Files
gpu-renderer/main.c
T

121 lines
2.8 KiB
C

#include "animation.h"
#include "gpu.h"
#include "model_format_glb.h"
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <string.h>
#define W 800
#define H 600
#define DT (1'000'000 / 60) // Assume 60 Hz for now
#define NELEMS(arr) (sizeof(arr) / sizeof(arr[0]))
static void
key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
(void)window;
(void)scancode;
(void)mods;
if (action != GLFW_PRESS)
return;
switch (key) {
case GLFW_KEY_Q:
glfwSetWindowShouldClose(window, GL_TRUE);
break;
}
}
int main(int argc, char *argv[])
{
// Read model from passed path
if (argc != 2) {
fprintf(stderr, "Usage: %s PATH/TO/MODEL\n", argv[0]);
return 1;
}
model_t model = model_format_glb_read(argv[1]);
// Set up window
glfwInit();
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
GLFWwindow *window = glfwCreateWindow(W, H, "Foo", nullptr, nullptr);
assert(window);
// Register input callbacks
glfwSetKeyCallback(window, key_callback);
// Initialise GPU and load model
gpu_ctx_t gpu;
gpu_model_t gpu_models[2];
gpu_init(&gpu, window, "Foo");
gpu_model_load(&gpu, &model, gpu_models + 0);
gpu_model_load(&gpu, &model, gpu_models + 1);
const vec3_t cam = { 0, 4, -8 };
const vec3_t tgt = { 0, 0, 0 };
const vec3_t up = { 0, 1, 0 };
const vec3_t light = { 2, 2, -1 };
const mat4_t view = mat4_lookat(cam, tgt, up);
const mat4_t proj = mat4_perspective((float)W / H, PI / 8, 0.1, 100.0);
const mat4_t vp = mat4_mul(proj, view);
const mat4_t light_vp = mat4_lookat(light, tgt, up);
mat4_t transforms[NELEMS(gpu_models)] = {
mat4_mul(
MAT4_TRANSLATE(1, 0, 0),
(mat4_t) {
{ 0, 0, -1, 0 },
{ -1, 0, 0, 0 },
{ 0, 1, 0, 0 },
{ 0, 0, 0, 1 },
}),
mat4_mul(
MAT4_TRANSLATE(2, 0, 0),
mat4_mul(
MAT4_ROTATE_Y(PI),
(mat4_t) {
{ 0, 0, -1, 0 },
{ -1, 0, 0, 0 },
{ 0, 1, 0, 0 },
{ 0, 0, 0, 1 },
})),
};
// Set up animation
animation_state_t anim = animation_init(&model);
animation_start(&anim, &model, 0);
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
transforms[0] = mat4_mul(MAT4_ROTATE_Y(PI / 170), transforms[0]);
transforms[1] = mat4_mul(MAT4_ROTATE_Y(-PI / 340), transforms[1]);
animation_update(&anim, &model, DT);
const mat4_t *bone_matrices[NELEMS(gpu_models)] = {
anim.bone_matrices,
anim.bone_matrices,
};
gpu_render(
&gpu, vp, light_vp, NELEMS(gpu_models), gpu_models,
bone_matrices, transforms);
}
// Clean up
animation_cleanup(&anim);
gpu_model_cleanup(&gpu, gpu_models + 0);
gpu_model_cleanup(&gpu, gpu_models + 1);
gpu_cleanup(&gpu);
model_cleanup(&model);
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}