/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* scene.c :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: charles +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2020/05/14 12:28:57 by charles #+# #+# */ /* Updated: 2020/05/14 18:48:00 by charles ### ########.fr */ /* */ /* ************************************************************************** */ #include "scop.h" static void st_transform_center_init(t_ftmmat4 *dst, float *vertices, size_t vertices_num) { t_ftmvec3 min; t_ftmvec3 max; 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) { 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_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_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)))); ftm_mat4init_eye(&scene->transform.view, 1.0); st_transform_center_init(&scene->transform.center, data->vertices, data->vertices_num); scene->color_ratio = 1.0; } 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)); }