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- #include <gs.h>
- /*================================================================
- * Copyright: 2020 John Jackson
- * simple_texture
- The purpose of this example is to demonstrate how to load textures from file and
- explicitly construct a GPU resources to use for your application.
- Included:
- * Constructing textures via tetxure despcriptors
- * Construct vertex/index buffers from user defined declarations
- * Construct shaders from source
- * Rendering via command buffers
- Press `esc` to exit the application.
- =================================================================*/
- // Globals
- gs_global gs_shader_t g_shader = gs_default_val();
- gs_global gs_uniform_t u_model = gs_default_val();
- gs_global gs_uniform_t u_view = gs_default_val();
- gs_global gs_uniform_t u_proj = gs_default_val();
- gs_global gs_uniform_t u_tex = gs_default_val();
- gs_global gs_index_buffer_t g_ibo = gs_default_val();
- gs_global gs_vertex_buffer_t g_vbo = gs_default_val();
- gs_global gs_command_buffer_t g_cb = gs_default_val();
- gs_global gs_texture_t g_tex = gs_default_val();
- gs_global gs_camera_t g_camera = gs_default_val();
- const char* v_src = "\n"
- "#version 330 core\n"
- "layout(location = 0) in vec2 a_pos;\n"
- "layout(location = 1) in vec2 a_uv;\n"
- "uniform mat4 u_model;\n"
- "uniform mat4 u_view;\n"
- "uniform mat4 u_proj;\n"
- "out vec2 uv;\n"
- "void main()\n"
- "{\n"
- " gl_Position = u_proj * u_view * u_model * vec4(a_pos, 0.0, 1.0);\n"
- " uv = a_uv;\n"
- "}";
- const char* f_src = "\n"
- "#version 330 core\n"
- "uniform sampler2D u_tex;"
- "in vec2 uv;\n"
- "out vec4 frag_color;\n"
- "void main()\n"
- "{\n"
- " frag_color = texture(u_tex, uv);\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_t app = gs_default_val();
- app.window_title = "Simple Texture";
- 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_t* 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/platform apis from engine
- gs_graphics_i* gfx = gs_engine_instance()->ctx.graphics;
- gs_platform_i* platform = gs_engine_instance()->ctx.platform;
- // Construct command buffer (the command buffer is used to allow for immediate drawing at any point in our program)
- g_cb = gs_command_buffer_new();
- // Construct shader from our source above
- g_shader = gfx->construct_shader(v_src, f_src);
- // Construct uniform for shader
- 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);
- u_tex = gfx->construct_uniform(g_shader, "u_tex", gs_uniform_type_sampler2d);
- // Vertex data layout for our mesh
- gs_vertex_attribute_type layout[] = {
- gs_vertex_attribute_float2, // Position
- gs_vertex_attribute_float2 // UV
- };
- // Vertex data for quad
- f32 v_data[] =
- {
- // Positions UVs
- -0.5f, -0.5f, 0.0f, 0.0f, // Top Left
- 0.5f, -0.5f, 1.0f, 0.0f, // Top Right
- -0.5f, 0.5f, 0.0f, 1.0f, // Bottom Left
- 0.5f, 0.5f, 1.0f, 1.0f // Bottom Right
- };
- u32 i_data[] =
- {
- 0, 3, 2, // First Triangle
- 0, 1, 3 // Second Triangle
- };
- // Construct vertex and index buffers
- g_vbo = gfx->construct_vertex_buffer(layout, sizeof(layout), v_data, sizeof(v_data));
- g_ibo = gfx->construct_index_buffer(i_data, sizeof(i_data));
- // Get appropriate file path for our texture (depending on where the app is running from)
- const char* tfp = platform->file_exists("./assets/gs.png") ? "./assets/gs.png" : "./../assets/gs.png";
- gs_assert(platform->file_exists(tfp)); // We'll assert if the file doesn't exist
- g_tex = gfx->construct_texture_from_file(tfp, NULL);
- // Construct camera parameters
- g_camera.transform = gs_vqs_default();
- g_camera.transform.position = (gs_vec3){0.f, 0.f, -1.f};
- g_camera.fov = 60.f;
- g_camera.near_plane = 0.1f;
- g_camera.far_plane = 1000.f;
- g_camera.ortho_scale = 1.f;
- g_camera.proj_type = gs_projection_type_orthographic;
- return gs_result_success;
- }
- gs_result app_update()
- {
- // Grab global instance of engine
- gs_engine_t* 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;
- }
- /*===============
- // Render scene
- ================*/
- // Graphics api instance
- gs_graphics_i* gfx = engine->ctx.graphics;
- gs_command_buffer_t* cb = &g_cb;
- // 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(cb, clear_color);
- gfx->set_viewport(cb, 0.f, 0.f, fbs.x, fbs.y);
- // Bind shader
- gfx->bind_shader(cb, g_shader);
- // Bind matrix uniforms
- gfx->bind_uniform_mat4(cb, u_proj, gs_camera_get_projection(&g_camera, ws.x, ws.y));
- gfx->bind_uniform_mat4(cb, u_view, gs_camera_get_view(&g_camera));
- gfx->bind_uniform_mat4(cb, u_model, gs_mat4_identity());
- // Bind texture slot
- gfx->bind_texture(cb, u_tex, g_tex, 0);
- // Bind vertex buffer
- gfx->bind_vertex_buffer(cb, g_vbo);
- // Bind index buffer
- gfx->bind_index_buffer(cb, g_ibo);
- // Draw
- gfx->draw_indexed(cb, 6, 0);
- // Do some debug drawing using immediate mode
- gfx->immediate.begin_drawing(cb);
- {
- gfx->immediate.draw_text(cb, 10.f, 30.f, "Example: Simple Texture", gs_color_white);
- }
- gfx->immediate.end_drawing(cb);
- // Submit command buffer for rendering
- gfx->submit_command_buffer(cb);
- return gs_result_in_progress;
- }
- gs_result app_shutdown()
- {
- gs_println("Goodbye, Gunslinger.");
- return gs_result_success;
- }
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