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#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 <stdio.h>
#include <stdlib.h>
static const int SCREEN_WIDTH = 1408;
static const int SCREEN_HEIGHT = 960;
static const int TILE_WIDTH = 64;
static const int TILE_HEIGHT = TILE_WIDTH / 2;
static const int WORLD_WIDTH = 20;
static const int WORLD_HEIGHT = 20;
static const Pixel BLACK = (Pixel){.r = 0x38, .g = 0x3b, .b = 0x46};
static const Pixel WHITE = (Pixel){.r = 0xA5, .g = 0xb3, .b = 0xc0};
static const Pixel RED = (Pixel){.r = 0xdc, .g = 0x76, .b = 0x84};
typedef struct State {
Gfx* gfx;
IsoGfx* iso;
Tile red;
int xpick;
int ypick;
Texture* screen_texture;
Scene* scene;
} State;
static void make_checkerboard(IsoGfx* iso, Tile black, Tile white) {
assert(iso);
for (int y = 0; y < isogfx_world_height(iso); ++y) {
for (int x = 0; x < isogfx_world_width(iso); ++x) {
const int odd_col = x & 1;
const int odd_row = y & 1;
const Tile value = (odd_row ^ odd_col) == 0 ? black : white;
isogfx_set_tile(iso, x, y, value);
}
}
}
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,
.tile_width = TILE_WIDTH,
.tile_height = TILE_HEIGHT,
.world_width = WORLD_WIDTH,
.world_height = WORLD_HEIGHT}))) {
goto cleanup;
}
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 = SCREEN_WIDTH,
.height = SCREEN_HEIGHT,
.dimension = Texture2D,
.format = TextureRGB8,
.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);
const Tile black = isogfx_make_tile(
state->iso, &(TileDesc){.type = TileFromColour, .colour = BLACK});
const Tile white = isogfx_make_tile(
state->iso, &(TileDesc){.type = TileFromColour, .colour = WHITE});
state->red = isogfx_make_tile(
state->iso, &(TileDesc){.type = TileFromColour, .colour = RED});
make_checkerboard(state->iso, black, white);
isogfx_render(state->iso);
*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);
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);
double mouse_x, mouse_y;
gfx_app_get_mouse_position(&mouse_x, &mouse_y);
isogfx_pick_tile(state->iso, mouse_x, mouse_y, &state->xpick, &state->ypick);
printf("Picked tile: (%d, %d)\n", state->xpick, state->ypick);
}
static void render(void* app_state) {
assert(app_state);
State* state = (State*)(app_state);
isogfx_render(state->iso);
if ((state->xpick != -1) && (state->ypick != -1)) {
isogfx_draw_tile(state->iso, state->xpick, state->ypick, state->red);
}
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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