123 lines
2.3 KiB
C
123 lines
2.3 KiB
C
#include "animation.h"
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#include "gpu.h"
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#include "model_format_glb.h"
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#include <assert.h>
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#include <math.h>
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#include <stdio.h>
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#include <string.h>
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#define W 800
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#define H 600
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typedef enum {
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AXIS_X,
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AXIS_Y,
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AXIS_Z,
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} axis_t;
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static axis_t rot_axis = AXIS_Y;
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static void
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key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
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{
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(void)window;
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(void)scancode;
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(void)mods;
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if (action != GLFW_PRESS)
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return;
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switch (key) {
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case GLFW_KEY_Q:
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glfwSetWindowShouldClose(window, GL_TRUE);
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break;
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case GLFW_KEY_X:
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rot_axis = AXIS_X;
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break;
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case GLFW_KEY_Y:
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rot_axis = AXIS_Y;
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break;
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case GLFW_KEY_Z:
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rot_axis = AXIS_Z;
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break;
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}
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}
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int main(int argc, char *argv[])
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{
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// Read model from passed path
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if (argc != 2) {
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fprintf(stderr, "Usage: %s PATH/TO/MODEL\n", argv[0]);
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return 1;
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}
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model_t model = model_format_glb_read(argv[1]);
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// Set up window
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glfwInit();
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
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GLFWwindow *window = glfwCreateWindow(W, H, "Foo", nullptr, nullptr);
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assert(window);
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// Register input callbacks
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glfwSetKeyCallback(window, key_callback);
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// Initialise GPU
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const gpu_config_t gpu_config = {
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.application_name = "Foo",
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.window = window,
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};
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gpu_ctx_t gpu;
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gpu_init(&gpu, &gpu_config, model);
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// Initialise animation
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animation_state_t anim = animation_init(&model);
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animation_update(anim, &model);
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const vec3_t cam = { 0, 4, -4 };
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const vec3_t tgt = { 0, 0.5, 0 };
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mvp_t mvp = {
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.model = (mat4_t) {
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{ 0, 0, -1, 0 },
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{ -1, 0, 0, 0 },
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{ 0, 1, 0, 0 },
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{ 0, 0, 0, 1 },
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},
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.view = mat4_lookat(cam, tgt, (vec3_t) { 0, 1, 0 }),
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.proj = mat4_perspective((float)W / H, PI / 12, 0.1, 10.0),
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};
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const mat4_t rotx = MAT4_ROTATE_X(PI / 128);
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const mat4_t roty = MAT4_ROTATE_Y(PI / 128);
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const mat4_t rotz = MAT4_ROTATE_Z(PI / 128);
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while (!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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switch (rot_axis) {
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case AXIS_X:
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mvp.model = mat4_mul(rotx, mvp.model);
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break;
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case AXIS_Y:
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mvp.model = mat4_mul(roty, mvp.model);
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break;
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case AXIS_Z:
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mvp.model = mat4_mul(rotz, mvp.model);
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break;
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}
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gpu_render(&gpu, &mvp, anim.bone_matrices);
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}
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// Clean up
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animation_cleanup(&anim);
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gpu_cleanup(&gpu);
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model_cleanup(&model);
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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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