diff options
Diffstat (limited to 'gltfview/src/plugins/texture_view.c')
-rw-r--r-- | gltfview/src/plugins/texture_view.c | 91 |
1 files changed, 82 insertions, 9 deletions
diff --git a/gltfview/src/plugins/texture_view.c b/gltfview/src/plugins/texture_view.c index f16c8d1..b424158 100644 --- a/gltfview/src/plugins/texture_view.c +++ b/gltfview/src/plugins/texture_view.c | |||
@@ -1,6 +1,7 @@ | |||
1 | #include "texture_view.h" | 1 | #include "plugin.h" |
2 | 2 | ||
3 | #include <gfx/render_backend.h> | 3 | #include <gfx/render_backend.h> |
4 | #include <gfx/renderer.h> | ||
4 | #include <gfx/scene.h> | 5 | #include <gfx/scene.h> |
5 | #include <gfx/util/geometry.h> | 6 | #include <gfx/util/geometry.h> |
6 | #include <gfx/util/shader.h> | 7 | #include <gfx/util/shader.h> |
@@ -9,13 +10,25 @@ | |||
9 | #include <math/camera.h> | 10 | #include <math/camera.h> |
10 | 11 | ||
11 | #include <assert.h> | 12 | #include <assert.h> |
13 | #include <stdlib.h> | ||
12 | 14 | ||
13 | // Default texture to load if no texture is provided. | 15 | // Default texture to load if no texture is provided. |
14 | static const char* DEFAULT_TEXTURE = "/assets/skybox/clouds1/clouds1_west.bmp"; | 16 | static const char* DEFAULT_TEXTURE = "/assets/skybox/clouds1/clouds1_west.bmp"; |
15 | // static const char* DEFAULT_TEXTURE = "/assets/checkerboard.jpg"; | 17 | // static const char* DEFAULT_TEXTURE = "/assets/checkerboard.jpg"; |
16 | 18 | ||
17 | bool boot(State* state, Game* game) { | 19 | struct State { |
20 | Scene* scene; | ||
21 | SceneCamera* camera; | ||
22 | }; | ||
23 | |||
24 | bool init(Game* game, State** pp_state) { | ||
18 | assert(game); | 25 | assert(game); |
26 | assert(pp_state); | ||
27 | |||
28 | State* state = calloc(1, sizeof(State)); | ||
29 | if (!state) { | ||
30 | goto cleanup; | ||
31 | } | ||
19 | 32 | ||
20 | // Usage: [texture file] | 33 | // Usage: [texture file] |
21 | const char* texture_file = game->argc > 1 ? game->argv[1] : DEFAULT_TEXTURE; | 34 | const char* texture_file = game->argc > 1 ? game->argv[1] : DEFAULT_TEXTURE; |
@@ -30,17 +43,17 @@ bool boot(State* state, Game* game) { | |||
30 | .mipmaps = false, | 43 | .mipmaps = false, |
31 | .data.texture.filepath = mstring_make(texture_file)}); | 44 | .data.texture.filepath = mstring_make(texture_file)}); |
32 | if (!texture) { | 45 | if (!texture) { |
33 | return false; | 46 | goto cleanup; |
34 | } | 47 | } |
35 | 48 | ||
36 | ShaderProgram* shader = gfx_make_view_texture_shader(render_backend); | 49 | ShaderProgram* shader = gfx_make_view_texture_shader(render_backend); |
37 | if (!shader) { | 50 | if (!shader) { |
38 | return false; | 51 | goto cleanup; |
39 | } | 52 | } |
40 | 53 | ||
41 | Geometry* geometry = gfx_make_quad_11(render_backend); | 54 | Geometry* geometry = gfx_make_quad_11(render_backend); |
42 | if (!geometry) { | 55 | if (!geometry) { |
43 | return false; | 56 | goto cleanup; |
44 | } | 57 | } |
45 | 58 | ||
46 | MaterialDesc material_desc = (MaterialDesc){.num_uniforms = 1}; | 59 | MaterialDesc material_desc = (MaterialDesc){.num_uniforms = 1}; |
@@ -50,25 +63,85 @@ bool boot(State* state, Game* game) { | |||
50 | .name = sstring_make("Texture")}; | 63 | .name = sstring_make("Texture")}; |
51 | Material* material = gfx_make_material(&material_desc); | 64 | Material* material = gfx_make_material(&material_desc); |
52 | if (!material) { | 65 | if (!material) { |
53 | return false; | 66 | goto cleanup; |
54 | } | 67 | } |
55 | 68 | ||
56 | const MeshDesc mesh_desc = | 69 | const MeshDesc mesh_desc = |
57 | (MeshDesc){.geometry = geometry, .material = material, .shader = shader}; | 70 | (MeshDesc){.geometry = geometry, .material = material, .shader = shader}; |
58 | Mesh* mesh = gfx_make_mesh(&mesh_desc); | 71 | Mesh* mesh = gfx_make_mesh(&mesh_desc); |
59 | if (!mesh) { | 72 | if (!mesh) { |
60 | return false; | 73 | goto cleanup; |
61 | } | 74 | } |
62 | 75 | ||
63 | SceneObject* object = gfx_make_object(); | 76 | SceneObject* object = gfx_make_object(); |
64 | if (!object) { | 77 | if (!object) { |
65 | return false; | 78 | goto cleanup; |
66 | } | 79 | } |
67 | gfx_add_object_mesh(object, mesh); | 80 | gfx_add_object_mesh(object, mesh); |
68 | 81 | ||
82 | if (!(state->scene = gfx_make_scene())) { | ||
83 | goto cleanup; | ||
84 | } | ||
85 | |||
69 | SceneNode* node = gfx_make_object_node(object); | 86 | SceneNode* node = gfx_make_object_node(object); |
70 | SceneNode* root = gfx_get_scene_root(game->scene); | 87 | if (!node) { |
88 | goto cleanup; | ||
89 | } | ||
90 | SceneNode* root = gfx_get_scene_root(state->scene); | ||
91 | if (!root) { | ||
92 | goto cleanup; | ||
93 | } | ||
71 | gfx_set_node_parent(node, root); | 94 | gfx_set_node_parent(node, root); |
72 | 95 | ||
96 | if (!(state->camera = gfx_make_camera())) { | ||
97 | goto cleanup; | ||
98 | } | ||
99 | |||
100 | *pp_state = state; | ||
73 | return true; | 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; | ||
74 | } | 147 | } |