new ui stuff
This commit is contained in:
4
build
4
build
@@ -1,13 +1,13 @@
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#!/bin/bash
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LIB_INCLUDE="-lglfw -lGL -lm"
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COMMON_FLAGS="-DOS_LINUX=1 -DCOMPOSITOR_WAYLAND=1 -xc -std=c99"
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COMMON_FLAGS="-DOS_LINUX=1 -xc -std=c99"
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echo [Building target]
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if [ $DEBUG ]; then
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time clang -O0 -g -g2 $COMMON_FLAGS -DDJSTDLIB_DEBUG=1 ./src/main.c -o ./target/somaesque $LIB_INCLUDE
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else
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time clang -O2 $COMMON_FLAGS ./src/main.c -o ./target/somaesque $LIB_INCLUDE
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time clang -O3 $COMMON_FLAGS ./src/main.c -o ./target/somaesque $LIB_INCLUDE
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fi
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echo [Target built]
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28
src/debug.c
Normal file
28
src/debug.c
Normal file
@@ -0,0 +1,28 @@
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#include "lib/raymath.h"
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#include "lib/djstdlib/core.h"
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#include "debug.h"
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void printRLVec3(RLVector3* vector) {
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RLVector3 vec = *vector;
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print(
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"┌ ┐\n"
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"│%7.2f%, %7.2f, %7.2f │\n"
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"└ ┘\n",
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vec.x, vec.y, vec.z);
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}
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void printMatrix(Matrix* matrix) {
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Matrix mat = *matrix;
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print(
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"┌ ┐\n"
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"│%7.2f%, %7.2f, %7.2f, %7.2f │\n"
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"│%7.2f%, %7.2f, %7.2f, %7.2f │\n"
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"│%7.2f%, %7.2f, %7.2f, %7.2f │\n"
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"│%7.2f%, %7.2f, %7.2f, %7.2f │\n"
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"└ ┘\n",
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mat.m0, mat.m1, mat.m2, mat.m3,
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mat.m4, mat.m5, mat.m6, mat.m7,
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mat.m8, mat.m9, mat.m10, mat.m11,
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mat.m12, mat.m13, mat.m14, mat.m15);
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}
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9
src/debug.h
Normal file
9
src/debug.h
Normal file
@@ -0,0 +1,9 @@
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#ifndef DEBUG_H
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#define DEBUG_H
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#include "lib/raymath.h"
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void printRLVec3(RLVector3* vector);
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void printMatrix(Matrix* matrix);
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#endif
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Submodule src/lib/djstdlib updated: 3f3ef5351f...0fcbb4154b
@@ -51,6 +51,8 @@
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*
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**********************************************************************************************/
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// NOTE(djledda): this file has been modified from the original to rename types that conflict with other library types (RLVector4, RLVector3, RLVector2)
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#ifndef RAYMATH_H
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#define RAYMATH_H
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574
src/main.c
574
src/main.c
@@ -1,71 +1,27 @@
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#define _POSIX_C_SOURCE 199309L
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#include "time.h"
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// Library initialisation
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#define RAYMATH_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#define TINYOBJ_LOADER_C_IMPLEMENTATION
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// Project
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#include "SomaSolve.c"
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#include "lib/djstdlib/core.c"
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#include "gfx/gfx.c"
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#include "world/world.c"
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#include "ui.c"
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#include "render.c"
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#include "SomaSolve.c"
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#include "VoxelSpace.c"
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#include "./tests.c"
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#include "lib/djstdlib/core.c"
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#include "debug.c"
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// Graphics bindings and libs
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#include "lib/raymath.h"
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#include "lib/glad/glad.c"
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#include "GLFW/glfw3.h"
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void printRLVec3(RLVector3* vector) {
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RLVector3 vec = *vector;
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print(
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"┌ ┐\n"
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"│%7.2f%, %7.2f, %7.2f │\n"
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"└ ┘\n",
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vec.x, vec.y, vec.z);
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}
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void printMatrix(Matrix* matrix) {
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Matrix mat = *matrix;
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print(
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"┌ ┐\n"
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"│%7.2f%, %7.2f, %7.2f, %7.2f │\n"
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"│%7.2f%, %7.2f, %7.2f, %7.2f │\n"
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"│%7.2f%, %7.2f, %7.2f, %7.2f │\n"
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"│%7.2f%, %7.2f, %7.2f, %7.2f │\n"
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"└ ┘\n",
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mat.m0, mat.m1, mat.m2, mat.m3,
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mat.m4, mat.m5, mat.m6, mat.m7,
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mat.m8, mat.m9, mat.m10, mat.m11,
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mat.m12, mat.m13, mat.m14, mat.m15);
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}
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typedef struct Camera Camera;
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struct Camera {
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Matrix view;
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Matrix proj;
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RLVector3 pos;
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RLVector3 up;
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RLVector3 target;
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};
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Camera *createCamera(Arena *arena, real32 aspect_ratio) {
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Camera *result = PushStruct(arena, Camera);
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result->view = (Matrix){0};
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result->proj = MatrixPerspective(DEG2RAD * 45.0f, aspect_ratio, 0.1f, 100.0f);
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result->pos = (RLVector3){0};
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result->up = (RLVector3){0,1,0};
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return result;
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}
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void cameraLookAt(Camera *c, float x, float y, float z) {
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c->target = (RLVector3){x, y, z};
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c->view = MatrixLookAt(c->pos, c->target, c->up);
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}
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void cameraSetUp(Camera *c, real32 up_x, real32 up_y, real32 up_z) {
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c->up = (RLVector3){up_x, up_y, up_z};
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}
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typedef struct Frame Frame;
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struct Frame {
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@@ -73,95 +29,7 @@ struct Frame {
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uint32 height;
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int32 x;
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int32 y;
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Camera* cam;
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};
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DefineList(RLVector2, RLVec2);
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DefineList(RLVector4, RLVec4);
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DefineList(real32, Float);
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typedef struct RenderObjects_Rectangle RenderObjects_Rectangle;
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struct RenderObjects_Rectangle {
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uint32 vao;
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uint64 count;
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RLVec2List p0;
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uint32 p0BufferId;
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RLVec2List p1;
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uint32 p1BufferId;
