#include <string.h>
#include <vector>
+/* TODO: fix those */
+#include "camera.h"
+#include "mesh.h"
+#include "object.h"
+#include "scene.h"
+
#include "opengl/opengl.h"
#include "vulkan/vk.h"
/* glfw callbacks */
static void key_clbk(GLFWwindow *win, int key, int scancode, int action, int mods);
+static void motion_clbk(GLFWwindow *win, double x, double y);
+static void mouse_clbk(GLFWwindow *win, int button, int action, int mods);
/* global variables */
bool use_vulkan;
+
GLFWwindow *win;
+int win_w = 800;
+int win_h = 600;
+
+Camera *camera;
/* variables */
+// TODO: remove just for test:
+static Scene scene;
int main(int argc, char **argv)
{
}
glfwSetKeyCallback(win, key_clbk);
+ glfwSetCursorPosCallback(win, motion_clbk);
+ glfwSetMouseButtonCallback(win, mouse_clbk);
while(!glfwWindowShouldClose(win)) {
display();
return false;
}
+ camera = new Camera(25, 25, 4, 45);
+
+ if(!scene.load("data/spot/spot_control_mesh.obj")) {
+ fprintf(stderr, "Failed to load scene.\n");
+ return false;
+ }
+
+ for(size_t i=0; i<scene.objects.size(); ++i) {
+ printf("object: %d\n", (int)i);
+ printf("mesh: %s\n", scene.objects[i]->mesh->name.c_str());
+ printf("material: %s\n", scene.objects[i]->material->name.c_str());
+ printf("transform:\n");
+ scene.objects[i]->transform.print();
+ }
return true;
}
else {
cleanup_opengl();
}
+
+ delete camera;
}
static void key_clbk(GLFWwindow *win, int key, int scancode, int action, int mods)
}
}
+static double prev_x, prev_y;
+static int bnstate[8];
+
+static void motion_clbk(GLFWwindow *win, double x, double y)
+{
+ int dx = x - prev_x;
+ int dy = y - prev_y;
+
+ prev_x = x;
+ prev_y = y;
+
+ if(!dx && !dy) return;
+
+ if(bnstate[0]) {
+ camera->theta += dx * 0.5;
+ camera->phi += dy * 0.5;
+
+ if(camera->phi < -90) camera->phi = -90;
+ if(camera->phi > 90) camera->phi = 90;
+ }
+ if(bnstate[2]) {
+ camera->distance += dy * 0.1;
+ if(camera->distance < 0.0) camera->distance = 0.0;
+ }
+}
+
+static void mouse_clbk(GLFWwindow *win, int bn, int action, int mods)
+{
+ bnstate[bn - GLFW_MOUSE_BUTTON_LEFT] = action == GLFW_PRESS ? 1 : 0;
+ glfwGetCursorPos(win, &prev_x, &prev_y);
+}
+
static void display()
{
if(use_vulkan) {