#include "lumenarium_editor_sculpture_visualizer_shaders.h" internal void ed_sculpture_visualizer_init(App_State* state) { Editor* editor = state->editor; String vert = xplatform_shader_program_get_vert(sculpture_shd); String frag = xplatform_shader_program_get_frag(sculpture_shd); String attrs[] = { lit_str("a_pos"), lit_str("a_uv") }; String uniforms[] = { lit_str("proj") }; editor->sculpture_shd = shader_create(vert, frag, attrs, 2, uniforms, 1); } r32 cam_theta = 0; internal void ed_sculpture_visualizer(App_State* state) { Editor* ed = state->editor; // Set the viewport to the current layout's region so that the sculpture // never overlaps any other ui elements UI_Layout l = *ed->ui.layout; v2 view_dim = HMM_SubtractVec2(l.bounds_max, l.bounds_min); v2 view_min = l.bounds_min; v2 view_max = l.bounds_max; v2 view_min_scaled = HMM_MultiplyVec2(view_min, ed->content_scale); v2 view_dim_scaled = HMM_MultiplyVec2(view_dim, ed->content_scale); glViewport( (s32)view_min_scaled.x, (s32)view_min_scaled.y, (u32)view_dim_scaled.x, (u32)view_dim_scaled.y ); // TODO(PS): TEMPORARY CAMERA CODE cam_theta += 0.01f; r32 cam_r = 100; v3 camera_pos = (v3){sinf(cam_theta) * cam_r, 25, cosf(cam_theta) * cam_r}; r32 aspect = view_dim.x / view_dim.y; m44 proj = HMM_Perspective(45.0, aspect, 0.01f, 500); m44 view = HMM_LookAt(camera_pos, (v3){0,0,0}, (v3){0,1,0}); shader_bind(ed->sculpture_shd); set_uniform(ed->sculpture_shd, 0, HMM_MultiplyMat4(proj, view)); texture_bind(ed->sculpture_tex); geometry_bind(ed->sculpture_geo); u32 i = 1008; u32 j = 2868; u32 k = ed->sculpture_geo.indices_len; u32 h = (i * 6) + 3; geometry_drawi(ed->sculpture_geo, k); // reset the viewport for all other rendering v2 wds = HMM_MultiplyVec2(ed->window_dim, ed->content_scale); glViewport(0, 0, (s32)wds.x, (s32)wds.y); }