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RLVec4List color;
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uint32 colorBufferId;
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FloatList borderRadius;
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uint32 borderRadiusBufferId;
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FloatList borderThickness;
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uint32 borderThicknessBufferId;
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FloatList edgeSoftness;
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uint32 edgeSoftnessBufferId;
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};
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typedef struct Input Input;
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struct Input {
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struct {
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bool escape;
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bool enter;
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bool space;
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bool lshift;
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bool x;
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bool y;
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bool z;
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bool w;
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} keyboard;
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struct {
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union {
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struct {
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real32 x;
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real32 y;
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};
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RLVector2 point;
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};
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bool btnLeft;
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bool btnRight;
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bool btnMiddle;
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} mouse;
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};
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typedef struct Renderer Renderer;
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struct Renderer {
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Scene *scene;
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RenderObjects_Rectangle rects;
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};
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typedef struct PolycubeInput PolycubeInput;
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struct PolycubeInput {
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VoxelSpace repr;
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RLVector4 color;
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};
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DefineList(PolycubeInput, PolycubeInput);
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typedef struct UI_Context UI_Context;
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struct UI_Context {
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uint32 nextId;
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uint32 hotNode;
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uint32 prevHotNode;
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Renderer *renderer;
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Input *prevInput;
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Input *input;
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bool cursorIsPointer;
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};
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typedef struct UI_Rect UI_Rect;
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struct UI_Rect {
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real32 x;
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real32 y;
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real32 width;
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real32 height;
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real32 borderRadius;
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RLVector4 color;
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Camera cam;
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};
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typedef enum SolveTaskStatus SolveTaskStatus;
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@@ -180,19 +48,23 @@ struct SolveTaskCtx {
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SolveTaskStatus taskStatus;
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};
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typedef struct PolycubeInput PolycubeInput;
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struct PolycubeInput {
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VoxelSpace repr;
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RLVector4 color;
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};
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DefineList(PolycubeInput, PolycubeInput);
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typedef struct SomaState SomaState;
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struct SomaState {
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bool isInitialState;
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bool wireframe;
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bool polycubeDirty;
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uint32 displayedPolycube;
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int32 displayedPolycube;
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size_t displayedSolution;
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bool displayingSolutions;
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uint32 light;
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Camera* camera;
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RLVector3 rotAxisX;
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RLVector3 rotAxisY;
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Input input;
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};
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typedef struct Soma Soma;
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@@ -201,8 +73,8 @@ struct Soma {
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Renderer *renderer;
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struct {
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GLFWwindow *handle;
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uint32 width;
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uint32 height;
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int32 width;
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int32 height;
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struct {
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GLFWcursor *pointer;
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GLFWcursor *arrow;
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@@ -216,7 +88,7 @@ struct Soma {
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HandleList polycubes;
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SomaSolutionList solutions;
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SolveTaskCtx solveTaskCtx;
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uint32 puzzleDims[3];
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int32 puzzleDims[3];
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int32 solutionNode;
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};
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@@ -243,30 +115,6 @@ void scheduleSolve(Soma *soma) {
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os_createThread(&executeSolve, &soma->solveTaskCtx);
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}
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void show(Scene *s, uint32 graphNodeHandle) {
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SceneGraphNode *node = getSceneGraphNode(s, graphNodeHandle);
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if (node->entityHandle) {
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getEntity(s, node->entityHandle)->flags |= EntityFlags_Visible;
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}
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int32 next = node->firstChild;
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while (next) {
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show(s, next);
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next = getSceneGraphNode(s, next)->nextSibling;
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}
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}
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void hide(Scene *s, uint32 graphNodeHandle) {
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SceneGraphNode *node = getSceneGraphNode(s, graphNodeHandle);
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if (node->entityHandle) {
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getEntity(s, node->entityHandle)->flags &= ~EntityFlags_Visible;
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}
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int32 next = node->firstChild;
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while (next) {
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hide(s, next);
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next = getSceneGraphNode(s, next)->nextSibling;
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}
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}
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RLVector3 centreFromPolycube(Scene *scene, uint32 p) {
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RLVector3 centre = (RLVector3){0,0,0};
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int32 childCount = 0;
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@@ -281,23 +129,13 @@ RLVector3 centreFromPolycube(Scene *scene, uint32 p) {
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return centre;
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}
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Frame createFrame(Arena *arena, uint32 width, uint32 height, uint32 x, uint32 y) {
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return (Frame){
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.width = width,
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.height = height,
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.x = x,
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.y = y,
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.cam = createCamera(arena, (real32)width / (real32)height),
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};
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}
