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#include "app.h"
#include "checkerboard.h"
#include "isogfx-demo.h"
#include <isogfx/isogfx.h>
#include <gfx/gfx.h>
#include <gfx/gfx_app.h>
#include <gfx/render_backend.h>
#include <gfx/renderer.h>
#include <gfx/scene.h>
#include <gfx/util/geometry.h>
#include <gfx/util/shader.h>
#include <assert.h>
#include <stdbool.h>
#include <stdlib.h>
static const int SCREEN_WIDTH = 1408;
static const int SCREEN_HEIGHT = 960;
typedef struct State {
Gfx* gfx;
IsoGfx* iso;
IsoGfxApp app;
Texture* screen_texture;
Scene* scene;
} State;
static bool init(const GfxAppDesc* desc, void** app_state) {
State* state = calloc(1, sizeof(State));
if (!state) {
return false;
}
if (!(state->iso = isogfx_new(&(IsoGfxDesc){
.screen_width = SCREEN_WIDTH, .screen_height = SCREEN_HEIGHT}))) {
goto cleanup;
}
// if (!make_checkerboard_app(state->iso, &state->app)) {
// goto cleanup;
// }
if (!make_demo_app(state->iso, &state->app)) {
goto cleanup;
}
// Apply pixel scaling if requested by the app.
int texture_width, texture_height;
if (state->app.pixel_scale > 1) {
texture_width = SCREEN_WIDTH / state->app.pixel_scale;
texture_height = SCREEN_HEIGHT / state->app.pixel_scale;
isogfx_resize(state->iso, texture_width, texture_height);
} else {
texture_width = SCREEN_WIDTH;
texture_height = SCREEN_HEIGHT;
}
if (!(state->gfx = gfx_init())) {
goto cleanup;
}
RenderBackend* render_backend = gfx_get_render_backend(state->gfx);
if (!(state->screen_texture = gfx_make_texture(
render_backend, &(TextureDesc){
.width = texture_width,
.height = texture_height,
.dimension = Texture2D,
.format = TextureSRGBA8,
.filtering = NearestFiltering,
.wrap = ClampToEdge,
.mipmaps = false}))) {
goto cleanup;
}
ShaderProgram* shader = gfx_make_view_texture_shader(render_backend);
if (!shader) {
goto cleanup;
}
Geometry* geometry = gfx_make_quad_11(render_backend);
if (!geometry) {
goto cleanup;
}
MaterialDesc material_desc = (MaterialDesc){.num_uniforms = 1};
material_desc.uniforms[0] = (ShaderUniform){
.type = UniformTexture,
.value.texture = state->screen_texture,
.name = sstring_make("Texture")};
Material* material = gfx_make_material(&material_desc);
if (!material) {
return false;
}
const MeshDesc mesh_desc =
(MeshDesc){.geometry = geometry, .material = material, .shader = shader};
Mesh* mesh = gfx_make_mesh(&mesh_desc);
if (!mesh) {
goto cleanup;
}
SceneObject* object = gfx_make_object();
if (!object) {
goto cleanup;
}
gfx_add_object_mesh(object, mesh);
state->scene = gfx_make_scene();
SceneNode* node = gfx_make_object_node(object);
SceneNode* root = gfx_get_scene_root(state->scene);
gfx_set_node_parent(node, root);
*app_state = state;
return true;
cleanup:
if (state->gfx) {
gfx_destroy(&state->gfx);
}
free(state);
return false;
}
static void shutdown(void* app_state) {
assert(app_state);
State* state = (State*)(app_state);
if (state->app.state) {
assert(state->iso);
(*state->app.shutdown)(state->iso, state->app.state);
}
isogfx_del(&state->iso);
gfx_destroy(&state->gfx);
free(app_state);
}
static void update(void* app_state, double t, double dt) {
assert(app_state);
State* state = (State*)(app_state);
assert(state->app.update);
(*state->app.update)(state->iso, state->app.state, t, dt);
}
static void render(void* app_state) {
assert(app_state);
State* state = (State*)(app_state);
assert(state->app.render);
(*state->app.render)(state->iso, state->app.state);
const Pixel* screen = isogfx_get_screen_buffer(state->iso);
assert(screen);
gfx_update_texture(
state->screen_texture, &(TextureDataDesc){.pixels = screen});
RenderBackend* render_backend = gfx_get_render_backend(state->gfx);
Renderer* renderer = gfx_get_renderer(state->gfx);
gfx_start_frame(render_backend);
gfx_render_scene(
renderer, &(RenderSceneParams){
.mode = RenderDefault, .scene = state->scene, .camera = 0});
gfx_end_frame(render_backend);
}
static void resize(void* app_state, int width, int height) {
assert(app_state);
State* state = (State*)(app_state);
RenderBackend* render_backend = gfx_get_render_backend(state->gfx);
gfx_set_viewport(render_backend, width, height);
}
int main(int argc, const char** argv) {
const int initial_width = SCREEN_WIDTH;
const int initial_height = SCREEN_HEIGHT;
const int max_fps = 60;
gfx_app_run(
&(GfxAppDesc){
.argc = argc,
.argv = argv,
.width = initial_width,
.height = initial_height,
.max_fps = max_fps,
.update_delta_time = max_fps > 0 ? 1.0 / (double)max_fps : 0.0,
.title = "Isometric Renderer"},
&(GfxAppCallbacks){
.init = init,
.update = update,
.render = render,
.resize = resize,
.shutdown = shutdown});
return 0;
}
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