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-rw-r--r--src/example/03_texture/03_texture.c137
1 files changed, 137 insertions, 0 deletions
diff --git a/src/example/03_texture/03_texture.c b/src/example/03_texture/03_texture.c
new file mode 100644
index 0000000..a0493bb
--- /dev/null
+++ b/src/example/03_texture/03_texture.c
@@ -0,0 +1,137 @@
+#include "../example.h"
+#include "../../extend/mesh.h"
+
+static int cube[] = {
+ 0, 1, 2, 0, 2, 3,
+ 1, 5, 2, 2, 5, 6,
+ 4, 6, 5, 4, 7, 6,
+ 0, 3, 7, 0, 7, 4,
+ 0, 4, 1, 1, 4, 5,
+ 2, 6, 3, 3, 6, 7
+};
+
+static Vert verts[] = {
+ {0, {1, 1, 1}, {1, 1, 1}, zerovec3, {1, 1}, 0xffff0000},
+ {1, {-1, 1, 1}, {-1, 1, 1}, zerovec3, {0, 1},0xff00ff00},
+ {2, {-1, -1, 1}, {-1, -1, 1}, zerovec3, {0, 0}, 0xff0000ff},
+ {3, {1, -1, 1}, {1, -1, 1}, zerovec3, {1, 0}, 0xffff00ff},
+ {4, {1, 1, -1}, {1, 1, -1}, zerovec3, {1, 0} , 0xffaa28aa},
+ {5, {-1, 1, -1}, {-1, 1, -1}, zerovec3, {0, 0},0xffFFC58E},
+ {6, {-1, -1, -1}, {-1, -1, -1}, zerovec3, {0, 1}, 0xffA100FF},
+ {7, {1, -1, -1}, {1, -1, -1}, zerovec3, {1, 1} , 0xffFAFF00},
+};
+
+extern Program ssr_built_in_shader_pbr;
+
+static Vec3 light = {-1, -1, -1};
+
+static Texture* mech_albedo;
+static Texture* mech_normal;
+static Texture* mech_roughness;
+static Texture* mech_metalness;
+static Mesh* mech_mesh;
+
+static Texture* ground_albedo;
+static Mesh* ground_mesh;
+
+static Texture* yingham_albedo;
+static Mesh* yingham_mesh;
+
+static Texture* cyborg_albedo;
+static Mesh* cyborg_mesh;
+
+void onloadtexture(void* data) {
+ ssr_matrixmode(MATRIX_PROJECTION);
+ ssr_loadidentity();
+ ssr_perspective(90, ssr_getaspect(), 0.1, 10);
+ //ssr_ortho(-5, 5, -4, 4, 0.1, 10);
+
+ ssr_bindvertices(verts, 8, cube, 12);
+ ssr_useprogram(&ssr_built_in_shader_pbr);
+ ssr_enable(ENABLE_BACKFACECULL | ENABLE_DEPTHTEST | ENABLE_WRITEDEPTH | ENABLE_BLEND);
+
+ ssr_setblendfunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
+
+ mech_albedo = texture_loadfromfile("res/dieselpunk/mech_basecolor.tga");
+ mech_normal = texture_loadfromfile("res/dieselpunk/mech_normal.tga");
+ mech_roughness = texture_loadfromfile("res/dieselpunk/mech_roughness.tga");
+ mech_metalness = texture_loadfromfile("res/dieselpunk/mech_metalness.tga");
+ mech_mesh = mesh_loadfromobj("res/dieselpunk/mech.obj");
+ ground_albedo = texture_loadfromfile("res/dieselpunk/ground_basecolor.tga");
+ ground_mesh = mesh_loadfromobj("res/dieselpunk/ground.obj");
+ yingham_albedo = texture_loadfromfile("res/dieselpunk/yingham_basecolor.tga");
+ yingham_mesh = mesh_loadfromobj("res/dieselpunk/yingham.obj");
+
+ cyborg_albedo = texture_loadfromfile("res/cyborg/cyborg_diffuse.png");
+ cyborg_mesh = mesh_loadfromobj("res/cyborg/cyborg.obj");
+}
+
+void oneventtexture(void* data) {
+ SDL_Event* e = (SDL_Event*)data;
+}
+
+static float _t = 0;
+static Quat q;
+
+void onupdatetexture(void*data) {
+ uint dt = *(uint*)data;
+ _t += dt / 1000.f;
+
+ ssr_matrixmode(MATRIX_VIEW);
+ ssr_loadidentity();
+ float distance = 2;
+ Vec3 p = { distance * sin(_t), 3, distance * cos(_t) }, target = { 0, 0, 0 };
+ //Vec3 p = { 0, 0, 700}, target = { 0, 0, 0 };
+ ssr_lookat(&p, &target, &vec3up);
+
+ ssr_matrixmode(MATRIX_MODEL);
+ ssr_loadidentity();
+ //ssr_translate(0, 0, -700);
+ //ssr_rotate(_t * 10, 0, 1, 0);
+
+ Vec3 light = {1, 0, 0};
+ ssr_setuniformvec3(0, &light);
+
+ Mat4 world2object;
+ ssr_getm(&world2object);
+ //mat4_invertgeneral3d(&world2object, &world2object);
+ //mat4_transpose(&world2object, &world2object); // transpose it
+
+ ssr_setuniformmat4(0, &world2object);
+}
+
+void ondrawtexture(void*data) {
+ ssr_clearcolor(0xff202020);
+ ssr_cleardepth();
+ ssr_clearstencil(0);
+///*
+// ssr_enable(ENABLE_STENCILTEST);
+// ssr_setstencilfunc(STENCILFUNC_ALWAYS, 1, 0xff);
+// ssr_setstencilop(STENCILOP_KEEP, STENCILOP_KEEP, STENCILOP_REPLACE);
+//*/
+// /*render mech*/
+// ssr_setuniformtex(0, mech_albedo);
+// ssr_setuniformtex(1, mech_normal);
+// ssr_setuniformtex(2, mech_roughness);
+// ssr_setuniformtex(3, mech_metalness);
+// ssr_bindvertices(mech_mesh->vertices, mech_mesh->vert_count, mech_mesh->triangles, mech_mesh->tris_count);
+// ssr_draw(PRIMITIVE_TRIANGLE);
+///*
+// ssr_setstencilfunc(STENCILFUNC_EQUAL, 1, 0xff);
+// ssr_setstencilop(STENCILOP_KEEP, STENCILOP_KEEP, STENCILOP_KEEP);
+//*/
+// /*render yingham*/
+// ssr_setuniformtex(0, yingham_albedo);
+// ssr_bindvertices(yingham_mesh->vertices, yingham_mesh->vert_count, yingham_mesh->triangles, yingham_mesh->tris_count);
+// ssr_draw(PRIMITIVE_TRIANGLE);
+//
+// /*render ground*/
+// ssr_setuniformtex(0, ground_albedo);
+// ssr_bindvertices(ground_mesh->vertices, ground_mesh->vert_count, ground_mesh->triangles, ground_mesh->tris_count);
+// ssr_draw(PRIMITIVE_TRIANGLE);
+//
+ ssr_setuniformtex(0, cyborg_albedo);
+ ssr_bindvertices(cyborg_mesh->vertices, cyborg_mesh->vert_count, cyborg_mesh->triangles, cyborg_mesh->tris_count);
+ ssr_draw(PRIMITIVE_TRIANGLE);
+
+}