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void framebufferSizeCallback(GLFWwindow *window, int width, int height) {
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glViewport(0, 0, width, height);
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}
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GLFWwindow *initWindowAndGL(uint32 windowWidth, uint32 windowHeight) {
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#ifdef OS_LINUX
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//glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_X11);
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glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_X11);
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#endif
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glfwInit();
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@@ -329,8 +167,8 @@ GLFWwindow *initWindowAndGL(uint32 windowWidth, uint32 windowHeight) {
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return NULL;
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}
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glViewport(0, 0, 800, 600);
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glfwSwapInterval(0);
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glViewport(0, 0, windowWidth, windowHeight);
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glfwSwapInterval(1);
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glfwSetFramebufferSizeCallback(window, framebufferSizeCallback);
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glfwSetInputMode(window, GLFW_CURSOR | GLFW_RAW_MOUSE_MOTION, GLFW_CURSOR_NORMAL);
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glfwSetWindowSize(window, windowWidth, windowHeight);
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@@ -339,59 +177,15 @@ GLFWwindow *initWindowAndGL(uint32 windowWidth, uint32 windowHeight) {
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return window;
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}
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void updateViewportFromFrame(uint32 windowWidth, uint32 windowHeight, Frame* frame) {
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glViewport(frame->x, windowHeight - frame->y - frame->height, frame->width, frame->height);
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}
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Mesh cubeMesh = {0};
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Texture wallTex = {0};
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Shader solidColorShader;
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Shader phongShader;
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bool glfwMouse(GLFWwindow *window, int mouseBtnCode) {
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switch (glfwGetMouseButton(window, mouseBtnCode)) {
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case GLFW_RELEASE: return false;
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case GLFW_PRESS: return true;
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default: return false;
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}
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}
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bool glfwKey(GLFWwindow *window, int keyCode) {
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switch (glfwGetKey(window, keyCode)) {
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case GLFW_RELEASE: return false;
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case GLFW_PRESS: return true;
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default: return false;
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}
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}
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Input getCurrentInput(GLFWwindow *window) {
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Input input = {0};
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input.keyboard.escape = glfwKey(window, GLFW_KEY_ESCAPE);
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input.keyboard.enter = glfwKey(window, GLFW_KEY_ENTER);
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input.keyboard.space = glfwKey(window, GLFW_KEY_SPACE);
|
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input.keyboard.lshift = glfwKey(window, GLFW_KEY_LEFT_SHIFT);
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input.keyboard.w = glfwKey(window, GLFW_KEY_W);
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input.keyboard.x = glfwKey(window, GLFW_KEY_X);
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input.keyboard.y = glfwKey(window, GLFW_KEY_Y);
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input.keyboard.z = glfwKey(window, GLFW_KEY_Z);
|
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input.mouse.btnLeft = glfwMouse(window, GLFW_MOUSE_BUTTON_LEFT);
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input.mouse.btnRight = glfwMouse(window, GLFW_MOUSE_BUTTON_RIGHT);
|
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input.mouse.btnMiddle = glfwMouse(window, GLFW_MOUSE_BUTTON_MIDDLE);
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real64 mouseX;
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real64 mouseY;
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glfwGetCursorPos(window, &mouseX, &mouseY);
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input.mouse.point = (RLVector2){(real32)mouseX, (real32)mouseY};
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return input;
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}
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|
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void processInput(Soma *soma, UI_Context *ui) {
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Input *input = &soma->state.input;
|
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Input *prevInput = &soma->prevState.input;
|
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Input *input = ui->input;
|
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Input *prevInput = ui->prevInput;
|
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|
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if (input->keyboard.escape) {
|
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glfwSetWindowShouldClose(soma->window.handle, true);
|
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@@ -402,7 +196,7 @@ void processInput(Soma *soma, UI_Context *ui) {
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soma->state.wireframe = !soma->state.wireframe;
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}
|
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SceneGraphNode *node = getSceneGraphNode(soma->scene, soma->state.light);
|
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SceneGraphNode *node = getSceneGraphNode(soma->scene, soma->renderer->light);
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int shiftMultiplier = input->keyboard.lshift ? -1 : 1;
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node->translation.x += 1.0 * input->keyboard.x * shiftMultiplier;
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node->translation.y += 1.0 * input->keyboard.y * shiftMultiplier;
|
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@@ -479,196 +273,7 @@ uint32 createPolycubeFromRepr(Scene *s, VoxelSpace *repr, RLVector4 color) {
|
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return mainGraphNode;
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}
|
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|
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RenderObjects_Rectangle createRectangleObjects(Arena *arena, size_t count) {
|
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RenderObjects_Rectangle result = {0};
|
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result.count = count;
|
||||
|
||||
result.p0 = PushFullList(arena, RLVec2List, count);
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||||
result.p1 = PushFullList(arena, RLVec2List, count);
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||||
result.color = PushFullList(arena, RLVec4List, count);
|
||||
result.borderRadius = PushFullList(arena, FloatList, count);
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||||
result.borderThickness = PushFullList(arena, FloatList, count);
|
||||
result.edgeSoftness = PushFullList(arena, FloatList, count);
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||||
|
||||
glGenVertexArrays(1, &result.vao);
|
||||
|
||||
glGenBuffers(1, &result.p0BufferId);
|
||||
glGenBuffers(1, &result.p1BufferId);
|
||||
glGenBuffers(1, &result.colorBufferId);
|
||||
glGenBuffers(1, &result.borderRadiusBufferId);
|
||||
glGenBuffers(1, &result.borderThicknessBufferId);
|
||||
glGenBuffers(1, &result.edgeSoftnessBufferId);
|
||||
|
||||
glBindVertexArray(result.vao);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, result.p0BufferId);
|
||||
glBufferData(GL_ARRAY_BUFFER, result.p0.length * sizeof(RLVec2List_underlying), 0, GL_DYNAMIC_DRAW);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(RLVec2List_underlying), NULL);
|
||||
glVertexAttribDivisor(0, 1);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, result.p1BufferId);
|
||||
glBufferData(GL_ARRAY_BUFFER, result.p1.length * sizeof(RLVec2List_underlying), 0, GL_DYNAMIC_DRAW);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(RLVec2List_underlying), NULL);
|
||||
glVertexAttribDivisor(1, 1);
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, result.colorBufferId);
|
||||
glBufferData(GL_ARRAY_BUFFER, result.color.length * sizeof(RLVec4List_underlying), 0, GL_DYNAMIC_DRAW);
|
||||
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(RLVec4List_underlying), NULL);
|
||||
glVertexAttribDivisor(2, 1);
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, result.borderRadiusBufferId);
|
||||
glBufferData(GL_ARRAY_BUFFER, result.borderRadius.length * sizeof(FloatList_underlying), 0, GL_DYNAMIC_DRAW);
|
||||
glVertexAttribPointer(3, 1, GL_FLOAT, GL_FALSE, sizeof(FloatList_underlying), NULL);
|
||||
glVertexAttribDivisor(3, 1);
|
||||
glEnableVertexAttribArray(3);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, result.borderThicknessBufferId);
|
||||
glBufferData(GL_ARRAY_BUFFER, result.borderThickness.length * sizeof(FloatList_underlying), 0, GL_DYNAMIC_DRAW);
|
||||
glVertexAttribPointer(4, 1, GL_FLOAT, GL_FALSE, sizeof(FloatList_underlying), NULL);
|
||||
glVertexAttribDivisor(4, 1);
|
||||
glEnableVertexAttribArray(4);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, result.edgeSoftnessBufferId);
|
||||
glBufferData(GL_ARRAY_BUFFER, result.edgeSoftness.length * sizeof(FloatList_underlying), 0, GL_DYNAMIC_DRAW);
|
||||
glVertexAttribPointer(5, 1, GL_FLOAT, GL_FALSE, sizeof(FloatList_underlying), NULL);
|
||||
glVertexAttribDivisor(5, 1);
|
||||
glEnableVertexAttribArray(5);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void updateRectangleObjectBuffers(Renderer *r) {
|
||||
