#include "app.h" #include "checkerboard.h" #include "isogfx-demo.h" #include #include #include #include #include #include #include #include #include #include #include static const int SCREEN_WIDTH = 1408; static const int SCREEN_HEIGHT = 960; typedef struct State { Gfx* gfx; IsoGfx* iso; IsoGfxApp app; Texture* screen_texture; Scene* scene; } State; static bool init(const GfxAppDesc* desc, void** app_state) { State* state = calloc(1, sizeof(State)); if (!state) { return false; } if (!(state->iso = isogfx_new(&(IsoGfxDesc){ .screen_width = SCREEN_WIDTH, .screen_height = SCREEN_HEIGHT}))) { goto cleanup; } // if (!make_checkerboard_app(state->iso, &state->app)) { // goto cleanup; // } if (!make_demo_app(state->iso, &state->app)) { goto cleanup; } // Apply pixel scaling if requested by the app. int texture_width, texture_height; if (state->app.pixel_scale > 1) { texture_width = SCREEN_WIDTH / state->app.pixel_scale; texture_height = SCREEN_HEIGHT / state->app.pixel_scale; isogfx_resize(state->iso, texture_width, texture_height); } else { texture_width = SCREEN_WIDTH; texture_height = SCREEN_HEIGHT; } if (!(state->gfx = gfx_init())) { goto cleanup; } RenderBackend* render_backend = gfx_get_render_backend(state->gfx); if (!(state->screen_texture = gfx_make_texture( render_backend, &(TextureDesc){ .width = texture_width, .height = texture_height, .dimension = Texture2D, .format = TextureSRGBA8, .filtering = NearestFiltering, .wrap = ClampToEdge, .mipmaps = false}))) { goto cleanup; } ShaderProgram* shader = gfx_make_view_texture_shader(render_backend); if (!shader) { goto cleanup; } Geometry* geometry = gfx_make_quad_11(render_backend); if (!geometry) { goto cleanup; } MaterialDesc material_desc = (MaterialDesc){.num_uniforms = 1}; material_desc.uniforms[0] = (ShaderUniform){ .type = UniformTexture, .value.texture = state->screen_texture, .name = sstring_make("Texture")}; Material* material = gfx_make_material(&material_desc); if (!material) { return false; } const MeshDesc mesh_desc = (MeshDesc){.geometry = geometry, .material = material, .shader = shader}; Mesh* mesh = gfx_make_mesh(&mesh_desc); if (!mesh) { goto cleanup; } SceneObject* object = gfx_make_object(&(ObjectDesc){.num_meshes = 1, .meshes = {mesh}}); if (!object) { goto cleanup; } state->scene = gfx_make_scene(); SceneNode* node = gfx_make_object_node(object); SceneNode* root = gfx_get_scene_root(state->scene); gfx_set_node_parent(node, root); *app_state = state; return true; cleanup: if (state->gfx) { gfx_destroy(&state->gfx); } free(state); return false; } static void shutdown(void* app_state) { assert(app_state); State* state = (State*)(app_state); if (state->app.state) { assert(state->iso); (*state->app.shutdown)(state->iso, state->app.state); } isogfx_del(&state->iso); gfx_destroy(&state->gfx); free(app_state); } static void update(void* app_state, double t, double dt) { assert(app_state); State* state = (State*)(app_state); isogfx_update(state->iso, t); assert(state->app.update); (*state->app.update)(state->iso, state->app.state, t, dt); } static void render(void* app_state) { assert(app_state); State* state = (State*)(app_state); assert(state->app.render); (*state->app.render)(state->iso, state->app.state); const Pixel* screen = isogfx_get_screen_buffer(state->iso); assert(screen); gfx_update_texture( state->screen_texture, &(TextureDataDesc){.pixels = screen}); RenderBackend* render_backend = gfx_get_render_backend(state->gfx); Renderer* renderer = gfx_get_renderer(state->gfx); gfx_start_frame(render_backend); gfx_render_scene( renderer, &(RenderSceneParams){ .mode = RenderDefault, .scene = state->scene, .camera = 0}); gfx_end_frame(render_backend); } static void resize(void* app_state, int width, int height) { assert(app_state); State* state = (State*)(app_state); RenderBackend* render_backend = gfx_get_render_backend(state->gfx); gfx_set_viewport(render_backend, width, height); } int main(int argc, const char** argv) { const int initial_width = SCREEN_WIDTH; const int initial_height = SCREEN_HEIGHT; const int max_fps = 60; gfx_app_run( &(GfxAppDesc){ .argc = argc, .argv = argv, .width = initial_width, .height = initial_height, .max_fps = max_fps, .update_delta_time = max_fps > 0 ? 1.0 / (double)max_fps : 0.0, .title = "Isometric Renderer"}, &(GfxAppCallbacks){ .init = init, .update = update, .render = render, .resize = resize, .shutdown = shutdown}); return 0; }