lib: add mini tests framework
This commit is contained in:
parent
bca01fe3cd
commit
c463904a6b
41
Makefile
41
Makefile
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@ -1,24 +1,35 @@
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CC=gcc
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CC=gcc
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CFLAGS=-DFREEGLUT_STATIC -g3
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CFLAGS=-DFREEGLUT -g3 -iquote include/
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LFLAGS=-lglfw -L/usr/lib64 -lGLEW -lGL -lX11 -lGLU -lassimp -lm
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LFLAGS=-lglfw -L/usr/lib64 -lGLEW -lGL -lX11 -lGLU -lassimp -lm
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LD=ld
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LD=ld
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OUT=build
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SRCDIR=src
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DEV=dev.c
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BINDIR=build
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TSTDIR=tests
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all:
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LIB_SRCS = $(wildcard $(SRCDIR)/*.c)
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mkdir -p $(OUT)
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LIB_OBJS = $(addprefix $(BINDIR)/, $(notdir $(LIB_SRCS:.c=.o)))
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$(CC) $(CFLAGS) -c rendlib.c -o $(OUT)/rendlib.o $(LFLAGS)
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TST_SRCS = $(wildcard $(TSTDIR)/*.c)
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$(CC) $(CFLAGS) -c math.c -o $(OUT)/math.o $(LFLAGS)
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TST_OBJS = $(addprefix $(BINDIR)/$(TSTDIR)/, $(notdir $(TST_SRCS:.c=.o)))
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$(CC) $(CFLAGS) -c object.c -o $(OUT)/object.o $(LFLAGS)
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TST_ASST = $(shell find $(TSTDIR) -maxdepth 1 -mindepth 1 -type d)
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$(CC) $(CFLAGS) -c camera.c -o $(OUT)/camera.o $(LFLAGS)
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$(LD) -relocatable $(OUT)/rendlib.o $(OUT)/math.o $(OUT)/object.o $(OUT)/camera.o -o $(OUT)/rendlib
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dev: all
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init:
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$(CC) $(CFLAGS) dev.c $(OUT)/rendlib -o $(OUT)/dev $(LFLAGS)
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mkdir -p $(BINDIR)
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mkdir -p $(BINDIR)/tests
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devall: dev
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all: init $(LIB_OBJS)
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$(OUT)/dev
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$(LD) -relocatable $(LIB_OBJS) -o $(BINDIR)/rendlib
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$(BINDIR)/%.o: $(SRCDIR)/%.c
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$(CC) $(CFLAGS) -c $< -o $@ $(LFLAGS)
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$(BINDIR)/$(TSTDIR)/test-%.o: $(TSTDIR)/test-%.c $(TSTDIR)/assets-% | all
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$(CC) $(CFLAGS) $< $(BINDIR)/rendlib -o $@ $(LFLAGS)
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cp -rf $(word 2,$^) $(BINDIR)/$(TSTDIR)/
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test: $(TST_OBJS)
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runt%: $(BINDIR)/$(TSTDIR)/test-%.o
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cd $(BINDIR)/$(TSTDIR); ./test-$*.o
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clean:
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clean:
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rm -rf $(OUT)
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rm -rf $(BINDIR)
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@ -1,21 +0,0 @@
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#version 330 core
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in vec4 frag_pos;
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in vec4 frag_normal;
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in vec3 object_color;
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out vec4 outy;
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void main() {
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vec4 norm = normalize(frag_normal);
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vec4 ambient = vec4(0.7, 0.7788, 0.46, 1.0);
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vec4 light_color = vec4(0.7, 0.7, 0.7, 1.0);
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vec4 color = vec4(object_color.xyz, 1.0f);
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vec4 light_location = vec4(0.0, 100.0, 0.0, 1.0);
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vec4 light_direction = normalize(light_location - frag_pos);
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float diff = max(dot(norm.xyz, light_direction.xyz), 0.0);
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vec4 diffuse = diff * light_color;
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outy = color + diffuse;
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}
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@ -1,21 +0,0 @@
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#version 330 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec3 normal;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat4 translation;
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uniform mat4 rotation;
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uniform vec3 color;
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uniform float scale;
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out vec4 frag_pos;
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out vec4 frag_normal;
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out vec3 object_color;
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void main() {
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gl_Position = projection * view * translation * (vec4(pos.xyz, 1.0) * vec4(scale, scale, scale, 1.0));
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frag_pos = gl_Position;
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frag_normal = translation * vec4(normal.xyz, 1.0);
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object_color = color;
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}
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14
include/batch.h
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14
include/batch.h
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@ -0,0 +1,14 @@
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#ifndef BATCH_H
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#define BATCH_H
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#include <GL/glew.h>
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struct batch {
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int id;
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GLint vertex_array;
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GLint vertex_buffer;
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GLint indices_buffer;
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GLint normals_buffer;
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};
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#endif
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@ -5,7 +5,7 @@
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#include <cglm/mat4.h>
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#include <cglm/mat4.h>
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#define CAMERA_PERSPECTIVE 0x1
