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88 lines
1.9 KiB
88 lines
1.9 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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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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int rotate_mod = 0; |
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if (is.left) |
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rotate_mod = -1; |
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if (is.right) |
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rotate_mod = 1; |
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// NOTE: rotate mesh on z-axis every frame |
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entity& e = rs->render_groups[0].entities[0]; |
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static float angle = (float) M_PI_2 / 33; |
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static glm::vec3 axis(0, 0, 1); |
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entRotate(e, angle * rotate_mod, axis); |
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} |
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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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int |
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main() |
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{ |
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render_state* rs = renInit("simple mesh"); |
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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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// TODO: this needs to be more convenient |
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shader_wrapper sw = { SIMPLE_SHADER, nullptr, rs->simple_shader }; |
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rs->render_groups = renAllocateGroup(1, sw); |
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rs->render_group_count = 1; |
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entity& e = rs->render_groups[0].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(e, sm, GL_LINE_LOOP); |
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cameraInitPerspective( |
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rs->cam, |
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glm::vec3(0, -500, 0), |
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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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renDoRenderLoop(rs, 60, doFrameCallbackPre); |
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renShutdown(rs); |
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return 0; |
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}
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