From 23ba151d95e4284ddb2d5f1c9810741061c293fd Mon Sep 17 00:00:00 2001 From: Charles Date: Thu, 14 May 2020 16:44:28 +0200 Subject: Refactoring to the point before started refactoring, without crash on texture binding --- src/scene.c | 56 +++++++++++++++++--------------------------------------- 1 file changed, 17 insertions(+), 39 deletions(-) (limited to 'src/scene.c') 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 +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* 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)); -- cgit