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114 lines
3.0 KiB
114 lines
3.0 KiB
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#include <glm/glm.hpp> |
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#include "dumbLog.h" |
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#include "input.h" |
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#include "mesh.h" |
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#include "renderer.h" |
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simple_mesh* |
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makeSquareMesh() |
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{ |
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uint num_vertices = 4; |
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simple_mesh* sm = meInitMesh(num_vertices); |
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sm->num_vertices = num_vertices; |
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sm->vertices[0] = glm::vec3(-200, 0, 200); |
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sm->vertices[1] = glm::vec3(-200, 0, -200); |
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sm->vertices[2] = glm::vec3(200, 0, -200); |
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sm->vertices[3] = glm::vec3(200, 0, 200); |
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sm->vert_colors[0] = glm::vec3(255, 0, 0); |
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sm->vert_colors[1] = glm::vec3(255, 0, 0); |
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sm->vert_colors[2] = glm::vec3(255, 0, 0); |
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sm->vert_colors[3] = glm::vec3(255, 0, 0); |
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return sm; |
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} |
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void |
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doFrameCallbackPre(render_state* rs) |
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{ |
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static input_state is = {}; |
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inputProcessEvents(&is); |
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if (is.window_closed || is.escape) { |
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rs->running = false; |
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return; |
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} |
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// NOTE: rotate meshes on z-axis every frame |
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const float deg_angle = 3; // NOTE: angle to rotate per frame in degrees |
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static float angle = (float) deg_angle * M_PI_2 / 360; |
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static glm::vec3 axis(0, 0, 1); |
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entity& ship = rs->render_groups[0]->entities[0]; |
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entRotate(ship, angle , axis); |
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entity& sphere = rs->render_groups[0]->entities[1]; |
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entRotate(sphere, angle , axis); |
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entity& square = rs->render_groups[1]->entities[0]; |
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entRotate(square, -1 * angle , axis); |
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} |
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int |
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main() |
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{ |
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render_state* rs = renInit("render group example"); |
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if (rs == nullptr) { |
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LOG(Error) << "Error Initialzing renderer\n"; |
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return 1; |
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} |
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cameraInitPerspective( |
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rs->cam, |
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glm::vec3(50, -100, 25), |
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glm::vec3(0, 0, 0), |
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glm::vec3(0,0,1) |
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); |
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renAddLight(rs, glm::vec3(-20, -150, 150)); |
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// FIXME: this introduces a potential buffer overrun. Need to implement |
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// a memory manager for render_groups, eg: |
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// renPushGroup(rs, new_group) |
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// rgPushEntity(rg, new_ent) |
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rs->render_groups = UTIL_ALLOC(256, render_group*); |
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// TODO: this needs to be more convenient |
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shader_wrapper sw = { DEFAULT_SHADER, rs->default_shader, nullptr }; |
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rs->render_groups[0] = renAllocateGroup(2, sw); |
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rs->render_group_count = 1; |
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entity& spaceship = rs->render_groups[0]->entities[0]; |
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entity& sphere = rs->render_groups[0]->entities[1]; |
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if (!entInitModel(spaceship, "../data/spaceship.glb") || |
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!entInitModel(sphere, "../data/icosphere.glb")) |
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{ |
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LOG(Error) << "Error initializing entity, exiting\n"; |
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return 1; |
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} |
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entSetWorldPosition(spaceship, glm::vec3(-50, 0, 0)); |
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entScale(spaceship, glm::vec3(2, 2, 2)); |
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entScale(sphere, glm::vec3(20, 20, 20)); |
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shader_wrapper sw2 = { SIMPLE_SHADER, nullptr, rs->simple_shader }; |
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rs->render_groups[1] = renAllocateGroup(1, sw2); |
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rs->render_group_count++; |
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entity& square = rs->render_groups[1]->entities[0]; |
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simple_mesh* sm = makeSquareMesh(); |
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// TODO: better usage would be: renPushEntity(rs->render_groups[0], e); |
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// would need to allocate a reasonable block size by default (~64), and |
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// double it if pushing to render_group would overflow |
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entInitMesh(square, sm, GL_LINE_LOOP); |
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entScale(square, glm::vec3(0.2, 0.2, 0.2)); |
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renDoRenderLoop(rs, 60, doFrameCallbackPre); |
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renShutdown(rs); |
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return 0; |
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} |
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