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#define CAMERA_PERSPECTIVE 0x1
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#define CAMERA_ORTHOGONAL 0x2
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#define CAMERA_ORTHOGRAPHIC 0x2
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struct camera {
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struct camera {
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int type;
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int type;
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@ -19,7 +19,6 @@ struct object {
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vec4 translation_force;
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vec4 translation_force;
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vec4 position;
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vec4 position;
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vec3 color;
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vec3 color;
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float mass;
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void *next;
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void *next;
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struct model *model;
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struct model *model;
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@ -33,6 +32,6 @@ struct object {
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struct model *load_model(const char *path);
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struct model *load_model(const char *path);
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int record_path(struct object *obj);
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int record_path(struct object *obj);
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struct object *create_object(struct object **o, float mass, struct model *model);
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struct object *create_object(struct object **o, struct model *model);
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#endif
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#endif
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48
include/shaders.h
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48
include/shaders.h
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#ifndef SHADERS_H
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#define SHADERS_H
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#define DEFAULT_VSHADER "#version 330 core\n" \
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"layout (location = 0) in vec3 pos;\n" \
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"layout (location = 1) in vec3 normal;\n" \
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"\n" \
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"uniform mat4 view;\n" \
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"uniform mat4 projection;\n" \
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"uniform mat4 translation;\n" \
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"uniform mat4 rotation;\n" \
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"uniform vec3 color;\n" \
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"uniform float scale;\n" \
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"\n" \
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"out vec4 frag_pos;\n" \
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"out vec4 frag_normal;\n" \
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"out vec3 object_color;\n" \
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"\n" \
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"void main() {\n" \
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" gl_Position = projection * view * translation * (vec4(pos.xyz, 1.0) * vec4(scale, scale, scale, 1.0));\n" \
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" frag_pos = gl_Position;\n" \
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" frag_normal = translation * vec4(normal.xyz, 1.0);\n" \
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" object_color = color;\n" \
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"}"
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#define DEFAULT_FSHADER "#version 330 core\n" \
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"in vec4 frag_pos;\n" \
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"in vec4 frag_normal;\n" \
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"in vec3 object_color;\n" \
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"\n" \
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"out vec4 outy;\n" \
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"\n" \
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"void main() {\n" \
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" vec4 norm = normalize(frag_normal);\n" \
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" vec4 ambient = vec4(0.7, 0.7788, 0.46, 1.0);\n" \
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" vec4 light_color = vec4(0.7, 0.7, 0.7, 1.0);\n" \
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" vec4 color = vec4(object_color.xyz, 1.0f);\n" \
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"\n" \
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" vec4 light_location = vec4(0.0, 100.0, 0.0, 1.0);\n" \
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" vec4 light_direction = normalize(light_location - frag_pos);\n" \
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" float diff = max(dot(norm.xyz, light_direction.xyz), 0.0);\n" \
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"\n" \
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" vec4 diffuse = diff * light_color;\n" \
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"\n" \
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" outy = color + diffuse;\n" \
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"}"
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#endif
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7
src/batch.c
Normal file
7
src/batch.c
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#include "batch.h"
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int start_batch(struct batch **ab) {
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if (*ab != NULL) {
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return -1;
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}
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}
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#include <string.h>
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#include <string.h>
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#include <cglm/cam.h>
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#include <cglm/cam.h>
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#include <GL/glew.h>
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#include <GL/glew.h>
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#include "include/camera.h"
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#include "camera.h"
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struct camera *create_camera(int type) {
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struct camera *create_camera(int type) {
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if (type != CAMERA_PERSPECTIVE &&
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if (type != CAMERA_PERSPECTIVE &&
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type != CAMERA_ORTHOGONAL) {
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type != CAMERA_ORTHOGRAPHIC) {
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return NULL;
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return NULL;
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}
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}
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c->pitch = 0.0f;
