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| author | Charles <sircharlesaze@gmail.com> | 2020-05-14 15:01:31 +0200 |
|---|---|---|
| committer | Charles <sircharlesaze@gmail.com> | 2020-05-14 15:01:31 +0200 |
| commit | 29ea8338efb0b5450611b73463c9d7d469db2d75 (patch) | |
| tree | ae3fe2c67ad082e3d37b35003370aba62869d875 /src/scene.c | |
| parent | 46f56c104218f675daf2feb1366f53f4d84a1886 (diff) | |
| download | scop-29ea8338efb0b5450611b73463c9d7d469db2d75.tar.gz scop-29ea8338efb0b5450611b73463c9d7d469db2d75.tar.bz2 scop-29ea8338efb0b5450611b73463c9d7d469db2d75.zip | |
Changed window manager to SDL2, refactoring everything
Diffstat (limited to 'src/scene.c')
| -rw-r--r-- | src/scene.c | 97 |
1 files changed, 97 insertions, 0 deletions
diff --git a/src/scene.c b/src/scene.c new file mode 100644 index 0000000..bfacb41 --- /dev/null +++ b/src/scene.c @@ -0,0 +1,97 @@ +/* ************************************************************************** */ +/* */ +/* ::: :::::::: */ +/* scene.c :+: :+: :+: */ +/* +:+ +:+ +:+ */ +/* By: charles <charles.cabergs@gmail.com> +#+ +:+ +#+ */ +/* +#+#+#+#+#+ +#+ */ +/* Created: 2020/05/14 12:28:57 by charles #+# #+# */ +/* Updated: 2020/05/14 14:52:00 by charles ### ########.fr */ +/* */ +/* ************************************************************************** */ + +#include "scop.h" + +#define VERTEX_STRIDE sizeof(float) * 4 + +void st_transform_center_init(t_ftmmat4 *dst, float *vertices, size_t vertices_size) +{ + size_t i; + t_ftmvec3 min; + t_ftmvec3 max; + + ftm_vec3init(&min, INFINITY, INFINITY, INFINITY); + ftm_vec3init(&max, -INFINITY, -INFINITY, -INFINITY); + i = 0; + while (i < vertices_size) + { + if (vertices[i + 0] > max.x) + max.x = vertices[i + 0]; + if (vertices[i + 0] < min.x) + min.x = vertices[i + 0]; + if (vertices[i + 1] > max.y) + max.y = vertices[i + 1]; + if (vertices[i + 1] < min.y) + min.y = vertices[i + 1]; + if (vertices[i + 2] > max.z) + max.z = vertices[i + 2]; + if (vertices[i + 2] < min.z) + min.z = vertices[i + 2]; + i += VERTEX_STRIDE / sizeof(float); + } + ftm_mat4init_eye(dst, 1.0); + ftm_mat4translate(dst, -(max.x + min.x) / 2.0f, + -(max.y + min.y) / 2.0f, -(max.z + min.z) / 2.0f); +} + +void scene_init(t_scene *scene, t_model_data *data) +{ + GL_CALL(glGenVertexArrays(1, &scene->vertex_array)); + GL_CALL(glGenBuffers(1, &scene->vertex_buf)); + GL_CALL(glGenBuffers(1, &scene->index_buf)); + + GL_CALL(glBindVertexArray(scene->vertex_array)); + + GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, scene->vertex_buf)); + GL_CALL(glBufferData(GL_ARRAY_BUFFER, data->vertices_size * sizeof(float), data->vertices, GL_STATIC_DRAW)); + + GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, scene->index_buf)); + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, data->indices_size * sizeof(unsigned int), data->indices, GL_STATIC_DRAW)); + scene->index_buf_size = data->indices_size; + + GL_CALL(glEnableVertexAttribArray(0)); + GL_CALL(glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, VERTEX_STRIDE, (void*)0)); + /* GL_CALL(glEnableVertexAttribArray(1)); */ + /* GL_CALL(glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, VERTEX_STRIDE, (void*)(4 * sizeof(float)))); */ + /* GL_CALL(glEnableVertexAttribArray(2)); */ + /* GL_CALL(glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, VERTEX_STRIDE, (void*)(8 * sizeof(float)))); */ + + ftm_mat4init_eye(&scene->transform.view, 1.0); + st_transform_center_init(&scene->transform.center, data->vertices, data->vertices_size); + debugmat(&scene->transform.center); + scene_update_model(scene, M_PI_4); + scene_update_proj(scene, M_PI_4, WINDOW_WIDTH, WINDOW_HEIGHT); +} + +void scene_update_proj(t_scene *scene, float fov, int width, int height) +{ + ftm_mat4init_eye(&scene->transform.proj, 1.0); + ftm_mat4init_perspective(&scene->transform.proj, fov, (float)width / (float)height, 0.1, 100.0); +} + +void scene_update_model(t_scene *scene, float rotation_radian) +{ + t_ftmvec3 axis; + + ftm_mat4init_eye(&scene->transform.model, 1.0); + ftm_mat4translate(&scene->transform.model, 0.0, 0.0, -10.0); + ftm_mat4rotate(&scene->transform.model, rotation_radian, ftm_vec3init(&axis, 0.0, 1.0, 0.0)); + ftm_mat4mul(&scene->transform.model, &scene->transform.center); +} + +void scene_quit(t_scene *scene) +{ + GL_CALL(glDeleteVertexArrays(1, &scene->vertex_array)); + GL_CALL(glDeleteBuffers(1, &scene->vertex_buf)); + GL_CALL(glDeleteBuffers(1, &scene->index_buf)); +} |
