#include #include #include #include #include #include #include #include #include #include #include #include static const int SCREEN_WIDTH = 1408; static const int SCREEN_HEIGHT = 960; static const int TILE_WIDTH = 64; static const int TILE_HEIGHT = TILE_WIDTH / 2; static const int WORLD_WIDTH = 20; static const int WORLD_HEIGHT = 20; static const Pixel BLACK = (Pixel){.r = 0x38, .g = 0x3b, .b = 0x46}; static const Pixel WHITE = (Pixel){.r = 0xA5, .g = 0xb3, .b = 0xc0}; static const Pixel RED = (Pixel){.r = 0xdc, .g = 0x76, .b = 0x84}; typedef struct State { Gfx* gfx; IsoGfx* iso; Tile red; int xpick; int ypick; Texture* screen_texture; Scene* scene; } State; static void make_checkerboard(IsoGfx* iso, Tile black, Tile white) { assert(iso); for (int y = 0; y < isogfx_world_height(iso); ++y) { for (int x = 0; x < isogfx_world_width(iso); ++x) { const int odd_col = x & 1; const int odd_row = y & 1; const Tile value = (odd_row ^ odd_col) == 0 ? black : white; isogfx_set_tile(iso, x, y, value); } } } 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, .tile_width = TILE_WIDTH, .tile_height = TILE_HEIGHT, .world_width = WORLD_WIDTH, .world_height = WORLD_HEIGHT}))) { goto cleanup; } 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 = SCREEN_WIDTH, .height = SCREEN_HEIGHT, .dimension = Texture2D, .format = TextureRGB8, .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(); if (!object) { goto cleanup; } gfx_add_object_mesh(object, mesh); 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); const Tile black = isogfx_make_tile( state->iso, &(TileDesc){.type = TileFromColour, .colour = BLACK}); const Tile white = isogfx_make_tile( state->iso, &(TileDesc){.type = TileFromColour, .colour = WHITE}); state->red = isogfx_make_tile( state->iso, &(TileDesc){.type = TileFromColour, .colour = RED}); make_checkerboard(state->iso, black, white); isogfx_render(state->iso); *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); 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); double mouse_x, mouse_y; gfx_app_get_mouse_position(&mouse_x, &mouse_y); isogfx_pick_tile(state->iso, mouse_x, mouse_y, &state->xpick, &state->ypick); printf("Picked tile: (%d, %d)\n", state->xpick, state->ypick); } static void render(void* app_state) { assert(app_state); State* state = (State*)(app_state); isogfx_render(state->iso); if ((state->xpick != -1) && (state->ypick != -1)) { isogfx_draw_tile(state->iso, state->xpick, state->ypick, state->red); } 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; }