glBindVertexArray(r->rects.vao);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, r->rects.p0BufferId);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, r->rects.p0.length * sizeof(RLVec2List_underlying), r->rects.p0.data);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, r->rects.p1BufferId);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, r->rects.p1.length * sizeof(RLVec2List_underlying), r->rects.p1.data);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, r->rects.colorBufferId);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, r->rects.color.length * sizeof(RLVec4List_underlying), r->rects.color.data);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, r->rects.borderRadiusBufferId);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, r->rects.borderRadius.length * sizeof(FloatList_underlying), r->rects.borderRadius.data);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, r->rects.borderThicknessBufferId);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, r->rects.borderThickness.length * sizeof(FloatList_underlying), r->rects.borderThickness.data);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, r->rects.edgeSoftnessBufferId);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, r->rects.edgeSoftness.length * sizeof(FloatList_underlying), r->rects.edgeSoftness.data);
|
||||
}
|
||||
|
||||
Renderer createRenderer(Arena *arena, Scene *scene) {
|
||||
return (Renderer){
|
||||
.scene = scene,
|
||||
.rects = createRectangleObjects(arena, 1024),
|
||||
};
|
||||
}
|
||||
|
||||
void renderBegin(Renderer *r) {
|
||||
r->rects.p0.length = 0;
|
||||
r->rects.p1.length = 0;
|
||||
r->rects.color.length = 0;
|
||||
r->rects.borderRadius.length = 0;
|
||||
r->rects.borderThickness.length = 0;
|
||||
r->rects.edgeSoftness.length = 0;
|
||||
}
|
||||
|
||||
void renderEnd(Soma *soma, Renderer *renderer) {
|
||||
// 3D Entities
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glUseProgram(phongShader.progId);
|
||||
setUniformMat4fv(&phongShader, "projection", &soma->state.camera->proj);
|
||||
setUniformMat4fv(&phongShader, "view", &soma->state.camera->view);
|
||||
|
||||
SceneGraphNode *lightGraphNode = getSceneGraphNode(soma->scene, soma->state.light);
|
||||
setUniform3fv(&phongShader, "light_pos", &lightGraphNode->translation);
|
||||
setUniform3fv(&phongShader, "camera", &soma->state.camera->pos);
|
||||
|
||||
uint32 currentPolycube = soma->polycubes.data[soma->state.displayedPolycube];
|
||||
glBindVertexArray(cubeMesh.vao);
|
||||
|
||||
int model_uniform = getUniformLocation(&phongShader, "model");
|
||||
int solid_color_uniform = getUniformLocation(&phongShader, "solid_color");
|
||||
for (EachIn(renderer->scene->entities, i)) {
|
||||
Entity *entity = &renderer->scene->entities.data[i];
|
||||
if (entity->flags & EntityFlags_Render && entity->flags & EntityFlags_Visible) {
|
||||
setUniform4fvByLoc(solid_color_uniform, &entity->color);
|
||||
setUniformMat4fvByLoc(model_uniform, &getSceneGraphNode(renderer->scene, entity->graphNodeHandle)->world);
|
||||
glBindTexture(GL_TEXTURE_2D, entity->tex->tex_id);
|
||||
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)entity->mesh->num_indices);
|
||||
entity->flags &= ~EntityFlags_Render;
|
||||
}
|
||||
}
|
||||
|
||||
// 2D overlay
|
||||
glUseProgram(solidColorShader.progId);
|
||||
|
||||
updateRectangleObjectBuffers(renderer);
|
||||
|
||||
Matrix ortho = MatrixOrtho(0.0, 800.0, 600.0, 0.0, -1.0, 1.0);
|
||||
setUniformMat4fv(&solidColorShader, "projection", &ortho);
|
||||
|
||||
glBindVertexArray(renderer->rects.vao);
|
||||
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, renderer->rects.p0.length);
|
||||
}
|
||||
|
||||
void rendererPlaceRectangle(Renderer *r, real32 x, real32 y, real32 width, real32 height, RLVector4 color, real32 borderRadius, real32 borderThickness) {
|
||||
ListAppend(r->rects.p0, ((RLVector2){ x, y }));
|
||||
ListAppend(r->rects.p1, ((RLVector2){ x + width, y + height }));
|
||||
ListAppend(r->rects.color, color);
|
||||
ListAppend(r->rects.borderRadius, borderRadius);
|
||||
ListAppend(r->rects.borderThickness, borderThickness);
|
||||
ListAppend(r->rects.edgeSoftness, 0.0f);
|
||||
}
|
||||
|
||||
bool pointInRect(RLVector2 point, UI_Rect rect) {
|
||||
return point.x > rect.x && point.y > rect.y && point.x < (rect.x + rect.width) && point.y < (rect.y + rect.height);
|
||||
}
|
||||
|
||||
bool ui_checkboxRect(UI_Context *ui, bool *value, UI_Rect rect) {
|
||||
uint32 id = ui->nextId++;
|
||||
bool clicked = false;
|
||||
if (pointInRect(ui->input->mouse.point, rect)) {
|
||||
ui->cursorIsPointer = true;
|
||||
if (ui->prevHotNode == id && !ui->input->mouse.btnLeft) {
|
||||
*value = !*value;
|
||||
clicked = true;
|
||||
} else if (ui->input->mouse.btnLeft && (!ui->prevInput->mouse.btnLeft || ui->prevHotNode == id)) {
|
||||
ui->hotNode = id;
|
||||
}
|
||||
}
|
||||
if (*value) {
|
||||
rendererPlaceRectangle(ui->renderer,
|
||||
rect.x, rect.y,
|
||||
rect.width, rect.height,
|
||||
rect.color,
|
||||
5, 0);
|
||||
} else {
|
||||
rendererPlaceRectangle(ui->renderer,
|
||||
rect.x, rect.y,
|
||||
rect.width, rect.height,
|
||||
COLOR_WHITE,
|
||||
5, 2);
|
||||
}
|
||||
|
||||
return clicked;
|
||||
}
|
||||
|
||||
void uiPass(Soma *soma, UI_Context *ui) {
|
||||
ui->cursorIsPointer = false;
|
||||
ui->nextId = 1;
|
||||
ui->prevInput = &soma->prevState.input;
|
||||
ui->input = &soma->state.input;
|
||||
ui->prevHotNode = ui->hotNode;
|
||||
ui->hotNode = 0;
|
||||
|
||||
static void somaUIPass(Soma *soma, UI_Context *ui) {
|
||||
real32 boxSize = 30;
|
||||
real32 padding = 20;
|
||||
real32 paddingBetween = 5;
|
||||
@@ -733,7 +338,7 @@ void uiPass(Soma *soma, UI_Context *ui) {
|
||||
}
|
||||
}
|
||||
|
||||
void updatePolycubeDisplay(Arena *arena, Soma *soma) {
|
||||
static void updatePolycubeDisplay(Soma *soma) {
|
||||
Scene *s = soma->scene;
|
||||
|
||||
if (soma->state.displayingSolutions && soma->state.displayedSolution != soma->prevState.displayedSolution) {
|
||||
@@ -744,7 +349,7 @@ void updatePolycubeDisplay(Arena *arena, Soma *soma) {
|
||||
for (EachIn(soln, i)) {
|
||||
uint32 polycubeGraphNodeHandle = createPolycubeFromRepr(
|
||||
s,
|
||||
&(VoxelSpace){ soln.data[i], 3, 3, 3 },
|
||||
&(VoxelSpace){ soln.data[i], soma->puzzleDims[0], soma->puzzleDims[1], soma->puzzleDims[2] },
|
||||
colorFromIndex(i)
|
||||
);
|
||||
sceneNodeAddNode(s, soma->solutionNode, polycubeGraphNodeHandle);
|
||||
@@ -792,34 +397,52 @@ void updatePolycubeDisplay(Arena *arena, Soma *soma) {
|
||||
}
|
||||
}
|
||||
|
||||
static void updateWindow(Soma *soma) {
|
||||
glfwGetWindowSize(soma->window.handle, &soma->window.width, &soma->window.height);
|
||||
glViewport(0, 0, soma->window.width, soma->window.height);
|
||||
cameraSetAspect(soma->renderer->camera, soma->window.width, soma->window.height);
|
||||
soma->renderer->width = soma->window.width;
|
||||
soma->renderer->height = soma->window.height;
|
||||
}
|
||||
|
||||
const int32 MAX_POLYCUBE_INPUT = 64;
|
||||
const int32 TARGET_FPS = 144;
|
||||
|
||||
int mainGfx() {
|
||||
Arena *arena = arenaAlloc(Megabytes(128));
|
||||
Arena *solutionsArena = arenaAlloc(Megabytes(128));
|
||||
|
||||
int winWidth = 800;
|
||||
int winHeight = 600;
|
||||
int32 winWidth = 800;
|
||||
int32 winHeight = 600;
|
||||
GLFWwindow *windowHandle = initWindowAndGL(winWidth, winHeight);
|
||||
if (!windowHandle) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
Scene mainScene = createScene(arena);
|
||||
Renderer renderer = createRenderer(arena, &mainScene);
|
||||
Frame mainFrame = createFrame(arena, winWidth, winHeight, 0, 0);
|
||||
Camera cam = createCamera(winWidth, winHeight);
|
||||
Renderer renderer = createRenderer(arena, &mainScene, &cam, createSceneGraphNode(&mainScene));
|
||||
|
||||
UI_Context ui = {
|
||||
.hotNode = 0,
|
||||
.nextId = 1,
|
||||
.cursorIsPointer = false,
|
||||
.input = NULL,
|
||||
.prevInput = NULL,
|
||||
.renderer = &renderer,
|
||||
};
|
||||
solidColorShader = createShader(
|
||||
s("./assets/shaders/2d-solid.vertex.glsl"),
|
||||
s("./assets/shaders/2d-solid.fragment.glsl"));
|
||||
|
||||
phongShader = createShader(
|
||||
s("./assets/shaders/phong-solid.vertex.glsl"),
|
||||
s("./assets/shaders/phong-solid.fragment.glsl"));
|
||||
|
||||
cubeMesh = createMesh("./assets/models/cube.obj");
|
||||
|
||||
renderer.solidShader = &solidColorShader;
|
||||
renderer.phongShader = &phongShader;
|
||||
renderer.cubeMesh = &cubeMesh;
|
||||
|
||||
UI_Context ui = ui_initContext(arena, &renderer);
|
||||
|
||||
Soma soma = {
|
||||
.window = {
|
||||
.width = 800,
|
||||
.height = 600,
|
||||
.width = winWidth,
|
||||
.height = winHeight,
|
||||
.handle = windowHandle,
|
||||
.cursors = {
|
||||
.pointer = glfwCreateStandardCursor(GLFW_HAND_CURSOR),
|
||||
@@ -828,8 +451,8 @@ int mainGfx() {
|
||||
},
|
||||
.scene = &mainScene,
|
||||
.renderer = &renderer,
|
||||
.polycubeInput = PushListZero(arena, PolycubeInputList, 64),
|
||||
.polycubes = PushListZero(arena, HandleList, 64),
|
||||
.polycubeInput = PushListZero(arena, PolycubeInputList, MAX_POLYCUBE_INPUT),
|
||||
.polycubes = PushListZero(arena, HandleList, MAX_POLYCUBE_INPUT),
|
||||
.puzzleDims = {3, 3, 3},
|
||||
.solveTaskCtx = (SolveTaskCtx){
|
||||
.arena = arenaAlloc(Megabytes(128)),
|
||||
@@ -843,33 +466,19 @@ int mainGfx() {
|
||||
.displayingSolutions = false,
|
||||
.displayedSolution = -1,
|
||||
.isInitialState = true,
|
||||
.light = createEntity(&mainScene),
|
||||
.camera = mainFrame.cam,
|
||||
},
|
||||
};
|
||||
|
||||
/*
|
||||
Shader solid_texture_shader = createShader(
|
||||
"./assets/shaders/2d.vertex.glsl"_s,
|
||||
"./assets/shaders/2d-tex.fragment.glsl"_s);
|
||||
*/
|
||||
|
||||
solidColorShader = createShader(
|
||||
s("./assets/shaders/2d-solid.vertex.glsl"),
|
||||
s("./assets/shaders/2d-solid.fragment.glsl"));
|
||||
|
||||
phongShader = createShader(
|
||||
s("./assets/shaders/phong-solid.vertex.glsl"),
|
||||
s("./assets/shaders/phong-solid.fragment.glsl"));
|
||||
|
||||
cubeMesh = createMesh("./assets/models/cube.obj");
|
||||
wallTex = createTexture("./assets/textures/brick-wall.jpg");
|
||||
|
||||
VoxelSpaceReprList stdSoma = AsList(VoxelSpaceReprList, STD_SOMA);
|
||||
for (EachIn(stdSoma, i)) {
|
||||
VoxelSpace voxelSpace = { stdSoma.data[i], 3, 3, 3 };
|
||||
VoxelSpace voxelSpace = {
|
||||
.space=stdSoma.data[i],
|
||||
.dim_x=soma.puzzleDims[0],
|
||||
.dim_y=soma.puzzleDims[1],
|
||||
.dim_z=soma.puzzleDims[2],
|
||||
};
|
||||
RLVector4 color = colorFromIndex(i);
|
||||
PolycubeInput input = (PolycubeInput){ voxelSpace, color };
|
||||
PolycubeInput input = (PolycubeInput){ .repr=voxelSpace, .color=color };
|
||||
ListAppend(soma.polycubeInput, input);
|
||||
cullEmptySpace(&voxelSpace);
|
||||
uint32 polycubeGraphNodeHandle = createPolycubeFromRepr(soma.scene, &voxelSpace, color);
|
||||
@@ -877,27 +486,33 @@ int mainGfx() {
|
||||
sceneNodeAddNode(renderer.scene, renderer.scene->sceneRoot, polycubeGraphNodeHandle);
|
||||
}
|
||||
|
||||
// TODO(dledda): only actually create and render one solution/polycube at a time, save lots of space!
