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- #include <gs.h>
- // Globals
- _global gs_resource( gs_vertex_buffer ) g_vbo = {0};
- _global gs_resource( gs_command_buffer ) g_cb = {0};
- _global gs_resource( gs_shader ) g_shader = {0};
- _global gs_resource( gs_uniform ) u_color = {0};
- _global gs_resource( gs_uniform ) u_model = {0};
- _global gs_resource( gs_uniform ) u_view = {0};
- _global gs_resource( gs_uniform ) u_proj = {0};
- const char* v_src = "\n"
- "#version 330 core\n"
- "layout( location = 0 ) in vec3 a_pos;\n"
- "uniform mat4 u_model;\n"
- "uniform mat4 u_view;\n"
- "uniform mat4 u_proj;\n"
- "void main()\n"
- "{\n"
- " gl_Position = u_proj * u_view * u_model * vec4(a_pos, 1.0);\n"
- "}";
- const char* f_src = "\n"
- "#version 330 core\n"
- "uniform vec4 u_color;\n"
- "out vec4 frag_color;\n"
- "void main()\n"
- "{\n"
- " frag_color = u_color;\n"
- "}";
- // Forward Decls.
- gs_result app_init(); // Use to init your application
- gs_result app_update(); // Use to update your application
- gs_result app_shutdown(); // Use to shutdown your appliaction
- int main( int argc, char** argv )
- {
- gs_application_desc app = {0};
- app.window_title = "Simple Cube";
- app.window_width = 800;
- app.window_height = 600;
- app.init = &app_init;
- app.update = &app_update;
- app.shutdown = &app_shutdown;
- // Construct internal instance of our engine
- gs_engine* engine = gs_engine_construct( app );
- // Run the internal engine loop until completion
- gs_result res = engine->run();
- // Check result of engine after exiting loop
- if ( res != gs_result_success )
- {
- gs_println( "Error: Engine did not successfully finish running." );
- return -1;
- }
- gs_println( "Gunslinger exited successfully." );
- return 0;
- }
- // Here, we'll initialize all of our application data, which in this case is our graphics resources
- gs_result app_init()
- {
- // Cache instance of graphics api from engine
- gs_graphics_i* gfx = gs_engine_instance()->ctx.graphics;
- // Construct command buffer ( the command buffer is used to allow for immediate drawing at any point in our program )
- g_cb = gfx->construct_command_buffer();
- // Construct shader from our source above
- g_shader = gfx->construct_shader( v_src, f_src );
- // Construct uniform for shader
- u_color = gfx->construct_uniform( g_shader, "u_color", gs_uniform_type_vec4 );
- u_view = gfx->construct_uniform( g_shader, "u_view", gs_uniform_type_mat4 );
- u_model = gfx->construct_uniform( g_shader, "u_model", gs_uniform_type_mat4 );
- u_proj = gfx->construct_uniform( g_shader, "u_proj", gs_uniform_type_mat4 );
- // Vertex data layout for our mesh (for this shader, it's a single float3 attribute for position)
- gs_vertex_attribute_type layout[] =
- {
- gs_vertex_attribute_float3
- };
- // Count of our vertex attribute array
- u32 layout_count = sizeof( layout ) / sizeof( gs_vertex_attribute_type );
- // Vertex data for cube
- float v_data[] = {
- // Position
- -0.5f, -0.5f, -0.5f, // First face
