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_glfw_opengl.zig
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const std = @import("std");
const c = @import("common/c.zig");
const primitive = @import("common/primitive.zig");
const opengl = @import("common/opengl.zig");
usingnamespace @import("common/camera.zig");
usingnamespace @import("common/shader.zig");
usingnamespace @import("zalgebra");
usingnamespace @import("mogwai");
const panic = std.debug.panic;
const print = std.debug.print;
const WINDOW_WIDTH: i32 = 1200;
const WINDOW_HEIGHT: i32 = 800;
const WINDOW_DPI: i32 = 2;
const WINDOW_NAME = "Game";
pub fn main() !void {
if (c.glfwInit() == c.GL_FALSE) {
panic("Failed to intialize GLFW.\n", .{});
}
c.glfwWindowHint(c.GLFW_CONTEXT_VERSION_MAJOR, 3);
c.glfwWindowHint(c.GLFW_CONTEXT_VERSION_MINOR, 2);
c.glfwWindowHint(c.GLFW_OPENGL_FORWARD_COMPAT, c.GL_TRUE);
c.glfwWindowHint(c.GLFW_OPENGL_PROFILE, c.GLFW_OPENGL_CORE_PROFILE);
const window = c.glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_NAME, null, null) orelse {
panic("Unable to create window.\n", .{});
};
c.glfwMakeContextCurrent(window);
c.glEnable(c.GL_DEPTH_TEST);
c.glfwSwapBuffers(window);
c.glfwPollEvents();
defer c.glfwDestroyWindow(window);
defer c.glfwTerminate();
const default_vert = @embedFile("assets/default.vert");
const default_frag = @embedFile("assets/default.frag");
const shader = try Shader.create("default_shader", default_vert, default_frag);
// Our gizmo with some options.
var gizmo = Mogwai.new(.{
.screen_width = WINDOW_WIDTH,
.screen_height = WINDOW_HEIGHT,
.dpi = WINDOW_DPI,
});
var camera = Camera.init(Vec3.new(0.2, 0.8, -3));
var view = lookAt(camera.position, Vec3.add(camera.position, camera.front), Vec3.up());
const proj = perspective(45, @intToFloat(f32, WINDOW_WIDTH) / @intToFloat(f32, WINDOW_HEIGHT), 0.1, 100);
var our_target_object = try opengl.GeometryObject.new(&primitive.CUBE_VERTICES, &primitive.CUBE_INDICES, &primitive.CUBE_UV_COORDS, &primitive.CUBE_COLORS, null);
defer our_target_object.deinit();
var x_axis = try opengl.GeometryObject.new(&gizmo.meshes.move_axis.x, &gizmo.meshes.move_axis.indices, null, null, null);
var y_axis = try opengl.GeometryObject.new(&gizmo.meshes.move_axis.y, &gizmo.meshes.move_axis.indices, null, null, null);
var z_axis = try opengl.GeometryObject.new(&gizmo.meshes.move_axis.z, &gizmo.meshes.move_axis.indices, null, null, null);
var yz = try opengl.GeometryObject.new(&gizmo.meshes.move_panels.yz, &gizmo.meshes.move_panels.indices, null, null, null);
var xz = try opengl.GeometryObject.new(&gizmo.meshes.move_panels.xz, &gizmo.meshes.move_panels.indices, null, null, null);
var xy = try opengl.GeometryObject.new(&gizmo.meshes.move_panels.xy, &gizmo.meshes.move_panels.indices, null, null, null);
var scale_x = try opengl.GeometryObject.new(&gizmo.meshes.scale_axis.x, &gizmo.meshes.scale_axis.indices, null, null, null);
var scale_y = try opengl.GeometryObject.new(&gizmo.meshes.scale_axis.y, &gizmo.meshes.scale_axis.indices, null, null, null);
var scale_z = try opengl.GeometryObject.new(&gizmo.meshes.scale_axis.z, &gizmo.meshes.scale_axis.indices, null, null, null);
var rotate_x = try opengl.GeometryObject.new(&gizmo.meshes.rotate_axis.x, null, null, null, null);
var rotate_y = try opengl.GeometryObject.new(&gizmo.meshes.rotate_axis.y, null, null, null, null);
var rotate_z = try opengl.GeometryObject.new(&gizmo.meshes.rotate_axis.z, null, null, null, null);
defer yz.deinit();
defer xz.deinit();
defer xy.deinit();
defer x_axis.deinit();
defer y_axis.deinit();
defer z_axis.deinit();
defer scale_x.deinit();
defer scale_y.deinit();
defer scale_z.deinit();
defer rotate_x.deinit();
defer rotate_y.deinit();
defer rotate_z.deinit();
var delta_time: f64 = 0.0;
var last_frame: f64 = 0.0;
var shouldClose = false;
var gizmo_mode = Mode.Move;
while (!shouldClose) {
c.glfwPollEvents();
c.glClear(c.GL_COLOR_BUFFER_BIT | c.GL_DEPTH_BUFFER_BIT);
shouldClose = c.glfwWindowShouldClose(window) == c.GL_TRUE or
c.glfwGetKey(window, c.GLFW_KEY_ESCAPE) == c.GLFW_PRESS;
// Compute times between frames (delta time).
