asset_hndl asset_hndl_new_load(fpath path) { asset_hndl ah = asset_hndl_new(path); if (!file_isloaded(ah.path)) { file_load(ah.path); } return ah; }
void graphics_viewport_set_icon(fpath icon) { SDL_Surface* window_icon = SDL_LoadBMP(asset_hndl_new(icon).path.ptr); SDL_SetWindowIcon(screen, window_icon); SDL_FreeSurface(window_icon); }
asset* asset_get(fpath path) { asset_hndl ah = asset_hndl_new(path); return asset_hndl_ptr(&ah); }
void sea_init() { graphics_viewport_set_dimensions(1280, 720); graphics_viewport_set_title("Sea"); camera* cam = entity_new("camera", camera); cam->position = vec3_new(50.0, 50.0, 50.0); cam->target = vec3_new(0, 5, 0); cam->near_clip = 0.1; light* sun = entity_new("sun", light); light_set_type(sun, light_type_spot); sun->position = vec3_new(20,23,16); sun->ambient_color = vec3_new(0.5, 0.5, 0.5); sun->diffuse_color = vec3_new(1.0, 0.894, 0.811); sun->specular_color = vec3_mul(vec3_new(1.0, 0.894, 0.811), 4); sun->power = 5; light* backlight = entity_new("backlight", light); light_set_type(backlight, light_type_point); backlight->position = vec3_new(-22,10,-13); backlight->ambient_color = vec3_new(0.2, 0.2, 0.2); backlight->diffuse_color = vec3_new(0.729, 0.729, 1.0); backlight->specular_color = vec3_mul(vec3_new(0.729, 0.729, 1.0), 1); backlight->power = 2; shadow_mapper_init(sun); forward_renderer_init(); forward_renderer_set_camera(cam); forward_renderer_set_shadow_light(sun); forward_renderer_set_shadow_texture( shadow_mapper_depth_texture() ); forward_renderer_add_light(sun); forward_renderer_add_light(backlight); folder_load(P("./resources/")); renderable* r_seaplane = asset_get(P("./resources/seaplane.obj")); r_seaplane->material = asset_hndl_new(P("./resources/seaplane.mat")); static_object* s_seaplane = entity_new("seaplane", static_object); s_seaplane->renderable = asset_hndl_new_ptr(r_seaplane); s_seaplane->scale = vec3_new(3,1,3); renderable* r_skydome = asset_get(P("./resources/skydome.obj")); r_skydome->material = asset_hndl_new_load(P("$CORANGE/shaders/skydome.mat")); static_object* skydome = entity_new("skydome", static_object); skydome->renderable = asset_hndl_new_ptr(r_skydome); skydome->position = vec3_new(0, -512, 0); skydome->scale = vec3_new(1024, 1024, 1024); folder_load(P("./resources/corvette/")); renderable* r_corvette = asset_get(P("./resources/corvette/corvette.obj")); r_corvette->material = asset_hndl_new_load(P("./resources/corvette/corvette.mat")); static_object* s_corvette = entity_new("corvette", static_object); s_corvette->renderable = asset_hndl_new_ptr(r_corvette); //s_corvette->collision_body = collision_body_new_mesh(asset_get("./resources/corvette/corvette.col")); s_corvette->scale = vec3_new(1.5, 1.5, 1.5); s_corvette->position = vec3_new(0, 0.5, 0); static_object* center_sphere = entity_new("center_sphere", static_object); center_sphere->position = vec3_new(0, 5, 0); //center_sphere->renderable = asset_get("./resources/ball.obj"); //center_sphere->collision_body = collision_body_new_sphere(sphere_new(v3_zero(), 1.0f)); ui_button* framerate = ui_elem_new("framerate", ui_button); ui_button_move(framerate, vec2_new(10,10)); ui_button_resize(framerate, vec2_new(30,25)); ui_button_set_label(framerate, "FRAMERATE"); ui_button_disable(framerate); }