|
||||
|
||||
soma.state.camera->pos = (RLVector3){0.0f, 0.0f, 8.0f};
|
||||
cameraLookAt(soma.state.camera, 0.0f, 0.0f, 0.0f);
|
||||
cam.pos = (RLVector3){0.0f, 0.0f, 8.0f};
|
||||
cameraLookAt(&cam, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
SceneGraphNode *referencePolycube = getSceneGraphNode(soma.scene, soma.polycubes.data[0]);
|
||||
Matrix worldInverse = MatrixInvert(referencePolycube->world);
|
||||
soma.state.rotAxisY = Vector3Normalize((RLVector3){worldInverse.m4, worldInverse.m5, worldInverse.m6});
|
||||
RLVector3 eyes = Vector3Normalize(Vector3Subtract(soma.state.camera->pos, referencePolycube->translation));
|
||||
RLVector3 eyes = Vector3Normalize(Vector3Subtract(cam.pos, referencePolycube->translation));
|
||||
soma.state.rotAxisX = Vector3Normalize(Vector3CrossProduct(eyes, soma.state.rotAxisY));
|
||||
|
||||
getSceneGraphNode(&mainScene, soma.state.light)->translation = (RLVector3){4.0f, 6.0f, 24.0f};
|
||||
getSceneGraphNode(&mainScene, renderer.light)->translation = (RLVector3){4.0f, 6.0f, 24.0f};
|
||||
|
||||
real64 lastFrame = glfwGetTime();
|
||||
real64 timeDelta = 1.0f/60.0f;
|
||||
real64 timeDelta = 1.0f / TARGET_FPS;
|
||||
real64 frameStart = lastFrame;
|
||||
|
||||
Input lastInput = {0};
|
||||
Input currInput = {0};
|
||||
while (!glfwWindowShouldClose(soma.window.handle)) {
|
||||
real64 frameStart = glfwGetTime();
|
||||
|
||||
glfwPollEvents();
|
||||
soma.state.input = getCurrentInput(soma.window.handle);
|
||||
|
||||
lastInput = currInput;
|
||||
currInput = getCurrentInput(soma.window.handle);
|
||||
|
||||
ui.prevInput = &lastInput;
|
||||
ui.input = &currInput;
|
||||
|
||||
updateWindow(&soma);
|
||||
|
||||
processInput(&soma, &ui);
|
||||
|
||||
@@ -912,28 +527,33 @@ int mainGfx() {
|
||||
arenaFreeFrom(soma.solveTaskCtx.arena, 0);
|
||||
}
|
||||
|
||||
updatePolycubeDisplay(arena, &soma);
|
||||
updatePolycubeDisplay(&soma);
|
||||
|
||||
updateViewportFromFrame(soma.window.width, soma.window.height, &mainFrame);
|
||||
recalcScene(soma.scene);
|
||||
|
||||
renderBegin(&renderer);
|
||||
|
||||
uiPass(&soma, &ui);
|
||||
ui_begin(&ui);
|
||||
somaUIPass(&soma, &ui);
|
||||
ui_end(&ui);
|
||||
|
||||
if (ui.cursorIsPointer) {
|
||||
glfwSetCursor(soma.window.handle, soma.window.cursors.pointer);
|
||||
} else {
|
||||
glfwSetCursor(soma.window.handle, soma.window.cursors.arrow);
|
||||
}
|
||||
|
||||
renderEnd(&soma, &renderer);
|
||||
renderEnd(&renderer);
|
||||
|
||||
glfwSwapBuffers(soma.window.handle);
|
||||
|
||||
real64 frameEnd = glfwGetTime();
|
||||
real64 frameTime = frameEnd - frameStart;
|
||||
lastFrame = frameStart;
|
||||
// print("FPS: %.7f\n", 1 / frameTime);
|
||||
|
||||
glfwSwapBuffers(soma.window.handle);
|
||||
//println("FPS: %.7f", 1/(frameTime));
|
||||
|
||||
frameStart = glfwGetTime();
|
||||
|
||||
soma.prevState = soma.state;
|
||||
soma.state.isInitialState = false;
|
||||
|
||||
155
src/render.c
Normal file
155
src/render.c
Normal file
@@ -0,0 +1,155 @@
|
||||
#include "render.h"
|
||||
#include "debug.h"
|
||||
|
||||
RenderObjects_Rectangle createRectangleObjects(Arena *arena, size_t count) {
|
||||
RenderObjects_Rectangle result = {0};
|
||||
result.count = count;
|
||||
|
||||
result.p0 = PushFullList(arena, RLVec2List, count);
|
||||
result.p1 = PushFullList(arena, RLVec2List, count);
|
||||
result.color = PushFullList(arena, RLVec4List, count);
|
||||
result.borderRadius = PushFullList(arena, FloatList, count);
|
||||
result.borderThickness = PushFullList(arena, FloatList, count);
|
||||
result.edgeSoftness = PushFullList(arena, FloatList, count);
|
||||
|
||||
glGenVertexArrays(1, &result.vao);
|
||||
|
||||
glGenBuffers(1, &result.p0BufferId);
|
||||
glGenBuffers(1, &result.p1BufferId);
|
||||
glGenBuffers(1, &result.colorBufferId);
|
||||
glGenBuffers(1, &result.borderRadiusBufferId);
|
||||
glGenBuffers(1, &result.borderThicknessBufferId);
|
||||
glGenBuffers(1, &result.edgeSoftnessBufferId);
|
||||
|
||||
glBindVertexArray(result.vao);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, result.p0BufferId);
|
||||
glBufferData(GL_ARRAY_BUFFER, result.p0.length * sizeof(RLVec2List_underlying), 0, GL_DYNAMIC_DRAW);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(RLVec2List_underlying), NULL);
|
||||
glVertexAttribDivisor(0, 1);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, result.p1BufferId);
|
||||
glBufferData(GL_ARRAY_BUFFER, result.p1.length * sizeof(RLVec2List_underlying), 0, GL_DYNAMIC_DRAW);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(RLVec2List_underlying), NULL);
|
||||
glVertexAttribDivisor(1, 1);
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, result.colorBufferId);
|
||||
glBufferData(GL_ARRAY_BUFFER, result.color.length * sizeof(RLVec4List_underlying), 0, GL_DYNAMIC_DRAW);
|
||||
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(RLVec4List_underlying), NULL);
|
||||
glVertexAttribDivisor(2, 1);
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, result.borderRadiusBufferId);
|
||||
glBufferData(GL_ARRAY_BUFFER, result.borderRadius.length * sizeof(FloatList_underlying), 0, GL_DYNAMIC_DRAW);
|
||||
glVertexAttribPointer(3, 1, GL_FLOAT, GL_FALSE, sizeof(FloatList_underlying), NULL);
|
||||
glVertexAttribDivisor(3, 1);
|
||||
glEnableVertexAttribArray(3);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, result.borderThicknessBufferId);
|
||||
glBufferData(GL_ARRAY_BUFFER, result.borderThickness.length * sizeof(FloatList_underlying), 0, GL_DYNAMIC_DRAW);
|
||||
glVertexAttribPointer(4, 1, GL_FLOAT, GL_FALSE, sizeof(FloatList_underlying), NULL);
|
||||
glVertexAttribDivisor(4, 1);
|
||||
glEnableVertexAttribArray(4);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, result.edgeSoftnessBufferId);
|
||||
glBufferData(GL_ARRAY_BUFFER, result.edgeSoftness.length * sizeof(FloatList_underlying), 0, GL_DYNAMIC_DRAW);
|
||||
glVertexAttribPointer(5, 1, GL_FLOAT, GL_FALSE, sizeof(FloatList_underlying), NULL);
|
||||
glVertexAttribDivisor(5, 1);
|
||||
glEnableVertexAttribArray(5);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void updateRectangleObjectBuffers(Renderer *r) {
|
||||
glBindVertexArray(r->rects.vao);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, r->rects.p0BufferId);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, r->rects.p0.length * sizeof(RLVec2List_underlying), r->rects.p0.data);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, r->rects.p1BufferId);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, r->rects.p1.length * sizeof(RLVec2List_underlying), r->rects.p1.data);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, r->rects.colorBufferId);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, r->rects.color.length * sizeof(RLVec4List_underlying), r->rects.color.data);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, r->rects.borderRadiusBufferId);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, r->rects.borderRadius.length * sizeof(FloatList_underlying), r->rects.borderRadius.data);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, r->rects.borderThicknessBufferId);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, r->rects.borderThickness.length * sizeof(FloatList_underlying), r->rects.borderThickness.data);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, r->rects.edgeSoftnessBufferId);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, r->rects.edgeSoftness.length * sizeof(FloatList_underlying), r->rects.edgeSoftness.data);
|
||||
}
|
||||
|
||||
Renderer createRenderer(Arena *arena, Scene *scene, Camera *cam, int32 light) {
|
||||
return (Renderer){
|
||||
.scene = scene,
|
||||
.light = light,
|
||||
.camera = cam,
|
||||
.rects = createRectangleObjects(arena, 1024),
|
||||
};
|
||||
}
|
||||
|
||||
void renderBegin(Renderer *r) {
|
||||
r->rects.p0.length = 0;
|
||||
r->rects.p1.length = 0;
|
||||
r->rects.color.length = 0;
|
||||
r->rects.borderRadius.length = 0;
|
||||
r->rects.borderThickness.length = 0;
|
||||
r->rects.edgeSoftness.length = 0;
|
||||
}
|
||||
|
||||
void renderEnd(Renderer *r) {
|
||||
// 3D Entities
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glUseProgram(r->phongShader->progId);
|
||||
setUniformMat4fv(r->phongShader, "projection", &r->camera->proj);
|
||||
setUniformMat4fv(r->phongShader, "view", &r->camera->view);
|
||||
|
||||
SceneGraphNode *lightGraphNode = getSceneGraphNode(r->scene, r->light);
|
||||
setUniform3fv(r->phongShader, "light_pos", &lightGraphNode->translation);
|
||||
setUniform3fv(r->phongShader, "camera", &r->camera->pos);
|
||||
|
||||
glBindVertexArray(r->cubeMesh->vao);
|
||||
|
||||
// TODO(djledda): sort by mesh, texture, etc.
