128 lines
3.2 KiB
C
128 lines
3.2 KiB
C
#include <gearlib.h>
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Camera* create_camera(vec2 pos) {
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Camera* camera = calloc(sizeof(Camera), 1);
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camera->view = mat4Transpose(mat4Translate(pos.x, pos.y, -3.0f));
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return camera;
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}
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void update_camera(Camera* camera, Window window) {
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int width, height;
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glfwGetWindowSize(window, &width, &height);
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assert(camera != NULL);
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camera->projection = mat4Transpose(mat4Ortho(0.0f, width, height, 0.0f, 0.0f, 1000.0f));
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//camera->projection = mat4Transpose(mat4Perspective(45.0f * DEG2RAD, ((double)width / (double)height), 0.1f, 100.0f));
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}
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typedef struct CameraData {
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mat4 view_projection;
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} CameraData;
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int main() {
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Window window = create_window(800, 600, "gearlib");
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glfwSwapInterval(0);
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enable_debugging();
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setup_quads();
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setup_textures();
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Camera* camera = create_camera(vec2(0.0f, 0.0f));
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set_active_camera(camera);
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Texture cat = load_texture("assets/cat.png");
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/*uint32_t cat = load_texture("assets/cat.png");
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uint32_t cuddle = load_texture("assets/cuddle.png");
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uint32_t parrots = load_texture("assets/parrots.png");*/
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double time = glfwGetTime();
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/*double total_time = 0;
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int frames = 0;
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int fps = 0;*/
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uint32_t ubo;
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glCreateBuffers(1, &ubo);
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glNamedBufferStorage(ubo, sizeof(Camera), NULL, GL_DYNAMIC_STORAGE_BIT);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo);
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float angle = 0;
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while (!glfwWindowShouldClose(window)) {
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process_input(window);
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update_camera(camera, window);
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glNamedBufferSubData(ubo, 0, sizeof(Camera), camera);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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/*for(int i = 0; i < 33; i++) {
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draw_texture(parrots, vec3(-0.4f, 0.4f, 0.0f), WHITE);
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draw_texture(cat, vec3(0.0f, 0.0f, 0.0f), WHITE);
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draw_texture(cuddle, vec3(0.0f, -0.4f, 0.0f), WHITE);
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}*/
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//draw_texture(cat, vec2(300, 400), vec2(700, 700), WHITE);
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//for(int i = 0; i < 255; i++)
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//draw_quad(vec2(i, i), vec2(10, 10), vec4(i / 255.0f, i / 255.0f, i / 255.0f, 1.0f));
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mat4 transform = mat4Multiply(
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mat4Multiply(
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mat4Scale(100, 100, 1),
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mat4Identity()),
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/*mat4Rotate(vec3(1.0f, 0.5f, 0.0f), angle)),*/
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mat4Translate(0, 0, 1));
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transform = mat4Multiply(mat4Translate(0.5, 0.5f, 0.0f), transform);
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draw_texture_trans(cat, transform, WHITE);
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flush();
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double end_time = glfwGetTime();
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double frame_time = end_time - time;
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//total_time += frame_time;
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double fps = 1 / frame_time;
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angle += frame_time;
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time = end_time;
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/*frames++;
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if(total_time > 1.0) {
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fps = frames;
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frames = 0;
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total_time = 0;
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}*/
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//printf("%lf, %lf\n", frame_time, fps);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwDestroyWindow(window);
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glfwTerminate();
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return 0;
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}
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/*
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double time = glfwGetTime();
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...
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double end_time = glfwGetTime();
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double frame_time = end_time - time;
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double fps = 1 / frame_time;
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time = end_time;
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printf("%lf, %lf, %d, %d\n", frame_time, fps, 0, 0);
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*/
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