void shader_program_set_texture(shader_program* p, char* name, int index, asset_hndl t) { GLint location = glGetUniformLocation(shader_program_handle(p), name); if ( location == -1) { warning("Shader has no uniform called '%s'", name); } else { glActiveTexture(GL_TEXTURE0 + index); glBindTexture(texture_type(asset_hndl_ptr(&t)), texture_handle(asset_hndl_ptr(&t))); glUniform1i(location, index); } }
void animated_object_update(animated_object* ao, float timestep) { ao->animation_time += timestep; animation* animation = asset_hndl_ptr(ao->animation); if (animation == NULL) { return; } if (ao->pose == NULL) { error("Animated object needs skeleton loaded with 'animated_object_load_skeleton'."); } float time_diff = animation->end_time - animation->start_time; float timepoint = animation->start_time + fmod(ao->animation_time, time_diff); skeleton* frame0 = animation->frames[0]; skeleton* frame1 = animation->frames[animation->num_frames-1]; float frame0_time = 0; float frame1_time = 999999; for(int i = 0; i < animation->num_frames; i++) { if ((timepoint > animation->frame_times[i]) && (frame0_time < animation->frame_times[i])) { frame0 = animation->frames[i]; frame0_time = animation->frame_times[i]; } if ((timepoint < animation->frame_times[i]) && (frame1_time > animation->frame_times[i])) { frame1 = animation->frames[i]; frame1_time = animation->frame_times[i]; } } float amount = (timepoint - frame0_time) / (frame1_time - frame0_time); amount = 1-amount; skeleton* skel = asset_hndl_ptr(ao->skeleton); if (skel->num_bones != frame0->num_bones) { error("Animation has a different number of bones to skeleton"); } if (skel->num_bones != frame1->num_bones) { error("Animation has a different number of bones to skeleton"); } for(int i = 0; i < skel->num_bones; i++) { vec3 position = vec3_smoothstep(frame0->bones[i]->position, frame1->bones[i]->position, amount); mat4 rotation = mat4_smoothstep(frame0->bones[i]->rotation, frame1->bones[i]->rotation, amount); ao->pose->bones[i]->position = position; ao->pose->bones[i]->rotation = rotation; } }
static void toggle_freecam(ui_button* b, SDL_Event event) { if (event.type == SDL_MOUSEBUTTONDOWN) { if (ui_button_contains_position(b, vec2_new(event.motion.x, event.motion.y))) { b->pressed = true; } } else if (event.type == SDL_MOUSEBUTTONUP) { if (b->pressed) { b->pressed = false; freecam = !freecam; camera* cam = entity_get("camera"); landscape* world = entity_get("world"); vec3 cam_dir = vec3_normalize(vec3_sub(cam->target, cam->position)); float height = terrain_height(asset_hndl_ptr(world->terrain), vec2_new(cam->position.x, cam->position.z)); cam->position.y = height + 1; cam->target = vec3_add(cam->position, cam_dir); } } }
static void material_generate_programs(material* m) { for(int i = 0; i < m->num_entries; i++) { material_entry* me = m->entries[i]; me->program = shader_program_new(); bool attached = false; for(int j = 0; j < me->num_items; j++) { if (me->types[j] == mat_item_shader) { asset_hndl ah = me->items[j].as_asset; shader_program_attach_shader(me->program, asset_hndl_ptr(&ah)); attached = true; } } if (attached) { shader_program_link(me->program); } } SDL_GL_CheckError(); }
void animated_object_load_skeleton(animated_object* ao, asset_hndl ah) { if(ao->pose != NULL) { skeleton_delete(ao->pose); } ao->skeleton = ah; ao->pose = skeleton_copy(asset_hndl_ptr(ao->skeleton)); }
char* S(char* id) { if (!asset_hndl_isnull(&curr_lang)) { return lang_get(asset_hndl_ptr(&curr_lang), id); } else { error("Current Language hasn't been set!"); return NULL; } }
