children test
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printf("children test\n");
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Arena *child_arena = arena_init(global_arena, 0);
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Arena *sibling_arena = arena_init(global_arena, 0);
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Arena *grandchild_arena = arena_init(child_arena, 0);
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Arena *greatgrandchild_arena = arena_init(grandchild_arena, 0);
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Arena *greatgrandchildsibling_arena = arena_init(grandchild_arena, 0);
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Arena *greatgrandchildsiblingsibling_arena = arena_init(grandchild_arena, 0);
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Arena *greategreatgrandchild_arena =
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arena_init(greatgrandchildsibling_arena, 0);
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Arena *greatsiblinggreatgrandchild_arena =
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arena_init(greatgrandchildsiblingsibling_arena, 0);
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printf("deinit task creation tests\n");
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ArenaDeinitTask task = {NULL};
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task.func_ptr = *test_task;
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task.func_param = "parameter";
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arena_deinit_task_push(global_arena, task);
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task.func_param = "2nd parameter added";
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arena_deinit_task_push(global_arena, task);
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printf("deinit tests\n");
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arena_deinit(greatgrandchild_arena);
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arena_deinit(global_arena);
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printf("tests complete\n");
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}
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*/
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int main(int argc, char *argv[]) {
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Arena *global_arena = arena_init(NULL, 0);
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wn_window *window = wn_window_init(global_arena);
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if (window == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize wn_window");
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return EXIT_FAILURE;
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}
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wn_shader_code_location shader_code_location = {
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.vertex_shader_source_path = "shaders/vert.glsl",
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.fragment_shader_source_path = "shaders/frag.glsl"};
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wn_shader *shader = wn_shader_init(global_arena, shader_code_location);
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if (shader->success == false) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize shader");
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return EXIT_FAILURE;
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}
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// Set up mesh data
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float vertices[] = {
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0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
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};
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unsigned int indices[] = {
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0, 1, 3, // first Triangle
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1, 2, 3 // second Triangle
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};
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// Create mesh
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wn_mesh *mesh = wn_mesh_init(global_arena, vertices, 20, indices, 6, "./data/testxure.png");
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if (mesh == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize mesh");
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return EXIT_FAILURE;
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}
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// Initialise camera
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Camera camera = Camera_default;
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// set our texture uniform
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glUseProgram(shader->shaderProgram);
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glUniform1i(glGetUniformLocation(shader->shaderProgram, "ourTexture"), 0);
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bool wants_running = true;
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while (wants_running) {
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// TODO: Create event handler files
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while (SDL_PollEvent(&window->event)) {
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switch (window->event.type) {
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case SDL_EVENT_QUIT:
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wants_running = false;
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break;
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case SDL_EVENT_KEY_DOWN:
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if (window->event.key.key == SDLK_ESCAPE) {
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wants_running = false;
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}
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break;
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}
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}
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// Handle camera
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camera_tick(&camera);
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// TODO: make shader handler
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mat4 mvp;
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camera_calc_mvp(&mvp, &camera);
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int mvp_uniform_location =
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glGetUniformLocation(shader->shaderProgram, "MVP");
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glUniformMatrix4fv(mvp_uniform_location, 1, GL_FALSE, &mvp[0][0]);
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// render
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glClearColor(0.1f, 0.3f, 0.4f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT);
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// draw our mesh
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glUseProgram(shader->shaderProgram);
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wn_mesh_draw(mesh);
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wn_swapwindow(window);
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}
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// Mesh cleanup is handled by arena deinit tasks
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arena_deinit(global_arena);
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return EXIT_SUCCESS;
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}
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