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geometry_primitives.cpp
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geometry_primitives.cpp
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#include "../example_common.h"
#include "shader_structs/forward_render.h"
using namespace put;
using namespace ecs;
namespace pen
{
pen_creation_params pen_entry(int argc, char** argv)
{
pen::pen_creation_params p;
p.window_width = 1280;
p.window_height = 720;
p.window_title = "geometry_primitives";
p.window_sample_count = 4;
p.user_thread_function = user_setup;
p.flags = pen::e_pen_create_flags::renderer;
return p;
}
} // namespace pen
namespace
{
u32 prim_start = 0;
u32 num_prims = 0;
}
void example_setup(ecs_scene* scene, camera& cam)
{
pmfx::init("data/configs/geometry_primitives.jsn");
ecs::clear_scene(scene);
// primitive resources
material_resource* default_material = get_material_resource(PEN_HASH("default_material"));
const c8* primitive_names[] = {
"tetrahedron",
"cube",
"octahedron",
"dodecahedron",
"icosahedron",
"sphere",
"cone",
"capsule",
"cylinder",
"torus"
};
geometry_resource** primitives = nullptr;
for(u32 i = 0; i < PEN_ARRAY_SIZE(primitive_names); ++i)
{
sb_push(primitives, get_geometry_resource(PEN_HASH(primitive_names[i])));
}
// add lights
u32 light = get_new_entity(scene);
scene->names[light] = "front_light";
scene->id_name[light] = PEN_HASH("front_light");
scene->lights[light].colour = vec3f::one();
scene->lights[light].direction = vec3f::one();
scene->lights[light].type = e_light_type::dir;
scene->lights[light].flags = e_light_flags::shadow_map;
scene->transforms[light].translation = vec3f::zero();
scene->transforms[light].rotation = quat();
scene->transforms[light].scale = vec3f::one();
scene->entities[light] |= e_cmp::light;
scene->entities[light] |= e_cmp::transform;
// add primitve instances
vec3f pos[] = {
vec3f::unit_x() * - 6.0f,
vec3f::unit_x() * - 3.0f,
vec3f::unit_x() * 0.0f,
vec3f::unit_x() * 3.0f,
vec3f::unit_x() * 6.0f,
vec3f::unit_x() * - 6.0f + vec3f::unit_y() * 3.0f,
vec3f::unit_x() * - 3.0f + vec3f::unit_y() * 3.0f,
vec3f::unit_x() * 0.0f + vec3f::unit_y() * 3.0f,
vec3f::unit_x() * 3.0f + vec3f::unit_y() * 3.0f,
vec3f::unit_x() * 6.0f + vec3f::unit_y() * 3.0f,
};
vec4f col[] = {
vec4f::orange(),
vec4f::yellow(),
vec4f::green(),
vec4f::cyan(),
vec4f::magenta(),
vec4f::white(),
vec4f::red(),
vec4f::blue(),
vec4f::magenta(),
vec4f::cyan()
};
for (s32 p = 0; p < PEN_ARRAY_SIZE(primitive_names); ++p)
{
u32 new_prim = get_new_entity(scene);
scene->names[new_prim] = primitive_names[p];
scene->names[new_prim].appendf("%i", new_prim);
scene->transforms[new_prim].rotation = quat();
scene->transforms[new_prim].scale = vec3f::one();
scene->transforms[new_prim].translation = pos[p] + vec3f::unit_y() * 2.0f;
scene->entities[new_prim] |= e_cmp::transform;
scene->parents[new_prim] = new_prim;
instantiate_geometry(primitives[p], scene, new_prim);
instantiate_material(default_material, scene, new_prim);
instantiate_model_cbuffer(scene, new_prim);
if(p == 0)
prim_start = new_prim;
forward_render::forward_lit* mat = (forward_render::forward_lit*)&scene->material_data[new_prim].data[0];
mat->m_albedo = col[p];
}
num_prims = PEN_ARRAY_SIZE(primitive_names);
cam.focus = vec3f(0.0, 3.0, 0.0);
cam.zoom = 13.0f;
cam.flags |= e_camera_flags::invalidated;
}
void example_update(ecs::ecs_scene* scene, camera& cam, f32 dt)
{
static f32 r = 0.0f;
r += dt;
for(u32 p = prim_start; p < prim_start + num_prims; ++p)
{
f32 pr = r + (M_PI / 2.0) * p;
scene->entities[p] |= e_cmp::transform;
scene->transforms[p].rotation = quat(pr, pr, pr);
}
}