breakout/src/main.c

181 lines
5.8 KiB
C

#include <stdio.h>
#include <unistd.h>
#include "glad/glad.h"
#include <GLFW/glfw3.h>
#include "shader/vertex_color.fp.glsl.h"
#include "shader/vertex_color.vp.glsl.h"
#include "opengl.h"
#include "render.hpp"
#include "model/brick.h"
#include "model/paddle.h"
#include "model/ball.h"
int vp_width = 2400;
int vp_height = 1200;
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
vp_width = width;
vp_height = height;
}
/*
static const float triangle_vertex_buffer_data[] = {
// position // color
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
};
*/
int main()
{
//////////////////////////////////////////////////////////////////////
// window initialization
//////////////////////////////////////////////////////////////////////
#ifdef __linux__
glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_X11);
#endif
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
GLFWwindow* window = glfwCreateWindow(vp_width, vp_height, "breakout", NULL, NULL);
if (window == NULL) {
const char* description;
glfwGetError(&description);
fprintf(stderr, "Failed to create GLFW window: %s\n", description);
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
fprintf(stderr, "gladLoadGLLoader error\n");
return -1;
}
glViewport(0, 0, vp_width, vp_height);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//////////////////////////////////////////////////////////////////////
// buffer initialization
//////////////////////////////////////////////////////////////////////
/*
uint triangle_vertex_buffer = make_buffer(GL_ARRAY_BUFFER,
triangle_vertex_buffer_data,
(sizeof (triangle_vertex_buffer_data)));
*/
struct mesh paddle_mesh;
struct mesh brick_mesh;
struct mesh ball_mesh;
brick_mesh.vtx = make_buffer(GL_ARRAY_BUFFER, brick_vertices, (sizeof (brick_vertices)));
brick_mesh.idx = make_buffer(GL_ELEMENT_ARRAY_BUFFER, brick_Cube_triangles, (sizeof (brick_Cube_triangles)));
brick_mesh.length = brick_Cube_triangles_length;
paddle_mesh.vtx = make_buffer(GL_ARRAY_BUFFER, paddle_vertices, (sizeof (paddle_vertices)));
paddle_mesh.idx = make_buffer(GL_ELEMENT_ARRAY_BUFFER, paddle_Cylinder_triangles, (sizeof (paddle_Cylinder_triangles)));
paddle_mesh.length = paddle_Cylinder_triangles_length;
ball_mesh.vtx = make_buffer(GL_ARRAY_BUFFER, ball_vertices, (sizeof (ball_vertices)));
ball_mesh.idx = make_buffer(GL_ELEMENT_ARRAY_BUFFER, ball_Icosphere_triangles, (sizeof (ball_Icosphere_triangles)));
ball_mesh.length = ball_Icosphere_triangles_length;
uint program = compile_shader(src_shader_vertex_color_vp_glsl_start,
src_shader_vertex_color_vp_glsl_size,
src_shader_vertex_color_fp_glsl_start,
src_shader_vertex_color_fp_glsl_size);
glUseProgram(program);
uint attrib_position = glGetAttribLocation(program, "position");
uint attrib_normal = glGetAttribLocation(program, "normal");
uint uniform_trans = glGetUniformLocation(program, "trans");
uint uniform_normal_trans = glGetUniformLocation(program, "normal_trans");
uint uniform_base_color = glGetUniformLocation(program, "base_color");
uint uniform_light_pos = glGetUniformLocation(program, "light_pos");
//////////////////////////////////////////////////////////////////////
// main loop
//////////////////////////////////////////////////////////////////////
const double frame_rate = 60.0;
const double first_frame = glfwGetTime();
double last_frame = first_frame;
double frames = 0;
const char * last_gamepad_name = NULL;
float paddle_x = 0.0;
while(!glfwWindowShouldClose(window)) {
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
glEnable(GL_DEPTH_TEST);
glClearDepth(-1000.0f);
glDepthFunc(GL_GREATER);
glClearColor(0.1, 0.2, 0.3, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float paddle_dx = 0.0;
for (int i = 0; i < 16; i++) {
int present = glfwJoystickPresent(GLFW_JOYSTICK_1 + i);
int is_gamepad = glfwJoystickIsGamepad(GLFW_JOYSTICK_1 + i);
int count;
const float * axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1 + i, &count);
//printf("present, %d %d %s %d\n", i, count, name, is_gamepad);
if (present && is_gamepad && count == 6) {
const char * name = glfwGetJoystickName(GLFW_JOYSTICK_1 + i);
if (name != last_gamepad_name) {
printf("active gamepad: `%s`; axes: %d\n", name, count);
last_gamepad_name = name;
}
float left = axes[2] * 0.5 + 0.5;
float right = axes[5] * 0.5 + 0.5;
paddle_dx = right - left;
break;
}
}
paddle_x += paddle_dx * 0.4;
if (paddle_x < 0.5)
paddle_x = 0.5;
if (paddle_x > 11.5)
paddle_x = 11.5;
render(paddle_mesh,
brick_mesh,
ball_mesh,
attrib_position,
attrib_normal,
uniform_trans,
uniform_normal_trans,
uniform_base_color,
uniform_light_pos,
paddle_x);
glfwSwapBuffers(window);
glfwPollEvents();
double next_frame = last_frame + 1.0 / frame_rate;
while (next_frame - glfwGetTime() > 0) {
double delta = next_frame - glfwGetTime();
glfwWaitEventsTimeout(delta);
}
//printf("fps %f\n", frames / (glfwGetTime() - first_frame));
frames += 1;
}
glfwTerminate();
return 0;
}