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path: root/src/example/03_texture.c
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#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_default;

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;

void onloadtexture(void* data) {
	ssr_matrixmode(MATRIX_PROJECTION);
	ssr_loadidentity();
	ssr_perspective(90, ssr_getaspect(), 0.1f, 1000);
	//ssr_ortho(-5, 5, -4, 4, 0.1, 10);

	ssr_bindvertices(verts, 8, cube, 12);
	ssr_useprogram(&ssr_built_in_shader_default);
	ssr_enable(ENABLEMASK_BACKFACECULL | ENABLEMASK_DEPTHTEST | ENABLEMASK_WRITEDEPTH);

	ssr_setwrapmode(WRAPMODE_CLAMP);
	ssr_setfiltermode(FILTERMODE_POINT);

	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");

}

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();
	//	Vec3 p = { 700 * sin(_t), 0,700 * cos(_t) }, target = { 0, 0, 0 };
	Vec3 p = { 0, 0, 800}, 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(0xff252525);
	ssr_cleardepth();

	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->verts_count, mech_mesh->triangles, mech_mesh->tris_count);
	ssr_draw(PRIMITIVE_TRIANGLE);

	ssr_setuniformtex(0, ground_albedo);
	ssr_bindvertices(ground_mesh->vertices, ground_mesh->verts_count, ground_mesh->triangles, ground_mesh->tris_count);
	ssr_draw(PRIMITIVE_TRIANGLE);

	ssr_setuniformtex(0, yingham_albedo);
	ssr_bindvertices(yingham_mesh->vertices, yingham_mesh->verts_count, yingham_mesh->triangles, yingham_mesh->tris_count);
	ssr_draw(PRIMITIVE_TRIANGLE);

}