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-rw-r--r--src/scene.c56
1 files changed, 17 insertions, 39 deletions
diff --git a/src/scene.c b/src/scene.c
index bfacb41..5c56bac 100644
--- a/src/scene.c
+++ b/src/scene.c
@@ -6,45 +6,24 @@
/* 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 */
+/* Updated: 2020/05/14 16:35:25 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)
+static void st_transform_center_init(t_ftmmat4 *dst, float *vertices, size_t vertices_num)
{
- 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);
- }
+ helper_find_boundary(vertices, vertices_num, &min, &max);
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)
+void scene_init(t_scene *scene, t_model_data *data)
{
GL_CALL(glGenVertexArrays(1, &scene->vertex_array));
GL_CALL(glGenBuffers(1, &scene->vertex_buf));
@@ -53,33 +32,32 @@ void scene_init(t_scene *scene, t_model_data *data)
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(glBufferData(GL_ARRAY_BUFFER, data->vertices_num * 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(glBufferData(GL_ELEMENT_ARRAY_BUFFER, data->indices_num * sizeof(unsigned int),
+ data->indices, GL_STATIC_DRAW));
+ scene->index_buf_num = data->indices_num;
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)))); */
+ 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);
+ st_transform_center_init(&scene->transform.center, data->vertices, data->vertices_num);
}
-void scene_update_proj(t_scene *scene, float fov, int width, int 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)
+void scene_update_model(t_scene *scene, float rotation_radian)
{
t_ftmvec3 axis;
@@ -89,7 +67,7 @@ void scene_update_model(t_scene *scene, float rotation_radian)
ftm_mat4mul(&scene->transform.model, &scene->transform.center);
}
-void scene_quit(t_scene *scene)
+void scene_quit(t_scene *scene)
{
GL_CALL(glDeleteVertexArrays(1, &scene->vertex_array));
GL_CALL(glDeleteBuffers(1, &scene->vertex_buf));