void scotland_update() { camera* cam = entity_get("camera"); light* sun = entity_get("sun"); static_object* skydome = entity_get("skydome"); landscape* world = entity_get("world"); sun_orbit += frame_time() * 0.01; sun->position.x = 512 + sin(sun_orbit) * 512; sun->position.y = cos(sun_orbit) * 512; sun->position.z = 512; sun->target = vec3_new(512, 0, 512); if (w_held || s_held) { vec3 cam_dir = vec3_normalize(vec3_sub(cam->target, cam->position)); float speed = 0.5; if (!freecam) speed = 0.05; if (w_held) { cam->position = vec3_add(cam->position, vec3_mul(cam_dir, speed)); } if (s_held) { cam->position = vec3_sub(cam->position, vec3_mul(cam_dir, speed)); } if (!freecam) { float height = terrain_height(asset_hndl_ptr(world->terrain), vec2_new(cam->position.x, cam->position.z)); cam->position.y = height + 1; } cam->target = vec3_add(cam->position, cam_dir); } Uint8 keystate = SDL_GetMouseState(NULL, NULL); if(keystate & SDL_BUTTON(1)){ float a1 = -(float)mouse_x * 0.005; float a2 = (float)mouse_y * 0.005; vec3 cam_dir = vec3_normalize(vec3_sub(cam->target, cam->position)); cam_dir.y += -a2; vec3 side_dir = vec3_normalize(vec3_cross(cam_dir, vec3_new(0,1,0))); cam_dir = vec3_add(cam_dir, vec3_mul(side_dir, -a1)); cam_dir = vec3_normalize(cam_dir); cam->target = vec3_add(cam->position, cam_dir); } mouse_x = 0; mouse_y = 0; ui_button* framerate = ui_elem_get("framerate"); ui_button_set_label(framerate, frame_rate_string()); }
void animated_object_update(animated_object* ao, float timestep) { ao->animation_time += timestep; animation* a = asset_hndl_ptr(&ao->animation); if (a == NULL) { return; } if (ao->pose != NULL) { frame_delete(ao->pose); ao->pose = NULL; } ao->pose = animation_sample(a, ao->animation_time); frame_gen_transforms(ao->pose); }
static int load_resources(void* unused) { folder_load(P("./resources/terrain/")); folder_load(P("./resources/vegetation/")); static_object* skydome = entity_new("skydome", static_object); skydome->renderable = asset_hndl_new_load(P("./resources/terrain/skydome.obj")); ((renderable*)asset_hndl_ptr(skydome->renderable))->material = asset_hndl_new_load(P("$CORANGE/shaders/skydome.mat")); skydome->position = vec3_new(512, 0, 512); skydome->scale = vec3_new(1024, 1024, 1024); landscape* world = entity_new("world", landscape); world->terrain = asset_hndl_new_load(P("./resources/terrain/heightmap.raw")); world->normalmap = asset_hndl_new_load(P("./resources/terrain/normalsmap.dds")); world->colormap = asset_hndl_new_load(P("./resources/terrain/colormap.dds")); world->attributemap = asset_hndl_new_load(P("./resources/terrain/attributemap.dds")); landscape_set_textures(world, asset_hndl_new_load(P("./resources/terrain/surface.dds")), asset_hndl_new_load(P("./resources/terrain/surface_bump.dds")), asset_hndl_new_load(P("./resources/terrain/surface_far.dds")), asset_hndl_new_load(P("./resources/terrain/surface_far_bump.dds"))); vegetation_init(); //vegetation_add_type(asset_get("./resources/terrain/heightmap.raw"), // asset_get("./resources/vegetation/grass.obj"), // 4.0); ui_button* loading = ui_elem_get("loading"); ui_spinner* load_spinner = ui_elem_get("load_spinner"); ui_button* framerate = ui_elem_get("framerate"); ui_button* wireframe = ui_elem_get("wireframe"); ui_button* freecam = ui_elem_get("freecam"); loading->active = false; load_spinner->active = false; framerate->active = true; wireframe->active = true; freecam->active = true; loading_resources = false; return 1; }
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; }
void animated_object_load_skeleton(animated_object* ao, asset_hndl ah) { if(ao->pose != NULL) { frame_delete(ao->pose); } ao->skeleton = ah; ao->pose = frame_copy(((skeleton*)asset_hndl_ptr(&ao->skeleton))->rest_pose); frame_gen_transforms(ao->pose); }