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c->pitch = 0.0f;
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c->sensitivity = 0.02f;
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c->sensitivity = 0.02f;
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if (c->type == CAMERA_ORTHOGONAL) {
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if (c->type == CAMERA_ORTHOGRAPHIC) {
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c->viewport_modifier = 0.5f;
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c->viewport_modifier = 0.5f;
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}
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}
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@ -57,7 +57,7 @@ int bake_camera(struct camera *c) {
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(float) ((float)screen_viewport[2]/(float)screen_viewport[3]),
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(float) ((float)screen_viewport[2]/(float)screen_viewport[3]),
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c->near_z, c->far_z,
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c->near_z, c->far_z,
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c->projection);
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c->projection);
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} else if (c->type == CAMERA_ORTHOGONAL) {
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} else if (c->type == CAMERA_ORTHOGRAPHIC) {
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float left = -screen_viewport[2]/2 * c->viewport_modifier;
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float left = -screen_viewport[2]/2 * c->viewport_modifier;
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float right = screen_viewport[2]/2 * c->viewport_modifier;
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float right = screen_viewport[2]/2 * c->viewport_modifier;
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float top = screen_viewport[3]/2 * c->viewport_modifier;
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float top = screen_viewport[3]/2 * c->viewport_modifier;
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#include "math.h"
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#include "math.h"
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#include "include/object.h"
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#include "object.h"
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#include <cglm/cglm.h>
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#include <cglm/cglm.h>
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float frand48(void) {
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float frand48(void) {
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#include "include/object.h"
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#include "object.h"
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#include "include/math.h"
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#include "math.h"
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#include <math.h>
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#include <math.h>
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#include <assimp/cimport.h>
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#include <assimp/cimport.h>
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#include <assimp/scene.h>
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#include <assimp/scene.h>
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@ -93,14 +93,13 @@ struct model *load_model(const char *path) {
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return nm;
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return nm;
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}
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}
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struct object *create_object(struct object **o, float mass, struct model *model) {
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struct object *create_object(struct object **o, struct model *model) {
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struct object *no = malloc(sizeof(struct object));
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struct object *no = malloc(sizeof(struct object));
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if (no == NULL) {
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if (no == NULL) {
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return NULL;
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return NULL;
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}
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}
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memset(no, 0, sizeof(struct object));
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memset(no, 0, sizeof(struct object));
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no->mass = mass;
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no->scale = 1.0f;
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no->scale = 1.0f;
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no->model = model;
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no->model = model;
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glm_vec4_one(no->position);
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glm_vec4_one(no->position);
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#include <GL/glew.h>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <cglm/cglm.h>
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#include <cglm/cglm.h>
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#include "include/rendlib.h"
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#include "rendlib.h"
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#include "include/camera.h"
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#include "camera.h"
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#include "include/object.h"
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#include "object.h"
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#include "shaders.h"
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// global variables
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// global variables
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int window_width = 960;
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int window_width = 960;
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char *window_title = "rendlib window";
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char *window_title = "rendlib window";
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struct camera *ac;
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struct camera *ac;
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struct batch *ab;
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void (*keyboard_probe)(int key, int scancode, int action, int mods);
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void (*keyboard_probe)(int key, int scancode, int action, int mods);
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void (*mouse_probe)(double x, double y);
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void (*mouse_probe)(double x, double y);
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unsigned int vertex_shader;
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unsigned int vertex_shader;
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unsigned int fragment_shader;
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unsigned int fragment_shader;
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const char *object_vertex_shader_location = "assets/shaders/shader.vert";
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extern char *default_vshader;
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const char *object_fragment_shader_location = "assets/shaders/shader.frag";
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extern char *default_fshader;