|
||||
|
||||
int model_uniform = getUniformLocation(r->phongShader, "model");
|
||||
int solid_color_uniform = getUniformLocation(r->phongShader, "solid_color");
|
||||
for (EachIn(r->scene->entities, i)) {
|
||||
Entity *entity = &r->scene->entities.data[i];
|
||||
if (entity->flags & EntityFlags_Render && entity->flags & EntityFlags_Visible) {
|
||||
setUniform4fvByLoc(solid_color_uniform, &entity->color);
|
||||
setUniformMat4fvByLoc(model_uniform, &getSceneGraphNode(r->scene, entity->graphNodeHandle)->world);
|
||||
glBindTexture(GL_TEXTURE_2D, entity->tex->tex_id);
|
||||
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)entity->mesh->num_indices);
|
||||
entity->flags &= ~EntityFlags_Render;
|
||||
}
|
||||
}
|
||||
|
||||
// 2D overlay
|
||||
glUseProgram(r->solidShader->progId);
|
||||
|
||||
updateRectangleObjectBuffers(r);
|
||||
|
||||
Matrix ortho = MatrixOrtho(0.0, r->width, r->height, 0.0, -1.0, 1.0);
|
||||
setUniformMat4fv(r->solidShader, "projection", &ortho);
|
||||
|
||||
glBindVertexArray(r->rects.vao);
|
||||
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, r->rects.p0.length);
|
||||
}
|
||||
|
||||
void rendererPlaceRectangle(Renderer *r, real32 x, real32 y, real32 width, real32 height, RLVector4 color, real32 borderRadius, real32 borderThickness) {
|
||||
ListAppend(r->rects.p0, ((RLVector2){ x, y }));
|
||||
ListAppend(r->rects.p1, ((RLVector2){ x + width, y + height }));
|
||||
ListAppend(r->rects.color, color);
|
||||
ListAppend(r->rects.borderRadius, borderRadius);
|
||||
ListAppend(r->rects.borderThickness, borderThickness);
|
||||
ListAppend(r->rects.edgeSoftness, 0.0f);
|
||||
}
|
||||
|
||||
59
src/render.h
Normal file
59
src/render.h
Normal file
@@ -0,0 +1,59 @@
|
||||
#ifndef RENDER_H
|
||||
#define RENDER_H
|
||||
|
||||
#include "gfx/Shader.h"
|
||||
#include "gfx/gfx.h"
|
||||
#include "world/world.h"
|
||||
|
||||
DefineList(RLVector2, RLVec2);
|
||||
DefineList(RLVector4, RLVec4);
|
||||
DefineList(real32, Float);
|
||||
|
||||
typedef struct RenderObjects_Rectangle RenderObjects_Rectangle;
|
||||
struct RenderObjects_Rectangle {
|
||||
uint32 vao;
|
||||
uint64 count;
|
||||
|
||||
RLVec2List p0;
|
||||
uint32 p0BufferId;
|
||||
|
||||
RLVec2List p1;
|
||||
uint32 p1BufferId;
|
||||
|
||||
RLVec4List color;
|
||||
uint32 colorBufferId;
|
||||
|
||||
FloatList borderRadius;
|
||||
uint32 borderRadiusBufferId;
|
||||
|
||||
FloatList borderThickness;
|
||||
uint32 borderThicknessBufferId;
|
||||
|
||||
FloatList edgeSoftness;
|
||||
uint32 edgeSoftnessBufferId;
|
||||
};
|
||||
|
||||
typedef struct Renderer Renderer;
|
||||
struct Renderer {
|
||||
RenderObjects_Rectangle rects;
|
||||
|
||||
Shader *phongShader;
|
||||
Shader *solidShader;
|
||||
|
||||
int32 width;
|
||||
int32 height;
|
||||
|
||||
Scene *scene;
|
||||
Camera *camera;
|
||||
/** SceneGraphNode handle */
|
||||
int32 light;
|
||||
Mesh *cubeMesh;
|
||||
};
|
||||
|
||||
Renderer createRenderer(Arena *arena, Scene *scene, Camera *cam, int32 light);
|
||||
void renderBegin(Renderer *r);
|
||||
void renderEnd(Renderer *r);
|
||||
void rendererPlaceRectangle(Renderer *r, real32 x, real32 y, real32 width, real32 height, RLVector4 color, real32 borderRadius, real32 borderThickness);
|
||||
void updateRectangleObjectBuffers(Renderer *r);
|
||||
|
||||
#endif
|
||||
118
src/ui.c
Normal file
118
src/ui.c
Normal file
@@ -0,0 +1,118 @@
|
||||
#include "ui.h"
|
||||
#include "GLFW/glfw3.h"
|
||||
|
||||
static bool glfwMouse(GLFWwindow *window, int mouseBtnCode) {
|
||||
switch (glfwGetMouseButton(window, mouseBtnCode)) {
|
||||
case GLFW_RELEASE: return false;
|
||||
case GLFW_PRESS: return true;
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
|
||||
static bool glfwKey(GLFWwindow *window, int keyCode) {
|
||||
switch (glfwGetKey(window, keyCode)) {
|
||||
case GLFW_RELEASE: return false;
|
||||
case GLFW_PRESS: return true;
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
|
||||
Input getCurrentInput(GLFWwindow *window) {
|
||||
Input input = {0};
|
||||
|
||||
input.keyboard.escape = glfwKey(window, GLFW_KEY_ESCAPE);
|
||||
input.keyboard.enter = glfwKey(window, GLFW_KEY_ENTER);
|
||||
input.keyboard.space = glfwKey(window, GLFW_KEY_SPACE);
|
||||
input.keyboard.lshift = glfwKey(window, GLFW_KEY_LEFT_SHIFT);
|
||||
input.keyboard.w = glfwKey(window, GLFW_KEY_W);
|
||||
input.keyboard.x = glfwKey(window, GLFW_KEY_X);
|
||||
input.keyboard.y = glfwKey(window, GLFW_KEY_Y);
|
||||
input.keyboard.z = glfwKey(window, GLFW_KEY_Z);
|
||||
|
||||
input.mouse.btnLeft = glfwMouse(window, GLFW_MOUSE_BUTTON_LEFT);
|
||||
input.mouse.btnRight = glfwMouse(window, GLFW_MOUSE_BUTTON_RIGHT);
|
||||
input.mouse.btnMiddle = glfwMouse(window, GLFW_MOUSE_BUTTON_MIDDLE);
|
||||
|
||||
real64 mouseX;
|
||||
real64 mouseY;
|
||||
glfwGetCursorPos(window, &mouseX, &mouseY);
|
||||
input.mouse.point = (RLVector2){(real32)mouseX, (real32)mouseY};
|
||||
|
||||
return input;
|
||||
}
|
||||
|
||||
UI_Context ui_initContext(Arena *arena, Renderer *renderer) {
|
||||
UI_RectList list = PushListZero(arena, UI_RectList, Thousand(10));
|
||||
ListAppend(list, ((UI_Rect){0})); // empty item
|
||||
return (UI_Context){
|
||||
.rects=list,
|
||||
.hotNode = 0,
|
||||
.nextId = 1,
|
||||
.cursorIsPointer = false,
|
||||
.input = NULL,
|
||||
.prevInput = NULL,
|
||||
.renderer = renderer,
|
||||
};
|
||||
}
|
||||
|
||||
void ui_begin(UI_Context *ui) {
|
||||
ui->cursorIsPointer = false;
|
||||
ui->nextId = 1;
|
||||
ui->prevHotNode = ui->hotNode;
|
||||
ui->hotNode = 0;
|
||||
}
|
||||
|
||||
void ui_end(UI_Context *ui) {
|
||||
}
|
||||
|
||||
static bool pointInRect(real32 x, real32 y, UI_Rect rect) {
|
||||
return x > rect.x && y > rect.y && x < (rect.x + rect.width) && y < (rect.y + rect.height);
|
||||
}
|
||||
|
||||
void ui_openElement(UI_Context *ui, UI_Rect rect) {
|
||||
