Files
manigraph/src/main.c
2024-12-09 16:12:48 -06:00

164 lines
3.2 KiB
C

#include "main.h"
#include "data/shaders.h"
#include <stdio.h>
#include <stdlib.h>
#define WIDTH 512
#define HEIGHT 512
#ifdef EMSCRIPTEN
#include <emscripten.h>
#endif
#ifndef M_PI
#define M_PI 3.14159
#endif
struct projection projection = {.x = 0, .y = 1, .z = 2, .w = 3, .mesh = NULL};
const char *wname = "manigraph: manifold grapher";
unsigned char color[4] = {0x2F, 0x3C, 0x7E, 0xff};
void mlog(char *msg)
{
#ifdef DEBUG
printf(msg);
#endif
}
window_t window;
id_t shader, shader_plain;
extern volatile unsigned char animate_index;
#ifndef EMSCRIPTEN
static inline
#endif
void
main_loop(void)
{
quat_t q;
q = poll_input(window);
rot_matrix_load(shader, q);
rot_matrix_load(shader_plain, q);
color_load(shader, color);
color_load(shader_plain, color);
{
static float angle = 0;
if (angle > M_PI / 2)
{
animate_index = 0;
angle = 0;
load_float_to_shader(shader, "angle", angle);
load_float_to_shader(shader_plain, "angle", angle);
set_projection_mesh(projection);
}
if (animate_index)
{
load_float_to_shader(shader, "i", animate_index - 1);
load_float_to_shader(shader_plain, "i", animate_index - 1);
angle += 0.01;
load_float_to_shader(shader, "angle", angle);
load_float_to_shader(shader_plain, "angle", angle);
}
}
clean_context();
if (!projection.mesh)
return;
draw_mesh(shader, projection.mesh);
draw_mesh_lines(shader_plain, projection.mesh);
}
int main(void)
{
mlog("[VENTANA] Inicializando...\n");
{
if (!(window = init_window(WIDTH, HEIGHT, wname)))
{
mlog("[VENTANA] Error al inicializar...\n");
goto error_window;
}
use_window(window);
}
mlog("[CONTEXT] Inicializando...\n");
{
if (!(init_context()))
{
mlog("[CONTEXT] Error al inicializar...\n");
goto error_context;
}
set_clean_color_context(0xFF, 0xFF, 0xFF);
}
mlog("[SHADER] Inicializando...\n");
{
if (!(shader = create_shader()))
{
mlog("[SHADER] Error al inicializar...\n");
goto error_shader;
}
load_program_to_shader(shader, vs, VERTEX);
load_program_to_shader(shader, fs, FRAGMENT);
fix_matrix_load(shader, (float)WIDTH / HEIGHT);
}
mlog("[SHADER] Inicializando...\n");
{
if (!(shader_plain = create_shader()))
{
mlog("[SHADER] Error al inicializar...\n");
goto error_shader_plain;
}
load_program_to_shader(shader_plain, vs, VERTEX);
load_program_to_shader(shader_plain, fs_plain, FRAGMENT);
fix_matrix_load(shader_plain, (float)WIDTH / HEIGHT);
}
mlog("[MAIN LOOP] Inicializando...\n");
#ifdef EMSCRIPTEN
emscripten_set_main_loop(&main_loop, 60, 1);
return 0;
#else
while (is_open_window(window))
main_loop();
#endif
mlog("[MAIN LOOP] Terminando...\n");
mlog("[MESH] Destruyendo...\n");
destroy_mesh(projection.mesh);
mlog("[SHADER] Destruyendo...\n");
destroy_shader(shader_plain);
mlog("[SHADER] Destruyendo...\n");
destroy_shader(shader);
mlog("[WINDOW] Destruyendo...\n");
close_window(window);
return 0;
error_context:
mlog("[SHADER] Destruyendo...\n");
destroy_shader(shader_plain);
error_shader_plain:
mlog("[SHADER] Destruyendo...\n");
destroy_shader(shader);
error_shader:
mlog("[WINDOW] Destruyendo...\n");
close_window(window);
error_window:
return 1;
}