- 0.5f, -0.5f, -0.5f,
- 0.5f, 0.5f, -0.5f,
- 0.5f, 0.5f, -0.5f,
- -0.5f, 0.5f, -0.5f,
- -0.5f, -0.5f, -0.5f,
- -0.5f, -0.5f, 0.5f, // Second face
- 0.5f, -0.5f, 0.5f,
- 0.5f, 0.5f, 0.5f,
- 0.5f, 0.5f, 0.5f,
- -0.5f, 0.5f, 0.5f,
- -0.5f, -0.5f, 0.5f,
- -0.5f, 0.5f, 0.5f, // Third face
- -0.5f, 0.5f, -0.5f,
- -0.5f, -0.5f, -0.5f,
- -0.5f, -0.5f, -0.5f,
- -0.5f, -0.5f, 0.5f,
- -0.5f, 0.5f, 0.5f,
- 0.5f, 0.5f, 0.5f, // Fourth face
- 0.5f, 0.5f, -0.5f,
- 0.5f, -0.5f, -0.5f,
- 0.5f, -0.5f, -0.5f,
- 0.5f, -0.5f, 0.5f,
- 0.5f, 0.5f, 0.5f,
- -0.5f, -0.5f, -0.5f, // Fifth face
- 0.5f, -0.5f, -0.5f,
- 0.5f, -0.5f, 0.5f,
- 0.5f, -0.5f, 0.5f,
- -0.5f, -0.5f, 0.5f,
- -0.5f, -0.5f, -0.5f,
- -0.5f, 0.5f, -0.5f, // Sixth face
- 0.5f, 0.5f, -0.5f,
- 0.5f, 0.5f, 0.5f,
- 0.5f, 0.5f, 0.5f,
- -0.5f, 0.5f, 0.5f,
- -0.5f, 0.5f, -0.5f
- };
- // Construct vertex buffer
- g_vbo = gfx->construct_vertex_buffer( layout, layout_count, v_data, sizeof(v_data) );
- return gs_result_success;
- }
- gs_result app_update()
- {
- // Grab global instance of engine
- gs_engine* engine = gs_engine_instance();
- // Platform api
- gs_platform_i* platform = engine->ctx.platform;
- // If we press the escape key, exit the application
- if ( platform->key_pressed( gs_keycode_esc ) )
- {
- return gs_result_success;
- }
- const f32 dt = platform->time.delta;
- const f32 t = platform->elapsed_time();
- /*===============
- // Render scene
- ================*/
- // Graphics api instance
- gs_graphics_i* gfx = engine->ctx.graphics;
- // Main window size
- gs_vec2 ws = platform->window_size( platform->main_window() );
- gs_vec2 fbs = platform->frame_buffer_size( platform->main_window() );
- // Set clear color and clear screen
- f32 clear_color[4] = { 0.2f, 0.2f, 0.2f, 1.f };
- gfx->set_view_clear( g_cb, clear_color );
- gfx->set_view_port( g_cb, fbs.x, fbs.y );
- gfx->set_depth_enabled( g_cb, true );
- gfx->set_face_culling( g_cb, gs_face_culling_disabled );
- // Bind shader
- gfx->bind_shader( g_cb, g_shader );
- // Bind uniform for triangle color
- f32 color[4] = { sin(t * 0.001f), cos(t * 0.002f), 0.1f, 1.f };
- gfx->bind_uniform( g_cb, u_color, &color );
- // Create model/view/projection matrices
- gs_mat4 view_mtx = gs_mat4_mul(gs_mat4_rotate(15.f, (gs_vec3){1.f, 0.f, 0.f}),
- gs_mat4_translate((gs_vec3){0.f, -0.9f, -2.5f}));
- gs_mat4 proj_mtx = gs_mat4_perspective(60.f, ws.x / ws.y, 0.01f, 1000.f);
- gs_mat4 model_mtx = gs_mat4_rotate(t * 0.01f, (gs_vec3){0.f, 1.f, 0.f});
- // Bind matrix uniforms
- gfx->bind_uniform( g_cb, u_proj, &proj_mtx );
- gfx->bind_uniform( g_cb, u_view, &view_mtx );
- gfx->bind_uniform( g_cb, u_model, &model_mtx );
- // Bind vertex buffer
- gfx->bind_vertex_buffer( g_cb, g_vbo );
- // Draw
- gfx->draw( g_cb, 0, 36 );
- // Submit command buffer for rendering
- gfx->submit_command_buffer( g_cb );
- return gs_result_in_progress;
- }
- gs_result app_shutdown()
- {
- gs_println( "Goodbye, Gunslinger." );
- return gs_result_success;
- }
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