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#include <celeritas.h>
#include "glfw3.h"
camera cam;
pipeline_handle draw_pipeline;
buf_handle cube_vbuf;
buf_handle transform_buf;
tex_handle texture;
// transformation data
typedef struct MVPData {
mat4 model;
mat4 view;
mat4 projection;
} MVPData;
// draw calls for a single frame
void draw() {
// prepare model data
f32 angle_degrees = glfwGetTime() * 45.0;
f32 angle = angle_degrees * PI / 180.0;
// move origin to cube center
vec3 center_offset = vec3(0.5, 0.5, 0.5);
mat4 to_center = mat4_translation(vec3_negate(center_offset));
mat4 from_center = mat4_translation(center_offset);
mat4 rotation = mat4_rotation(quat_from_axis_angle(VEC3_Y, angle, true));
// print debug info for one frame
static bool printed = false;
if (!printed) {
printf("\nTo Center:\n");
for (int i = 0; i < 16; i += 4) {
printf("%f %f %f %f\n", to_center.data[i], to_center.data[i + 1], to_center.data[i + 2], to_center.data[i + 3]);
}
printed = true;
}
// first move to center, then rotate, then move back
mat4 cube_transform = mat4_mult(from_center, mat4_mult(rotation, to_center));
mat4 move = mat4_translation(vec3(-0.5, -0.5, 0));
cube_transform = mat4_mult(move, cube_transform);
// prepare camera data
mat4 view, proj;
camera_view_proj(cam, 800, 600, &view, &proj);
render_pass_desc d = {};
gpu_encoder* enc = ral_render_encoder(d);
ral_encode_bind_pipeline(enc, draw_pipeline);
ral_set_default_settings(enc);
MVPData mvp = { .model = cube_transform, .view = view, .projection = proj };
ral_buffer_upload_data(transform_buf, sizeof(MVPData), &mvp);
ral_bind_buffer(enc, transform_buf, 1); // bind the transform data buffer to binding 1
ral_encode_set_vertex_buf(enc, cube_vbuf);
ral_encode_set_texture(enc, texture, 0);
ral_encode_draw_tris(enc, 0, 36);
ral_encoder_finish_and_submit(enc);
}
int main() {
core_bringup("Celeritas Example: Triangle", NULL);
// create rendering pipeline
gfx_pipeline_desc pipeline_desc = {
.label = "Textured cube pipeline",
.vertex_desc = static_3d_vertex_format(),
.vertex = {
.source = NULL,
.is_spirv = false,
.entry_point = "cubeVertexShader",
.stage = STAGE_VERTEX,
},
.fragment = {
.source = NULL,
.is_spirv = false,
.entry_point = "fragmentShader",
.stage = STAGE_FRAGMENT,
},
};
draw_pipeline = ral_gfx_pipeline_create(pipeline_desc);
// load texture from file
texture = ral_texture_load_from_file("assets/textures/mc_grass.jpeg");
cam = (camera){ .position = vec3(0, 3, 5), .forwards = vec3(0, -3, -5), .fov = 45.0, .up = VEC3_Y };
// create the cube geometry
geometry cube = geo_cuboid(1.0, 1.0, 1.0);
// (debug) print out each vertex
size_t vertex_stride = cube.data_length / cube.n_vertices;
printf("Vertex stride %ld\n", vertex_stride);
for (int i = 0; i < cube.n_vertices; i++) {
static_3d_vert* vertex = (static_3d_vert*)(cube.vertex_data + vertex_stride * i);
print_static_3d_vert(vertex);
}
// upload vertex data to the gpu
cube_vbuf = ral_buffer_create(64 * 36, cube.vertex_data);
// create a buffer to hold the MVP transforms
MVPData d = {};
transform_buf = ral_buffer_create(sizeof(MVPData), &d);
while (!app_should_exit()) {
glfwPollEvents();
ral_frame_start();
ral_frame_draw(&draw);
ral_frame_end();
}
return 0;
}
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