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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_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;
static Texture* ball_albedo;
static Mesh* ball_mesh;
EXAMPLE void onload_texture(void* data) {
CameraConfig* conf = (CameraConfig*)data;
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");
}
EXAMPLE void onevent_texture(void* data) {
wog_Event* e = (wog_Event*)data;
}
EXAMPLE void onupdate_texture(void*data) {
ssr_matrixmode(MATRIX_MODEL);
ssr_loadidentity();
Vec3 light = {1, 0, 0};
ssr_setuniformvec3(0, &light);
Mat4 world2object;
ssr_getm(&world2object);
ssr_setuniformmat4(0, &world2object);
}
EXAMPLE void ondraw_texture(void*data) {
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);
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);
//draw_tbn(mech_mesh, VISUAL_ALL, 4);
//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);
}
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