ListAppend(ui->rects, rect);
|
||||
int32 nextHandle = ui->rects.length - 1;
|
||||
|
||||
UI_Rect *nextRect = &ui->rects.data[nextHandle];
|
||||
UI_Rect *currRect = &ui->rects.data[ui->currRect];
|
||||
|
||||
nextRect->parent = ui->currRect;
|
||||
nextRect->nextSibling = currRect->firstChild;
|
||||
currRect->firstChild = nextHandle;
|
||||
|
||||
ui->currRect = nextHandle;
|
||||
}
|
||||
|
||||
void ui_closeElement(UI_Context *ui) {
|
||||
ui->currRect = ui->rects.data[ui->currRect].parent;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Returns whether the checkbox was clicked
|
||||
*/
|
||||
bool ui_checkboxRect(UI_Context *ui, bool *value, UI_Rect rect) {
|
||||
uint32 id = ui->nextId++;
|
||||
bool clicked = false;
|
||||
if (pointInRect(ui->input->mouse.point.x, ui->input->mouse.point.y, rect)) {
|
||||
ui->cursorIsPointer = true;
|
||||
if (ui->prevHotNode == id && !ui->input->mouse.btnLeft) {
|
||||
*value = !*value;
|
||||
clicked = true;
|
||||
} else if (ui->input->mouse.btnLeft && (!ui->prevInput->mouse.btnLeft || ui->prevHotNode == id)) {
|
||||
ui->hotNode = id;
|
||||
}
|
||||
}
|
||||
if (*value) {
|
||||
rect.borderRadius = 5;
|
||||
rect.borderThickness = 0;
|
||||
DJUI(ui, rect);
|
||||
} else {
|
||||
rect.borderRadius = 5;
|
||||
rect.borderThickness = 2;
|
||||
rect.color = COLOR_WHITE;
|
||||
DJUI(ui, rect);
|
||||
}
|
||||
|
||||
return clicked;
|
||||
}
|
||||
104
src/ui.h
Normal file
104
src/ui.h
Normal file
@@ -0,0 +1,104 @@
|
||||
#ifndef UI_H
|
||||
#define UI_H
|
||||
|
||||
#include "render.h"
|
||||
#include "lib/djstdlib/core.h"
|
||||
#include "GLFW/glfw3.h"
|
||||
#include "lib/djstdlib/core.h"
|
||||
|
||||
typedef struct Input Input;
|
||||
struct Input {
|
||||
struct {
|
||||
bool escape;
|
||||
bool enter;
|
||||
bool space;
|
||||
bool lshift;
|
||||
bool x;
|
||||
bool y;
|
||||
bool z;
|
||||
bool w;
|
||||
} keyboard;
|
||||
struct {
|
||||
union {
|
||||
struct {
|
||||
real32 x;
|
||||
real32 y;
|
||||
};
|
||||
RLVector2 point;
|
||||
};
|
||||
bool btnLeft;
|
||||
bool btnRight;
|
||||
bool btnMiddle;
|
||||
} mouse;
|
||||
};
|
||||
|
||||
enum UI_Rect_LayoutFlag {
|
||||
UI_Rect_LayoutFlag_Width_Grow=1<<0, // Default is fixed
|
||||
UI_Rect_LayoutFlag_Height_Grow=1<<1,
|
||||
UI_Rect_LayoutFlag_LayoutDirection_Vertical=1<<2, // Default is horizontal
|
||||
// ..
|
||||
UI_Rect_LayoutFlag_COUNT,
|
||||
};
|
||||
|
||||
typedef struct UI_Rect UI_Rect;
|
||||
struct UI_Rect {
|
||||
uint64 layoutFlags;
|
||||
|
||||
int32 parent;
|
||||
int32 firstChild;
|
||||
int32 nextSibling;
|
||||
|
||||
real32 xOffset;
|
||||
real32 yOffset;
|
||||
|
||||
real32 width;
|
||||
real32 minWidth;
|
||||
real32 maxWidth;
|
||||
|
||||
real32 height;
|
||||
real32 minHeight;
|
||||
real32 maxHeight;
|
||||
|
||||
real32 borderRadius;
|
||||
real32 borderThickness;
|
||||
|
||||
RLVector4 color;
|
||||
RLVector4 borderColor;
|
||||
|
||||
real32 childGap;
|
||||
|
||||
real32 x;
|
||||
real32 y;
|
||||
real32 resolvedWidth;
|
||||
real32 resolvedHeight;
|
||||
};
|
||||
DefineList(UI_Rect, UI_Rect);
|
||||
|
||||
typedef struct UI_Context UI_Context;
|
||||
struct UI_Context {
|
||||
UI_RectList rects;
|
||||
int32 nextId;
|
||||
int32 hotNode;
|
||||
int32 prevHotNode;
|
||||
Renderer *renderer;
|
||||
|
||||
Input *prevInput;
|
||||
Input *input;
|
||||
bool cursorIsPointer;
|
||||
|
||||
int32 currRect;
|
||||
};
|
||||
|
||||
void ui_begin(UI_Context *ui);
|
||||
void ui_end(UI_Context *ui);
|
||||
UI_Context ui_initContext(Arena *arena, Renderer *renderer);
|
||||
Input getCurrentInput(GLFWwindow *window);
|
||||
void ui_resolve();
|
||||
void ui_rect(UI_Context *ui, UI_Rect rect);
|
||||
bool ui_checkboxRect(UI_Context *ui, bool *value, UI_Rect rect);
|
||||
void ui_openElement(UI_Context *ui, UI_Rect rect);
|
||||
void ui_closeElement(UI_Context *ui);
|
||||
|
||||
#define DJUI(ui, rect) DeferLoop(ui_openElement((ui), (rect)), ui_closeElement((ui)))
|
||||
|
||||
#endif
|
||||
26
src/world/camera.c
Normal file
26
src/world/camera.c
Normal file
@@ -0,0 +1,26 @@
|
||||
#include "camera.h"
|
||||
#include "../lib/raymath.h"
|
||||
|
||||
Camera createCamera(int32 width, int32 height) {
|
||||
return (Camera){
|
||||
.view = (Matrix){0},
|
||||
.proj = MatrixPerspective(DEG2RAD * 45.0f, (real32)width/(real32)height, 0.1f, 100.0f),
|
||||
.pos = (RLVector3){0},
|
||||
.up = (RLVector3){0,1,0},
|
||||
};
|
||||
}
|
||||
|
||||
void cameraSetAspect(Camera *c, int32 width, int32 height) {
|
||||
real32 aspectRatio = (real32)width/(real32)height;
|
||||
c->proj = MatrixPerspective(DEG2RAD * 45.0f, aspectRatio, 0.1f, 100.0f);
|
||||
}
|
||||
|
||||
void cameraLookAt(Camera *c, float x, float y, float z) {
|
||||
c->target = (RLVector3){x, y, z};
|
||||
c->view = MatrixLookAt(c->pos, c->target, c->up);
|
||||
}
|
||||
|
||||
void cameraSetUp(Camera *c, real32 up_x, real32 up_y, real32 up_z) {
|
||||
c->up = (RLVector3){up_x, up_y, up_z};
|
||||
}
|
||||
|
||||
21
src/world/camera.h
Normal file
21
src/world/camera.h
Normal file
@@ -0,0 +1,21 @@
|
||||
#ifndef CAMERA_H
|
||||
#define CAMERA_H
|
||||
|
||||
#include "../lib/djstdlib/core.h"
|
||||
#include "../lib/raymath.h"
|
||||
|
||||
typedef struct Camera Camera;
|
||||
struct Camera {
|
||||
Matrix view;
|
||||
Matrix proj;
|
||||
RLVector3 pos;
|
||||
RLVector3 up;
|
||||
RLVector3 target;
|
||||
};
|
||||
|
||||
Camera createCamera(int32 width, int32 height);
|
||||
void cameraSetAspect(Camera *c, int32 width, int32 height);
|
||||
void cameraLookAt(Camera *c, float x, float y, float z);
|
||||
void cameraSetUp(Camera *c, real32 up_x, real32 up_y, real32 up_z);
|
||||
|
||||
#endif
|
||||
@@ -37,7 +37,6 @@ int32 createSceneGraphNode(Scene *s) {
|
||||
int32 createEntity(Scene *s) {
|
||||
Entity *newEntity;
|
||||
int32 newEntityHandle;
|
||||
println("%d", s->nextFreeEntity);
|
||||
if (s->nextFreeEntity) {