{
var current_time = c.glfwGetTime();
delta_time = current_time - last_frame;
last_frame = current_time;
}
c.glUseProgram(shader.program_id);
shader.setMat4("projection", &proj);
shader.setMat4("view", &view);
const is_pressed = c.glfwGetMouseButton(window, c.GLFW_MOUSE_BUTTON_LEFT) == c.GLFW_PRESS;
var pos_x: f64 = 0;
var pos_y: f64 = 0;
c.glfwGetCursorPos(window, &pos_x, &pos_y);
camera.update(window, delta_time, c.glfwGetKey(window, c.GLFW_KEY_LEFT_SHIFT) == c.GLFW_PRESS);
if (c.glfwGetKey(window, c.GLFW_KEY_LEFT_SHIFT) == c.GLFW_PRESS) {
c.glfwSetInputMode(window, c.GLFW_CURSOR, c.GLFW_CURSOR_DISABLED);
view = lookAt(camera.position, Vec3.add(camera.position, camera.front), camera.up);
} else {
c.glfwSetInputMode(window, c.GLFW_CURSOR, c.GLFW_CURSOR_NORMAL);
}
gizmo.setCursor(pos_x, pos_y, is_pressed);
gizmo.setCamera(view, proj);
if (c.glfwGetKey(window, c.GLFW_KEY_M) == c.GLFW_PRESS) {
gizmo_mode = Mode.Move;
} else if (c.glfwGetKey(window, c.GLFW_KEY_R) == c.GLFW_PRESS) {
gizmo_mode = Mode.Rotate;
} else if (c.glfwGetKey(window, c.GLFW_KEY_T) == c.GLFW_PRESS) {
gizmo_mode = Mode.Scale;
}
const target_model = our_target_object.transform.get_model();
if (gizmo.manipulate(target_model, gizmo_mode)) |result| {
switch (gizmo_mode) {
Mode.Move => {
our_target_object.transform.position = result.position;
},
Mode.Rotate => {
our_target_object.transform.rotation = result.rotation;
},
Mode.Scale => {
our_target_object.transform.scale = result.scale;
},
else => {},
}
}
// Render our target object.
opengl.draw_geometry(&our_target_object, &shader, target_model, null, false);
// Render our magnifico gizmo!
{
c.glDisable(c.GL_DEPTH_TEST);
c.glEnable(c.GL_BLEND);
c.glBlendFunc(c.GL_SRC_ALPHA, c.GL_ONE_MINUS_SRC_ALPHA);
const alpha = 0.5;
const model = Mat4.fromTranslate(gizmo.position);
switch (gizmo_mode) {
Mode.Move => {
// Render all panels.
opengl.draw_geometry(&yz, &shader, model, Vec4.new(0, 100, 255, if (gizmo.isHover(GizmoItem.PanelYZ)) 1 else alpha), true);
opengl.draw_geometry(&xz, &shader, model, Vec4.new(100, 255, 0, if (gizmo.isHover(GizmoItem.PanelXZ)) 1 else alpha), true);
opengl.draw_geometry(&xy, &shader, model, Vec4.new(255, 0, 255, if (gizmo.isHover(GizmoItem.PanelXY)) 1 else alpha), true);
// Render all axis.
opengl.draw_geometry(&x_axis, &shader, model, Vec4.new(255, 0, 0, if (gizmo.isHover(GizmoItem.ArrowX)) 1 else alpha), true);
opengl.draw_geometry(&y_axis, &shader, model, Vec4.new(0, 255, 0, if (gizmo.isHover(GizmoItem.ArrowY)) 1 else alpha), true);
opengl.draw_geometry(&z_axis, &shader, model, Vec4.new(0, 0, 255, if (gizmo.isHover(GizmoItem.ArrowZ)) 1 else alpha), true);
},
Mode.Rotate => {
c.glEnable(c.GL_DEPTH_TEST);
opengl.draw_geometry(&rotate_x, &shader, model, Vec4.new(255, 0, 0, if (gizmo.isHover(GizmoItem.RotateZ)) 1 else alpha), true);
opengl.draw_geometry(&rotate_y, &shader, model, Vec4.new(0, 255, 0, if (gizmo.isHover(GizmoItem.RotateX)) 1 else alpha), true);
opengl.draw_geometry(&rotate_z, &shader, model, Vec4.new(0, 0, 255, if (gizmo.isHover(GizmoItem.RotateY)) 1 else alpha), true);
c.glDisable(c.GL_DEPTH_TEST);
},
Mode.Scale => {
opengl.draw_geometry(&scale_x, &shader, model, Vec4.new(255, 0, 0, if (gizmo.isHover(GizmoItem.ScalerX)) 1 else alpha), true);
opengl.draw_geometry(&scale_y, &shader, model, Vec4.new(0, 255, 0, if (gizmo.isHover(GizmoItem.ScalerY)) 1 else alpha), true);
opengl.draw_geometry(&scale_z, &shader, model, Vec4.new(0, 0, 255, if (gizmo.isHover(GizmoItem.ScalerZ)) 1 else alpha), true);
},
else => {}
}
c.glDisable(c.GL_BLEND);
c.glEnable(c.GL_DEPTH_TEST);
}
c.glfwSwapBuffers(window);
}
}