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#include <engine/engine.h>
#include <engine/core/logging.h>
#include <engine/rendering/rendering.h>
#include <states/mainstate.h>
#include <engine/core/state.h>
#include <cglm/cglm.h>
enum GameResources {
MyVertexShader,
MyFragmentShader,
MyDefaultShader,
};
void mainstate_init(mainstate_state *state, void* arg) {
INFO("Starting mainstate");
// Use the INDICES of the assets to specify the shaders to be composed
static u32 default_shader[] = {MyVertexShader, MyFragmentShader};
/* 0. Declare resources */
static asset_t mainstate_assets[] = {
[MyVertexShader] = Declare_Shader("shader.vert"),
[MyFragmentShader] = Declare_Shader("shader.frag"),
[MyDefaultShader] = Declare_ShaderProgram(default_shader, sizeof(default_shader) / sizeof(default_shader[0])),
};
state->resources.assets = mainstate_assets;
state->resources.assets_len = sizeof(mainstate_assets) / sizeof(mainstate_assets[0]);
LOG("RES LEN: %lu", state->resources.assets_len);
/* 1. Load resources */
resources_load(&state->resources);
// TODO: Fixup this mess below:
static f32 crate[] = {
-1.0f, -1.0f, -1.0f, // triangle 1 : begin
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f, // triangle 1 : end
1.0f, 1.0f, -1.0f, // triangle 2 : begin
-1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, -1.0f, // triangle 2 : end
1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f
};
static f32 uv[] = {
0.0, 1.0,
1.0, 1.0,
1.0, 0.0,
//0.000059f, 1.0f-0.000004f,
//0.000103f, 1.0f-0.336048f,
//0.335973f, 1.0f-0.335903f,
0.0, 0.0,
1.0, 1.0,
1.0, 0.0,
//1.000023f, 1.0f-0.000013f,
//0.667979f, 1.0f-0.335851f,
//0.999958f, 1.0f-0.336064f,
0.667979f, 1.0f-0.335851f,
0.336024f, 1.0f-0.671877f,
0.667969f, 1.0f-0.671889f,
0.0, 0.0,
0.0, 1.0,
1.0, 1.0,
//1.000023f, 1.0f-0.000013f,
//0.668104f, 1.0f-0.000013f,
//0.667979f, 1.0f-0.335851f,
0.0, 1.0,
1.0, 0.0,
0.0, 0.0,
//0.000059f, 1.0f-0.000004f,
//0.335973f, 1.0f-0.335903f,
//0.336098f, 1.0f-0.000071f,
0.0, 1.0,
1.0, 0.0,
0.0, 0.0,
//0.667979f, 1.0f-0.335851f,
//0.335973f, 1.0f-0.335903f,
//0.336024f, 1.0f-0.671877f,
0.0, 0.0,
0.0, 1.0,
1.0, 1.0,
//1.000004f, 1.0f-0.671847f,
//0.999958f, 1.0f-0.336064f,
//0.667979f, 1.0f-0.335851f,
0.0, 0.0,
1.0, 1.0,
1.0, 0.0,
//0.668104f, 1.0f-0.000013f,
//0.335973f, 1.0f-0.335903f,
//0.667979f, 1.0f-0.335851f,
1.0, 1.0,
0.0, 0.0,
0.0, 1.0,
//0.335973f, 1.0f-0.335903f,
//0.668104f, 1.0f-0.000013f,
//0.336098f, 1.0f-0.000071f,
0.000103f, 1.0f-0.336048f,
0.000004f, 1.0f-0.671870f,
0.336024f, 1.0f-0.671877f,
0.000103f, 1.0f-0.336048f,
0.336024f, 1.0f-0.671877f,
0.335973f, 1.0f-0.335903f,
1.0, 0.0,
0.0, 0.0,
1.0, 1.0,
//0.667969f, 1.0f-0.671889f,
//1.000004f, 1.0f-0.671847f,
//0.667979f, 1.0f-0.335851f
};
//
state->objects[0] = RenderObject_new(crate, get_asset(&state->resources, MyDefaultShader), sizeof(crate), uv, sizeof(uv));
// Setup controls
}
void* mainstate_free(mainstate_state *state) {
return NULL;
}
StateType mainstate_update(mainstate_state *state) {
StateType next_state = STATE_null;
vec3 pos = {0.f, 0.f};
engine_draw_model(&(state->objects[0]), pos);
vec3 pos2 = {3.5f, 0.0f, 0.5f};
engine_draw_model(&(state->objects[0]), pos2);
return next_state;
}
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