A small OpenGL 3+ renderer and game engine
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#include <glm/glm.hpp>
#include "dumbLog.h"
#include "input.h"
#include "mesh.h"
#include "renderer.h"
void
doFrameCallbackPre(render_state* rs)
{
static input_state is = {};
inputProcessEvents(&is);
if (is.window_closed || is.escape) {
rs->running = false;
return;
}
int rotate_mod = 0;
if (is.left)
rotate_mod = -1;
if (is.right)
rotate_mod = 1;
// NOTE: rotate mesh on z-axis every frame
entity& e = rs->render_groups[0].entities[0];
static float angle = (float) M_PI_2 / 33;
static glm::vec3 axis(0, 0, 1);
entRotate(e, angle * rotate_mod, axis);
}
simple_mesh*
makeSquareMesh()
{
uint num_vertices = 4;
simple_mesh* sm = meInitMesh(num_vertices);
sm->num_vertices = num_vertices;
sm->vertices[0] = glm::vec3(-200, 0, 200);
sm->vertices[1] = glm::vec3(-200, 0, -200);
sm->vertices[2] = glm::vec3(200, 0, -200);
sm->vertices[3] = glm::vec3(200, 0, 200);
sm->vert_colors[0] = glm::vec3(255, 0, 0);
sm->vert_colors[1] = glm::vec3(255, 0, 0);
sm->vert_colors[2] = glm::vec3(255, 0, 0);
sm->vert_colors[3] = glm::vec3(255, 0, 0);
return sm;
}
int
main()
{
render_state* rs = renInit("simple mesh");
if (rs == nullptr) {
LOG(Error) << "Error Initialzing renderer\n";
return 1;
}
// TODO: this needs to be more convenient
shader_wrapper sw = { SIMPLE_SHADER, nullptr, rs->simple_shader };
rs->render_groups = renAllocateGroup(1, sw);
rs->render_group_count = 1;
entity& e = rs->render_groups[0].entities[0];
simple_mesh* sm = makeSquareMesh();
// TODO: better usage would be: renPushEntity(rs->render_groups[0], e);
// would need to allocate a reasonable block size by default (~64), and
// double it if pushing to render_group would overflow
entInitMesh(e, sm, GL_LINE_LOOP);
cameraInitPerspective(
rs->cam,
glm::vec3(0, -500, 0),
glm::vec3(0, 0, 0),
glm::vec3(0,0,1)
);
renDoRenderLoop(rs, 60, doFrameCallbackPre);
renShutdown(rs);
return 0;
}