#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 MAX_FPS = 60; typedef struct AppState { Gfx* gfx; IsoGfx* iso; IsoGfxApp* app; Texture* screen_texture; Scene* scene; } AppState; typedef struct GfxAppState { AppState state; } GfxAppState; static bool init(GfxAppState* gfx_app_state, int argc, const char** argv) { assert(gfx_app_state); AppState* state = &gfx_app_state->state; IsoGfxApp* app = state->app; if (!(state->iso = isogfx_new(&(IsoGfxDesc){ .screen_width = SCREEN_WIDTH, .screen_height = SCREEN_HEIGHT}))) { goto cleanup; } if (!(*app->init)(app->state, state->iso, argc, argv)) { goto cleanup; } // Apply pixel scaling if requested by the app. int texture_width, texture_height; if (app->pixel_scale > 1) { texture_width = SCREEN_WIDTH / app->pixel_scale; texture_height = SCREEN_HEIGHT / 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); return true; cleanup: if (state->gfx) { gfx_destroy(&state->gfx); } free(state); return false; } static void shutdown(GfxAppState* gfx_app_state) { assert(gfx_app_state); AppState* state = &gfx_app_state->state; if (state->app) { assert(state->iso); (*state->app->shutdown)(state->app->state, state->iso); } isogfx_del(&state->iso); gfx_destroy(&state->gfx); } static void update(GfxAppState* gfx_app_state, double t, double dt) { assert(gfx_app_state); AppState* state = &gfx_app_state->state; isogfx_update(state->iso, t); assert(state->app->update); (*state->app->update)(state->app->state, state->iso, t, dt); } static void render(GfxAppState* gfx_app_state) { assert(gfx_app_state); AppState* state = &gfx_app_state->state; assert(state->app->render); (*state->app->render)(state->app->state, state->iso); 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(GfxAppState* gfx_app_state, int width, int height) { assert(gfx_app_state); AppState* state = &gfx_app_state->state; RenderBackend* render_backend = gfx_get_render_backend(state->gfx); gfx_set_viewport(render_backend, width, height); } void iso_run(int argc, const char** argv, IsoGfxApp* app) { GfxAppState app_state = { .state = (AppState){ .app = app, } }; gfx_app_run( &(GfxAppDesc){ .argc = argc, .argv = argv, .width = SCREEN_WIDTH, .height = SCREEN_HEIGHT, .max_fps = MAX_FPS, .update_delta_time = MAX_FPS > 0 ? 1.0 / (double)MAX_FPS : 0.0, .title = "Isometric Renderer", .app_state = &app_state}, &(GfxAppCallbacks){ .init = init, .update = update, .render = render, .resize = resize, .shutdown = shutdown}); }