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extern int default_vshader_len;
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extern int default_fshader_len;
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void update_screen_viewport(int x, int y, int width, int height) {
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void update_screen_viewport(int x, int y, int width, int height) {
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GLFWwindow *w = glfwGetCurrentContext();
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GLFWwindow *w = glfwGetCurrentContext();
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glGetIntegerv(GL_VIEWPORT, screen_viewport);
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glGetIntegerv(GL_VIEWPORT, screen_viewport);
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}
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}
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int load_shader(const char *path, unsigned int shader) {
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int load_shader(char **s, int *n, unsigned int shader) {
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glShaderSource(shader, 1, (const char **) s, n);
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glCompileShader(shader);
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int success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (success != GL_TRUE) {
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int log_length;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
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char log[log_length];
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glGetShaderInfoLog(shader, log_length, NULL, log);
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fprintf(stderr, "Shader Compilation Error: %s\n", log);
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return -1;
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}
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return 0;
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}
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int fload_shader(char *path, unsigned int shader) {
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FILE *fp = fopen(path, "r");
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FILE *fp = fopen(path, "r");
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if (fp == NULL) {
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if (fp == NULL) {
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fprintf(stderr, "error: cannot open file '%s'\n", path);
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fprintf(stderr, "error: cannot open file '%s'\n", path);
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@ -70,41 +94,45 @@ int load_shader(const char *path, unsigned int shader) {
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} while (rb < len);
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} while (rb < len);
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fclose(fp);
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fclose(fp);
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glShaderSource(shader, 1, (const char **) &fc, &rb);
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int ret = load_shader(&fc, &rb, shader);
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glCompileShader(shader);
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int success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (success != GL_TRUE) {
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int log_length;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
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char log[log_length];
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glGetShaderInfoLog(shader, log_length, NULL, log);
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fprintf(stderr, "Shader Compilation Error: %s\n", log);
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return -1;
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}
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free(fc);
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free(fc);
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return 0;
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return ret;
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}
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}
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||||||
int load_shaders(void) {
|
int load_default_shaders(void) {
|
||||||
|
int ret = 0;
|
||||||
glDeleteProgram(shader_program);
|
glDeleteProgram(shader_program);
|
||||||
shader_program = glCreateProgram();
|
shader_program = glCreateProgram();
|
||||||
|
|
||||||
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||||
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
|
|
||||||
if (load_shader(object_vertex_shader_location, vertex_shader) == -1) {
|
int vshader_len = strlen(DEFAULT_VSHADER);
|
||||||
|
char *vshader = strndup(DEFAULT_VSHADER, vshader_len);
|
||||||
|
if (vshader == NULL) {
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (load_shader(object_fragment_shader_location, fragment_shader) == -1) {
|
ret = load_shader(&vshader, &vshader_len, vertex_shader);
|
||||||
|
if (ret < 0) {
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
free(vshader);
|
||||||
|
|
||||||
|
int fshader_len = strlen(DEFAULT_FSHADER);
|
||||||
|
char *fshader = strndup(DEFAULT_FSHADER, fshader_len);
|
||||||
|
if (fshader == NULL) {
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
ret = load_shader(&fshader, &fshader_len, fragment_shader);
|
||||||
|
if (ret < 0) {
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
free(fshader);
|
||||||
|
|
||||||
glAttachShader(shader_program, vertex_shader);
|
glAttachShader(shader_program, vertex_shader);
|
||||||
glAttachShader(shader_program, fragment_shader);
|
glAttachShader(shader_program, fragment_shader);
|
||||||
glLinkProgram(shader_program);
|
glLinkProgram(shader_program);
|
||||||
|
@ -257,7 +285,7 @@ int rendlib_start_window(int argc, char *argv[]) {
|
||||||
return err_glew_init;
|
return err_glew_init;
|
||||||
}
|
}
|
||||||
|
|
||||||
ret = load_shaders();
|
ret = load_default_shaders();
|
||||||
if (ret < 0) {
|
if (ret < 0) {
|
||||||
return err_shaders_init;
|
return err_shaders_init;
|
||||||
}
|
}
|
|
@ -1,9 +1,9 @@
|
||||||
#include <stdlib.h>
|
#include <stdlib.h>
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include "include/rendlib.h"
|
#include "rendlib.h"
|
||||||
#include "include/camera.h"
|
#include "camera.h"
|
||||||
#include "include/object.h"
|
#include "object.h"
|
||||||
|
|
||||||
#define INPUT_ESCAPE 0b00000001
|
#define INPUT_ESCAPE 0b00000001
|
||||||
#define INPUT_RELOAD 0b00000010
|
#define INPUT_RELOAD 0b00000010
|
||||||
|
@ -158,20 +158,20 @@ int main(int argc, char *argv[]) {
|
||||||
mouse_probe = &mousep;
|
mouse_probe = &mousep;
|
||||||
update_probe = &updatep;
|
update_probe = &updatep;
|
||||||
|
|
||||||
struct model *m = load_model("assets/models/sphere.obj");
|
struct model *m = load_model("assets-01/sphere.obj");
|
||||||
if (m == NULL) {
|
if (m == NULL) {
|
||||||
fprintf(stderr, "--error: loading model\n");
|
fprintf(stderr, "--error: loading model\n");
|
||||||
return EXIT_FAILURE;
|
return EXIT_FAILURE;
|
||||||
}
|
}
|
||||||
|
|
||||||
struct object *o = create_object(&objects, 100.0f, m);
|
struct object *o = create_object(&objects, m);
|
||||||
if (o == NULL) {
|
if (o == NULL) {
|
||||||
fprintf(stderr, "--error: creating object\n");
|
fprintf(stderr, "--error: creating object\n");
|
||||||
return EXIT_FAILURE;
|
return EXIT_FAILURE;
|
||||||
}
|
}
|
||||||
|
|
||||||
struct camera *c = create_camera(CAMERA_PERSPECTIVE);
|
ac = create_camera(CAMERA_PERSPECTIVE);
|
||||||
if (c == NULL) {
|
if (ac == NULL) {
|
||||||
fprintf(stderr, "--error: creating camera\n");
|
fprintf(stderr, "--error: creating camera\n");
|
||||||
return EXIT_FAILURE;
|
return EXIT_FAILURE;
|
||||||
}
|
}
|
Loading…
Reference in New Issue
Block a user