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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* state.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: charles <charles.cabergs@gmail.com> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/05/11 01:31:10 by charles #+# #+# */
/* Updated: 2020/05/14 19:02:56 by charles ### ########.fr */
/* */
/* ************************************************************************** */
#include "scop.h"
#define COLOR_RATIO_INC -0.02
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;
state->transition = false;
state->is_texture = false;
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)
{
if (state->transition)
{
state->scene.color_ratio += (state->is_texture ? -1.0 : 1.0) * COLOR_RATIO_INC;
if ((!state->is_texture && state->scene.color_ratio <= 0.0)
|| (state->is_texture && state->scene.color_ratio >= 1.0))
{
state->transition = false;
state->is_texture = !state->is_texture;
}
}
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();
}
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