int main(int argc, char **argv) { #ifdef _WIN32 FILE* ctt = fopen("CON", "w" ); FILE* fout = freopen( "CON", "w", stdout ); FILE* ferr = freopen( "CON", "w", stderr ); #endif corange_init("../../assets_core"); graphics_viewport_set_title("Teapot"); graphics_viewport_set_size(1280, 720); camera* cam = entity_new("camera", camera); cam->position = vec3_new(5, 5, 5); cam->target = vec3_new(0, 0, 0); teapot_shader = asset_hndl_new_load(P("./assets/teapot.mat")); teapot_object = asset_hndl_new_load(P("./assets/teapot.obj")); int running = 1; SDL_Event e = {0}; while(running) { frame_begin(); camera* cam = entity_get("camera"); while(SDL_PollEvent(&e)) { switch(e.type){ case SDL_KEYDOWN: case SDL_KEYUP: if (e.key.keysym.sym == SDLK_ESCAPE) { running = 0; } if (e.key.keysym.sym == SDLK_PRINTSCREEN) { graphics_viewport_screenshot(); } if (e.key.keysym.sym == SDLK_r && e.key.keysym.mod == KMOD_LCTRL) { asset_reload_all(); } break; case SDL_QUIT: running = 0; break; } camera_control_orbit(cam, e); ui_event(e); } ui_update(); glClearColor(0.25, 0.25, 0.25, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); shader_program* shader = material_first_program(asset_hndl_ptr(&teapot_shader)); shader_program_enable(shader); shader_program_set_mat4(shader, "world", mat4_id()); shader_program_set_mat4(shader, "view", camera_view_matrix(cam)); shader_program_set_mat4(shader, "proj", camera_proj_matrix(cam)); shader_program_set_texture(shader, "cube_beach", 0, asset_hndl_new_load(P("$CORANGE/water/cube_sea.dds"))); shader_program_set_vec3(shader, "camera_direction", camera_direction(cam)); renderable* r = asset_hndl_ptr(&teapot_object); for(int i=0; i < r->num_surfaces; i++) { renderable_surface* s = r->surfaces[i]; int mentry_id = min(i, ((material*)asset_hndl_ptr(&r->material))->num_entries-1); material_entry* me = material_get_entry(asset_hndl_ptr(&r->material), mentry_id); glBindBuffer(GL_ARRAY_BUFFER, s->vertex_vbo); shader_program_enable_attribute(shader, "vPosition", 3, 18, (void*)0); shader_program_enable_attribute(shader, "vNormal", 3, 18, (void*)(sizeof(float) * 3)); //shader_program_enable_attribute(shader, "vTangent", 3, 18, (void*)(sizeof(float) * 6)); //shader_program_enable_attribute(shader, "vBinormal", 3, 18, (void*)(sizeof(float) * 9)); //shader_program_enable_attribute(shader, "vTexcoord", 2, 18, (void*)(sizeof(float) * 12)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->triangle_vbo); glDrawElements(GL_TRIANGLES, s->num_triangles * 3, GL_UNSIGNED_INT, (void*)0); shader_program_disable_attribute(shader, "vPosition"); shader_program_disable_attribute(shader, "vNormal"); //shader_program_disable_attribute(shader, "vTangent"); //shader_program_disable_attribute(shader, "vBinormal"); //shader_program_disable_attribute(shader, "vTexcoord"); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); } shader_program_disable(shader); glDisable(GL_DEPTH_TEST); ui_render(); graphics_swap(); frame_end(); } corange_finish(); return 0; }
int main(int argc, char **argv) { #ifdef _WIN32 FILE* ctt = fopen("CON", "w" ); FILE* fout = freopen( "CON", "w", stdout ); FILE* ferr = freopen( "CON", "w", stderr ); #endif corange_init("../../assets_core"); graphics_viewport_set_size(1280, 720); graphics_viewport_set_title("Noise"); folder_load(P("./")); file_load(P("$CORANGE/textures/random.dds")); glClearColor(1.0, 0.0, 0.0, 1.0); ui_button* info_button = ui_elem_new("info_button", ui_button); ui_button_move(info_button, vec2_new(10, 10)); ui_button_resize(info_button, vec2_new(460,25)); ui_button_set_label(info_button, "Procedural texture from perlin noise and feedback functions"); ui_button* save_button = ui_elem_new("save_button", ui_button); ui_button_move(save_button, vec2_new(480, 10)); ui_button_resize(save_button, vec2_new(380,25)); ui_button_set_label(save_button, "Click Here to save tileable perlin noise to file"); ui_button_set_onclick(save_button, save_noise_to_file); ui_button* spinner_box = ui_elem_new("spinner_box", ui_button); ui_button_resize(spinner_box, vec2_new(32, 32)); ui_button_move(spinner_box, vec2_new(870, 7)); ui_button_set_label(spinner_box, ""); ui_spinner* save_spinner = ui_elem_new("save_spinner", ui_spinner); save_spinner->color = vec4_new(1,1,1,0); save_spinner->top_left = vec2_new(874, 11); save_spinner->bottom_right = vec2_add(save_spinner->top_left, vec2_new(24,24)); srand(time(NULL)); shader_time = (float)rand() / (RAND_MAX / 1000); bool running = true; while(running) { frame_begin(); SDL_Event event; while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_KEYDOWN: case SDL_KEYUP: if (event.key.keysym.sym == SDLK_ESCAPE) { running = 0; } if (event.key.keysym.sym == SDLK_PRINTSCREEN) { graphics_viewport_screenshot(); } break; case SDL_QUIT: running = 0; break; break; } ui_event(event); } shader_time += frame_time(); ui_update(); noise_render(); ui_render(); graphics_swap(); frame_end(); } SDL_WaitThread(save_thread, NULL); corange_finish(); return 0; }
int main(int argc, char **argv) { #ifdef _WIN32 FILE* ctt = fopen("CON", "w" ); FILE* fout = freopen( "CON", "w", stdout ); FILE* ferr = freopen( "CON", "w", stderr ); #endif /* Init Corange, pointing to the assets_core folder */ corange_init("../../assets_core"); graphics_viewport_set_title("Birdy"); graphics_viewport_set_size(800, 600); platformer_init(); /* Set the game running, create SDL_Event struct to monitor events */ bool running = 1; SDL_Event event; while(running) { /* Frame functions used to monitor frame times, FPS and other */ frame_begin(); while(SDL_PollEvent(&event)) { switch(event.type){ case SDL_KEYUP: /* Exit on ESCAPE and Screenshot on print screen */ if (event.key.keysym.sym == SDLK_ESCAPE) { running = false; } if (event.key.keysym.sym == SDLK_PRINTSCREEN) { graphics_viewport_screenshot(); } break; case SDL_QUIT: /* A quitting event such as pressing cross in top right corner */ running = false; break; } /* Also send this event off to the game and ui */ platformer_event(event); ui_event(event); } platformer_update(); ui_update(); platformer_render(); ui_render(); /* Flip the Screen Buffer. We've finished with this frame. */ graphics_swap(); /* This allows us to fix the framerate to 60 fps, even on my laptop with vsync broken */ frame_end(); } platformer_finish(); /* Corange will unload remaining assets and delete any remaining entities */ corange_finish(); return 0; }