void arcball_create(SDL_Window* window, Vec4f eye, Vec4f target, float z_near, float z_far, struct Arcball* arcball) { int32_t width,height; sdl2_debug( SDL_GL_GetDrawableSize(window, &width, &height) ); // - if the user specifies an eye and target so that we are looking along the y-axis (like 0,1,0 and 0,0,0), // then we just adjust the eye a tiny bit upwards to prevent a black screen because the up_axis used in // arcball_event is the y axis, and two parallel axis have no cross product and things become 0 and everything // gets messy, so just add FLOAT_EPSILON to the z coord and be done with it if( eye[0] == target[0] && eye[2] == target[2] ) { bool assert_test = eye[1] != target[1]; log_assert( assert_test == true ); eye[2] += CUTE_EPSILON; } if( z_near < 0.01f ) { log_warn(__FILE__, __LINE__, "you are trying to create a camera with a very small z_near value, " "this would cause problems when rendering vbomeshes with a z_offset, " "this function (arcball_create) will clamp the z_near value to 0.01f\n"); z_near = 0.01f; } camera_create(width, height, CAMERA_PERSPECTIVE, &arcball->camera); float top = (z_near/width) * height/2.0f; float bottom = -top; camera_set_frustum(&arcball->camera, -z_near/2.0f, z_near/2.0f, bottom, top, z_near, z_far); vec_copy4f(eye, arcball->camera.pivot.position); arcball->flipped = pivot_lookat(&arcball->camera.pivot, target); arcball->rotate_button = INPUT_MOUSE_ARCBALL_ROTATE; arcball->translate_button = INPUT_MOUSE_ARCBALL_TRANSLATE; arcball->translate_factor = 500.0f; arcball->zoom_factor = 10.0f; vec_copy4f(target, arcball->target); }
int32_t main(int32_t argc, char *argv[]) { printf("<<watchlist//>>\n"); if( init_sdl2() ) { return 1; } uint32_t width = 1280; uint32_t height = 720; SDL_Window* window; sdl2_window("test-canvas", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, &window); SDL_GLContext* context; sdl2_glcontext(3, 2, window, &context); if( init_shader() ) { return 1; } if( init_canvas() ) { return 1; } printf("sizeof(struct Canvas): %zu\n", sizeof(struct Canvas)); printf("MAX_OGL_PRIMITIVES: %d\n", MAX_OGL_PRIMITIVES); struct Arcball arcball = {0}; arcball_create(width, height, (Vec4f){1.0,2.0,8.0,1.0}, (Vec4f){0.0,0.0,0.0,1.0}, 0.01, 1000.0, &arcball); struct Character symbols[256] = {0}; default_font_create(symbols); struct Shader shader = {0}; shader_create(&shader); shader_attach(&shader, GL_VERTEX_SHADER, "prefix.vert", 1, "volumetric_lines.vert"); shader_attach(&shader, GL_FRAGMENT_SHADER, "prefix.frag", 1, "volumetric_lines.frag"); shader_make_program(&shader, SHADER_DEFAULT_NAMES, "lines_shader"); struct Font font = {0}; font_create_from_characters(L"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789.,:;", 256, symbols, 9, 3, global_default_font_palette, &font); struct Canvas text_canvas = {0}; canvas_create("text_canvas", &text_canvas); canvas_add_attribute(&text_canvas, SHADER_ATTRIBUTE_VERTEX, 3, GL_FLOAT); canvas_add_attribute(&text_canvas, SHADER_ATTRIBUTE_VERTEX_COLOR, 4, GL_UNSIGNED_BYTE); canvas_add_attribute(&text_canvas, SHADER_ATTRIBUTE_VERTEX_TEXCOORD, 2, GL_FLOAT); log_assert( canvas_add_shader(&text_canvas, shader.name, &shader) < MAX_CANVAS_SHADER ); log_assert( canvas_add_font(&text_canvas, "other_font", &font) < MAX_CANVAS_FONTS ); struct GameTime time = {0}; gametime_create(1.0f / 60.0f, &time); SDL_SetEventFilter(event_filter, NULL); while (true) { SDL_Event event; while( sdl2_poll_event(&event) ) { if( sdl2_handle_quit(event) ) { goto done; } sdl2_handle_resize(event); arcball_handle_resize(&arcball, event); arcball_handle_mouse(&arcball, event); } gametime_advance(&time, sdl2_time_delta()); sdl2_debug( SDL_GL_SetSwapInterval(1) ); ogl_debug( glClearDepth(1.0f); glClearColor(.0f, .0f, .0f, 1.0f); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ); draw_grid(&text_canvas, 0, (Mat)IDENTITY_MAT, (Color){20, 180, 240, 255}, 0.02f, 12.0f, 12.0f, 12); draw_basis(&text_canvas, 1, (Mat)IDENTITY_MAT, 0.02f, 1.0f); Mat text_matrix = {0}; Quat text_rotation = {0}; quat_from_axis_angle((Vec4f){1.0, 0.0, 0.0, 1.0}, PI/2, text_rotation); mat_rotate(NULL, text_rotation, text_matrix); mat_translate(text_matrix, (Vec4f){-3.5, -1.0, 6.25, 1.0}, text_matrix); Vec4f world_cursor = {0,0,0,1}; text_put_world(&text_canvas, 0, world_cursor, text_matrix, (Color){0, 255, 255, 255}, 0.5f, "other_font", L"Dies ist ein Test\n"); text_put_world(&text_canvas, 0, world_cursor, text_matrix, (Color){255, 255, 0, 255}, 0.5f, "other_font", L"fuer einen Text"); gametime_integrate(&time); Vec4f screen_cursor = {0,0,0,1}; double fps = text_show_fps(&global_dynamic_canvas, 0, screen_cursor, 0, 0, (Color){255, 255, 255, 255}, 20.0f, "default_font", time.frame); /* text_show_time(&text_canvas, screen_cursor, 0, "default_font", 20.0, (Color){255, 255, 255, 255}, 0, 0, time.t); */ /* text_put_screen(&text_canvas, screen_cursor, 0, "default_font", 20.0, (Color){255, 210, 255, 255}, 0, 0, L"LALA singt das Meerschweinchen\n"); */ /* text_put_screen(&text_canvas, screen_cursor, 0, "default_font", 20.0, (Color){0, 210, 255, 255}, 0, 0, L"FICKEN immer und ueberall\n"); */ /* text_put_screen(&text_canvas, screen_cursor, 0, "default_font", 20.0, (Color){20, 210, 110, 255}, 0, 0, L"FUMMELN den ganzen Tag lang\n"); */ /* text_printf(&text_canvas, screen_cursor, 0, "default_font", 20.0, (Color){255, 40, 60, 255}, 0, 0, L"PRINTF %d Luftballons\n", 99); */ canvas_render_layers(&text_canvas, 0, MAX_CANVAS_LAYERS, &arcball.camera, (Mat)IDENTITY_MAT); canvas_clear(&text_canvas); canvas_render_layers(&global_dynamic_canvas, 0, MAX_CANVAS_LAYERS, &arcball.camera, (Mat)IDENTITY_MAT); canvas_clear(&global_dynamic_canvas); sdl2_debug( SDL_GL_SwapWindow(window) ); }