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authorCharles <sircharlesaze@gmail.com>2020-05-14 16:44:28 +0200
committerCharles <sircharlesaze@gmail.com>2020-05-14 16:44:28 +0200
commit23ba151d95e4284ddb2d5f1c9810741061c293fd (patch)
tree98d9aa1322dc108e1adf2a695fc642266e05c2b3 /src/graphic/state.c
parent29ea8338efb0b5450611b73463c9d7d469db2d75 (diff)
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Refactoring to the point before started refactoring, without crash on texture binding
Diffstat (limited to 'src/graphic/state.c')
-rw-r--r--src/graphic/state.c82
1 files changed, 82 insertions, 0 deletions
diff --git a/src/graphic/state.c b/src/graphic/state.c
new file mode 100644
index 0000000..c3aaa8e
--- /dev/null
+++ b/src/graphic/state.c
@@ -0,0 +1,82 @@
+/* ************************************************************************** */
+/* */
+/* ::: :::::::: */
+/* state.c :+: :+: :+: */
+/* +:+ +:+ +:+ */
+/* By: charles <charles.cabergs@gmail.com> +#+ +:+ +#+ */
+/* +#+#+#+#+#+ +#+ */
+/* Created: 2020/05/11 01:31:10 by charles #+# #+# */
+/* Updated: 2020/05/14 16:39:59 by charles ### ########.fr */
+/* */
+/* ************************************************************************** */
+
+#include "scop.h"
+
+bool state_init(t_state *state, t_model_data *data)
+{
+ if (SDL_Init(SDL_INIT_VIDEO) < 0)
+ return (false);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ state->window = SDL_CreateWindow(
+ "scop", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
+ WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
+ if (state->window == NULL)
+ return (false);
+ state->context = SDL_GL_CreateContext(state->window);
+ if (glewInit() != GLEW_OK)
+ return (false);
+ SDL_GL_SetSwapInterval(1);
+ GL_CALL(glEnable(GL_DEPTH_TEST));
+
+ if (!shader_init(&state->shader)
+ || (state->scene.texture = texture_create(data->texture_filepath)) == 0)
+ return (false);
+ scene_init(&state->scene, data);
+
+ state->fov = M_PI_4;
+ state->running = true;
+ state->polygon_mode = GL_FILL;
+ SDL_GL_GetDrawableSize(state->window, &state->width, &state->height);
+ GL_CALL(glViewport(0, 0, state->width, state->height));
+ return (true);
+}
+
+void state_run(t_state *state)
+{
+ float rotation;
+
+ scene_update_model(&state->scene, M_PI_4);
+ scene_update_proj(&state->scene, M_PI_4, state->width, state->height);
+ rotation = M_PI_4;
+ while (state->running)
+ {
+ GL_CALL(glClearColor(0.1f, 0.1f, 0.1f, 1.0f));
+ GL_CALL(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
+
+ GL_CALL(glUseProgram(state->shader.id));
+ GL_CALL(glActiveTexture(GL_TEXTURE0));
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, state->scene.texture));
+ shader_set_uniforms(&state->shader, &state->scene);
+
+ GL_CALL(glBindVertexArray(state->scene.vertex_array));
+ GL_CALL(glDrawElements(GL_TRIANGLES,
+ state->scene.index_buf_num, GL_UNSIGNED_INT, (void*)0));
+
+ scene_update_model(&state->scene, rotation);
+ SDL_GL_SwapWindow(state->window);
+ event_handle(state);
+ rotation += M_PI / 250.0;
+ }
+}
+
+void state_quit(t_state *state)
+{
+ scene_quit(&state->scene);
+ GL_CALL(glDeleteProgram(state->shader.id));
+ SDL_GL_DeleteContext(state->context);
+ SDL_DestroyWindow(state->window);
+ SDL_Quit();
+}