void ui_rectangle_render(ui_rectangle* r) { if(!r->active) { return; } int width = graphics_viewport_width(); int height = graphics_viewport_height(); asset_hndl mat = asset_hndl_new_load(P("$CORANGE/shaders/ui.mat")); shader_program* program_ui = material_get_entry(asset_hndl_ptr(&mat), 0)->program; shader_program_enable(program_ui); shader_program_set_mat4(program_ui, "world", mat4_id()); shader_program_set_mat4(program_ui, "view", mat4_id()); shader_program_set_mat4(program_ui, "proj", mat4_orthographic(0, width, height, 0, -1, 1)); glEnable(GL_BLEND); glBlendFunc(r->blend_src, r->blend_dst); if (asset_hndl_isnull(&r->texture)) { shader_program_set_texture(program_ui, "diffuse", 0, asset_hndl_new_load(P("$CORANGE/textures/white.dds"))); } else { shader_program_set_texture(program_ui, "diffuse", 0, r->texture); } shader_program_set_texture(program_ui, "random", 1, asset_hndl_new_load(P("$CORANGE/textures/random.dds"))); shader_program_set_float(program_ui, "time", r->time); shader_program_set_float(program_ui, "glitch", r->glitch); float rect_colors[] = { r->color.x, r->color.y, r->color.z, r->color.w, r->color.x, r->color.y, r->color.z, r->color.w, r->color.x, r->color.y, r->color.z, r->color.w, r->color.x, r->color.y, r->color.z, r->color.w, r->color.x, r->color.y, r->color.z, r->color.w, r->color.x, r->color.y, r->color.z, r->color.w }; float rect_positions[] = { r->top_left.x, r->top_left.y, r->top_left.x, r->bottom_right.y, r->bottom_right.x, r->bottom_right.y, r->top_left.x, r->top_left.y, r->bottom_right.x, r->top_left.y, r->bottom_right.x, r->bottom_right.y, }; float rect_texcoords[12]; if (r->texture_tile) { float width = r->bottom_right.x - r->top_left.x; float height = r->bottom_right.y - r->top_left.y; rect_texcoords[0] = 0; rect_texcoords[1] = height / r->texture_height; rect_texcoords[2] = width / r->texture_width; rect_texcoords[3] = height / r->texture_height; rect_texcoords[4] = width / r->texture_width; rect_texcoords[5] = 0; rect_texcoords[6] = 0; rect_texcoords[7] = height / r->texture_height; rect_texcoords[8] = 0; rect_texcoords[9] = 0; rect_texcoords[10] = width / r->texture_width; rect_texcoords[11] = 0; } else { rect_texcoords[0] = 0; rect_texcoords[1] = 0; rect_texcoords[2] = 1; rect_texcoords[3] = 0; rect_texcoords[4] = 1; rect_texcoords[5] = 1; rect_texcoords[6] = 0; rect_texcoords[7] = 0; rect_texcoords[8] = 0; rect_texcoords[9] = 1; rect_texcoords[10] = 1; rect_texcoords[11] = 1; } shader_program_enable_attribute(program_ui, "vPosition", 2, 2, rect_positions); shader_program_enable_attribute(program_ui, "vTexcoord", 2, 2, rect_texcoords); shader_program_enable_attribute(program_ui, "vColor", 4, 4, rect_colors); glDrawArrays(GL_TRIANGLES, 0, 6); shader_program_disable_attribute(program_ui, "vPosition"); shader_program_disable_attribute(program_ui, "vTexcoord"); shader_program_disable_attribute(program_ui, "vColor"); if (r->border_size > 0) { glLineWidth(r->border_size); float border_colors[] = { r->border_color.x, r->border_color.y, r->border_color.z, r->border_color.w, r->border_color.x, r->border_color.y, r->border_color.z, r->border_color.w, r->border_color.x, r->border_color.y, r->border_color.z, r->border_color.w, r->border_color.x, r->border_color.y, r->border_color.z, r->border_color.w, r->border_color.x, r->border_color.y, r->border_color.z, r->border_color.w }; float border_positions[] = { r->top_left.x, r->top_left.y, r->bottom_right.x, r->top_left.y, r->bottom_right.x, r->bottom_right.y, r->top_left.x, r->bottom_right.y, r->top_left.x, r->top_left.y }; float border_texcoord[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; shader_program_enable_attribute(program_ui, "vPosition", 2, 2, border_positions); shader_program_enable_attribute(program_ui, "vTexcoord", 2, 2, border_texcoord); shader_program_enable_attribute(program_ui, "vColor", 4, 4, border_colors); glDrawArrays(GL_LINE_STRIP, 0, 5); shader_program_disable_attribute(program_ui, "vPosition"); shader_program_disable_attribute(program_ui, "vTexcoord"); shader_program_disable_attribute(program_ui, "vColor"); glLineWidth(1); } glDisable(GL_BLEND); shader_program_disable(program_ui); }
asset* asset_get(fpath path) { asset_hndl ah = asset_hndl_new(path); return asset_hndl_ptr(&ah); }