diff options
Diffstat (limited to 'gltfview/src/plugins/texture_view.c')
-rw-r--r-- | gltfview/src/plugins/texture_view.c | 147 |
1 files changed, 0 insertions, 147 deletions
diff --git a/gltfview/src/plugins/texture_view.c b/gltfview/src/plugins/texture_view.c deleted file mode 100644 index b424158..0000000 --- a/gltfview/src/plugins/texture_view.c +++ /dev/null | |||
@@ -1,147 +0,0 @@ | |||
1 | #include "plugin.h" | ||
2 | |||
3 | #include <gfx/render_backend.h> | ||
4 | #include <gfx/renderer.h> | ||
5 | #include <gfx/scene.h> | ||
6 | #include <gfx/util/geometry.h> | ||
7 | #include <gfx/util/shader.h> | ||
8 | #include <gfx/util/texture.h> | ||
9 | |||
10 | #include <math/camera.h> | ||
11 | |||
12 | #include <assert.h> | ||
13 | #include <stdlib.h> | ||
14 | |||
15 | // Default texture to load if no texture is provided. | ||
16 | static const char* DEFAULT_TEXTURE = "/assets/skybox/clouds1/clouds1_west.bmp"; | ||
17 | // static const char* DEFAULT_TEXTURE = "/assets/checkerboard.jpg"; | ||
18 | |||
19 | struct State { | ||
20 | Scene* scene; | ||
21 | SceneCamera* camera; | ||
22 | }; | ||
23 | |||
24 | bool init(Game* game, State** pp_state) { | ||
25 | assert(game); | ||
26 | assert(pp_state); | ||
27 | |||
28 | State* state = calloc(1, sizeof(State)); | ||
29 | if (!state) { | ||
30 | goto cleanup; | ||
31 | } | ||
32 | |||
33 | // Usage: [texture file] | ||
34 | const char* texture_file = game->argc > 1 ? game->argv[1] : DEFAULT_TEXTURE; | ||
35 | |||
36 | RenderBackend* render_backend = gfx_get_render_backend(game->gfx); | ||
37 | |||
38 | Texture* texture = gfx_load_texture( | ||
39 | render_backend, &(LoadTextureCmd){ | ||
40 | .origin = TextureFromFile, | ||
41 | .type = LoadTexture, | ||
42 | .filtering = LinearFiltering, | ||
43 | .mipmaps = false, | ||
44 | .data.texture.filepath = mstring_make(texture_file)}); | ||
45 | if (!texture) { | ||
46 | goto cleanup; | ||
47 | } | ||
48 | |||
49 | ShaderProgram* shader = gfx_make_view_texture_shader(render_backend); | ||
50 | if (!shader) { | ||
51 | goto cleanup; | ||
52 | } | ||
53 | |||
54 | Geometry* geometry = gfx_make_quad_11(render_backend); | ||
55 | if (!geometry) { | ||
56 | goto cleanup; | ||
57 | } | ||
58 | |||
59 | MaterialDesc material_desc = (MaterialDesc){.num_uniforms = 1}; | ||
60 | material_desc.uniforms[0] = (ShaderUniform){ | ||
61 | .type = UniformTexture, | ||
62 | .value.texture = texture, | ||
63 | .name = sstring_make("Texture")}; | ||
64 | Material* material = gfx_make_material(&material_desc); | ||
65 | if (!material) { | ||
66 | goto cleanup; | ||
67 | } | ||
68 | |||
69 | const MeshDesc mesh_desc = | ||
70 | (MeshDesc){.geometry = geometry, .material = material, .shader = shader}; | ||
71 | Mesh* mesh = gfx_make_mesh(&mesh_desc); | ||
72 | if (!mesh) { | ||
73 | goto cleanup; | ||
74 | } | ||
75 | |||
76 | SceneObject* object = gfx_make_object(); | ||
77 | if (!object) { | ||
78 | goto cleanup; | ||
79 | } | ||
80 | gfx_add_object_mesh(object, mesh); | ||
81 | |||
82 | if (!(state->scene = gfx_make_scene())) { | ||
83 | goto cleanup; | ||
84 | } | ||
85 | |||
86 | SceneNode* node = gfx_make_object_node(object); | ||
87 | if (!node) { | ||
88 | goto cleanup; | ||
89 | } | ||
90 | SceneNode* root = gfx_get_scene_root(state->scene); | ||
91 | if (!root) { | ||
92 | goto cleanup; | ||
93 | } | ||
94 | gfx_set_node_parent(node, root); | ||
95 | |||
96 | if (!(state->camera = gfx_make_camera())) { | ||
97 | goto cleanup; | ||
98 | } | ||
99 | |||
100 | *pp_state = state; | ||
101 | return true; | ||
102 | |||
103 | cleanup: | ||
104 | shutdown(game, state); | ||
105 | if (state) { | ||
106 | free(state); | ||
107 | } | ||
108 | return false; | ||
109 | } | ||
110 | |||
111 | void shutdown(Game* game, State* state) { | ||
112 | assert(game); | ||
113 | if (state) { | ||
114 | gfx_destroy_camera(&state->camera); | ||
115 | gfx_destroy_scene(&state->scene); | ||
116 | // State freed by plugin engine. | ||
117 | } | ||
118 | } | ||
119 | |||
120 | void render(const Game* game, const State* state) { | ||
121 | assert(game); | ||
122 | assert(state); | ||
123 | |||
124 | Renderer* renderer = gfx_get_renderer(game->gfx); | ||
125 | gfx_render_scene( | ||
126 | renderer, &(RenderSceneParams){ | ||
127 | .mode = RenderDefault, | ||
128 | .scene = state->scene, | ||
129 | .camera = state->camera}); | ||
130 | } | ||
131 | |||
132 | void resize(Game* game, State* state, int width, int height) { | ||
133 | assert(game); | ||
134 | assert(state); | ||
135 | |||
136 | RenderBackend* render_backend = gfx_get_render_backend(game->gfx); | ||
137 | gfx_set_viewport(render_backend, width, height); | ||
138 | |||
139 | const R fovy = 90 * TO_RAD; | ||
140 | const R aspect = (R)width / (R)height; | ||
141 | const R near = 0.1; | ||
142 | const R far = 1000; | ||
143 | const mat4 projection = mat4_perspective(fovy, aspect, near, far); | ||
144 | |||
145 | Camera* camera = gfx_get_camera_camera(state->camera); | ||
146 | camera->projection = projection; | ||
147 | } | ||