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#include "example.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, zerovec2, 0xffff0000},
{1, {-1, 1, 1}, {-1, 1, 1}, zerovec3, zerovec2,0xff00ff00},
{2, {-1, -1, 1}, {-1, -1, 1}, zerovec3, zerovec2, 0xff0000ff},
{3, {1, -1, 1}, {1, -1, 1}, zerovec3, zerovec2, 0xffff00ff},
{4, {1, 1, -1}, {1, 1, -1}, zerovec3, zerovec2, 0xffaa28aa},
{5, {-1, 1, -1}, {-1, 1, -1}, zerovec3, zerovec2,0xffFFC58E},
{6, {-1, -1, -1}, {-1, -1, -1}, zerovec3, zerovec2, 0xffA100FF},
{7, {1, -1, -1}, {1, -1, -1}, zerovec3, zerovec2, 0xffFAFF00},
};
extern Program ssr_built_in_shader_unlit;
static Vec3 light = {-1, -1, -1};
void onloadtexture(void* data) {
ssr_matrixmode(MATRIX_PROJECTION);
ssr_loadidentity();
ssr_perspective(90, 1.25f, 0.1f, 10);
//ssr_ortho(-5, 5, -4, 4, 0.1, 10);
ssr_matrixmode(MATRIX_VIEW);
ssr_loadidentity();
Vec3 p = { 0, 0, 0 }, target = { 0, 0, -1 };
ssr_lookat(&p, &target, &vec3up);
ssr_bindvertices(verts, 8, cube, 12);
ssr_useprogram(&ssr_built_in_shader_unlit);
ssr_enable(ENABLEMASK_BACKFACECULL);
ssr_enable(ENABLEMASK_DEPTHTEST);
}
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;
ssr_matrixmode(MATRIX_MODEL);
ssr_loadidentity();
ssr_translate(0, 0, -3);
ssr_rotate(_t -= dt / 50.f, 1, 0.3, 1);
Vec3 rot = { 1,1,0 }; vec3_normalize(&rot, &rot);
quat_fromaxisangle(&rot, 10, &q);
quat_applytovec3(&q, &light, &light);
ssr_setuniformvec3(0, &light); /*set light direction*/
}
void ondrawtexture(void*data) {
ssr_clearcolor(0x00);
ssr_cleardepth();
ssr_draw(PRIMITIVE_TRIANGLE);
}
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