|
||||
newEntityHandle = s->nextFreeEntity;
|
||||
newEntity = getEntity(s, newEntityHandle);
|
||||
@@ -98,36 +97,36 @@ void recalcScene(Scene *s) {
|
||||
recalcSceneGraphNode(s, s->sceneRoot);
|
||||
}
|
||||
|
||||
function void removeSceneGraphNodeRecursive(Scene *s, int32 graphNodeHandle, bool deletingParent) {
|
||||
if (!graphNodeHandle) return;
|
||||
SceneGraphNode *graphNode = getSceneGraphNode(s, graphNodeHandle);
|
||||
static void removeSceneGraphNodeRecursive(Scene *s, int32 deletedNodeHandle, bool deletingParent) {
|
||||
if (!deletedNodeHandle) return;
|
||||
SceneGraphNode *deletedNode = getSceneGraphNode(s, deletedNodeHandle);
|
||||
|
||||
int32 nextChild = graphNode->firstChild;
|
||||
int32 nextChild = deletedNode->firstChild;
|
||||
while (nextChild) {
|
||||
int32 sibling = getSceneGraphNode(s, nextChild)->nextSibling;
|
||||
removeSceneGraphNodeRecursive(s, nextChild, true);
|
||||
nextChild = sibling;
|
||||
}
|
||||
|
||||
if (graphNode->entityHandle) {
|
||||
Entity *entity = getEntity(s, graphNode->entityHandle);
|
||||
if (deletedNode->entityHandle) {
|
||||
Entity *entity = getEntity(s, deletedNode->entityHandle);
|
||||
*entity = (Entity){0};
|
||||
if (s->nextFreeEntity) {
|
||||
entity->next = s->nextFreeEntity;
|
||||
}
|
||||
s->nextFreeEntity = graphNode->entityHandle;
|
||||
s->nextFreeEntity = deletedNode->entityHandle;
|
||||
}
|
||||
|
||||
if (s->nextFreeNode) {
|
||||
graphNode->next = s->nextFreeNode;
|
||||
deletedNode->next = s->nextFreeNode;
|
||||
}
|
||||
s->nextFreeNode = graphNodeHandle;
|
||||
s->nextFreeNode = deletedNodeHandle;
|
||||
|
||||
if (!deletingParent && graphNode->parentHandle) {
|
||||
SceneGraphNode *parentNode = getSceneGraphNode(s, graphNode->parentHandle);
|
||||
if (parentNode->firstChild == graphNodeHandle) {
|
||||
if (graphNode->nextSibling) {
|
||||
parentNode->firstChild = graphNode->nextSibling;
|
||||
if (!deletingParent && deletedNode->parentHandle) {
|
||||
SceneGraphNode *parentNode = getSceneGraphNode(s, deletedNode->parentHandle);
|
||||
if (parentNode->firstChild == deletedNodeHandle) {
|
||||
if (deletedNode->nextSibling) {
|
||||
parentNode->firstChild = deletedNode->nextSibling;
|
||||
} else {
|
||||
parentNode->firstChild = 0;
|
||||
}
|
||||
@@ -136,20 +135,21 @@ function void removeSceneGraphNodeRecursive(Scene *s, int32 graphNodeHandle, boo
|
||||
int32 nextSibling = getSceneGraphNode(s, parentNode->firstChild)->nextSibling;
|
||||
while (nextSibling) {
|
||||
SceneGraphNode *siblingNode = getSceneGraphNode(s, nextSibling);
|
||||
if (nextSibling == graphNodeHandle) {
|
||||
if (nextSibling == deletedNodeHandle) {
|
||||
SceneGraphNode *prevSiblingNode = getSceneGraphNode(s, prevSibling);
|
||||
prevSiblingNode->nextSibling = graphNode->nextSibling;
|
||||
prevSiblingNode->nextSibling = deletedNode->nextSibling;
|
||||
break;
|
||||
}
|
||||
prevSibling = nextSibling;
|
||||
nextSibling = siblingNode->nextSibling;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
graphNode->firstChild = 0;
|
||||
graphNode->parentHandle = 0;
|
||||
graphNode->entityHandle = 0;
|
||||
graphNode->nextSibling = 0;
|
||||
deletedNode->firstChild = 0;
|
||||
deletedNode->parentHandle = 0;
|
||||
deletedNode->entityHandle = 0;
|
||||
deletedNode->nextSibling = 0;
|
||||
}
|
||||
|
||||
void removeSceneGraphNode(Scene *s, int32 graphNodeHandle) {
|
||||
@@ -168,3 +168,28 @@ void sceneNodeAddNode(Scene *s, int32 parentHandle, int32 childHandle) {
|
||||
parentNode->firstChild = childHandle;
|
||||
childNode->parentHandle = parentHandle;
|
||||
}
|
||||
|
||||
void show(Scene *s, uint32 graphNodeHandle) {
|
||||
SceneGraphNode *node = getSceneGraphNode(s, graphNodeHandle);
|
||||
if (node->entityHandle) {
|
||||
getEntity(s, node->entityHandle)->flags |= EntityFlags_Visible;
|
||||
}
|
||||
int32 next = node->firstChild;
|
||||
while (next) {
|
||||
show(s, next);
|
||||
next = getSceneGraphNode(s, next)->nextSibling;
|
||||
}
|
||||
}
|
||||
|
||||
void hide(Scene *s, uint32 graphNodeHandle) {
|
||||
SceneGraphNode *node = getSceneGraphNode(s, graphNodeHandle);
|
||||
if (node->entityHandle) {
|
||||
getEntity(s, node->entityHandle)->flags &= ~EntityFlags_Visible;
|
||||
}
|
||||
int32 next = node->firstChild;
|
||||
while (next) {
|
||||
hide(s, next);
|
||||
next = getSceneGraphNode(s, next)->nextSibling;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
#ifndef SCENE_H
|
||||
#define SCENE_H
|
||||
|
||||
#include "../gfx/gfx.h"
|
||||
#include "../lib/raymath.h"
|
||||
|
||||
@@ -33,10 +36,10 @@ struct SceneGraphNode {
|
||||
int32 entityHandle;
|
||||
int32 parentHandle;
|
||||
|
||||
// Free list
|
||||
/** Next free in the free list */
|
||||
int32 next;
|
||||
|
||||
// Children
|
||||
/** Next child in child list in scene hierarchy */
|
||||
int32 nextSibling;
|
||||
int32 firstChild;
|
||||
};
|
||||
@@ -47,6 +50,7 @@ struct Scene {
|
||||
int32 sceneRoot;
|
||||
EntityList entities;
|
||||
int32 nextFreeEntity;
|
||||
/** @internal */
|
||||
SceneGraphNodeList graphNodes;
|
||||
int32 nextFreeNode;
|
||||
};
|
||||
@@ -63,3 +67,7 @@ void removeEntity(Scene *s, int32 entityHandle);
|
||||
void removeSceneGraphNode(Scene *s, int32 graphNodeHandle);
|
||||
void sceneNodeAddNode(Scene *s, int32 recipientNodeHandle, int32 graphNodeHandle);
|
||||
SceneGraphNode *getSceneGraphNodeForEntity(Scene *s, int32 entityHandle);
|
||||
void show(Scene *s, uint32 graphNodeHandle);
|
||||
void hide(Scene *s, uint32 graphNodeHandle);
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1 +1,2 @@
|
||||
#include "scene.c"
|
||||
#include "camera.c"
|
||||
|
||||
8
src/world/world.h
Normal file
8
src/world/world.h
Normal file
@@ -0,0 +1,8 @@
|
||||
#ifndef WORLD_H
|
||||
#define WORLD_H
|
||||
|
||||
#include "scene.h"
|
||||
#include "camera.h"
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user