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frustums.zig
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143 lines (111 loc) · 4.98 KB
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const std = @import("std");
const delve = @import("delve");
const app = delve.app;
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
var primary_camera: delve.graphics.camera.Camera = undefined;
var secondary_camera: delve.graphics.camera.Camera = undefined;
var shader: delve.platform.graphics.Shader = undefined;
var material_frustum: delve.platform.graphics.Material = undefined;
var material_cube: delve.platform.graphics.Material = undefined;
var material_highlight: delve.platform.graphics.Material = undefined;
var frustum_mesh: delve.graphics.mesh.Mesh = undefined;
var cube_mesh: delve.graphics.mesh.Mesh = undefined;
var time: f32 = 0.0;
pub fn main() !void {
// Pick the allocator to use depending on platform
const builtin = @import("builtin");
if (builtin.os.tag == .wasi or builtin.os.tag == .emscripten) {
// Web builds hack: use the C allocator to avoid OOM errors
// See https://github.com/ziglang/zig/issues/19072
try delve.init(std.heap.c_allocator);
} else {
// Using the default allocator will let us detect memory leaks
try delve.init(delve.mem.createDefaultAllocator());
}
const example = delve.modules.Module{
.name = "frustums_example",
.init_fn = on_init,
.tick_fn = on_tick,
.draw_fn = on_draw,
.cleanup_fn = on_cleanup,
};
try delve.modules.registerModule(example);
try delve.module.fps_counter.registerModule();
try app.start(app.AppConfig{ .title = "Delve Framework - Frustums Example" });
}
pub fn on_init() !void {
shader = try delve.platform.graphics.Shader.initFromBuiltin(.{ .vertex_attributes = delve.graphics.mesh.getShaderAttributes() }, delve.shaders.default_mesh);
// Create some materials
material_frustum = try delve.platform.graphics.Material.init(.{
.shader = shader,
.texture_0 = delve.platform.graphics.createSolidTexture(0x66FFFFFF),
.cull_mode = .NONE,
.depth_write_enabled = false,
.blend_mode = .BLEND,
});
material_cube = try delve.platform.graphics.Material.init(.{
.shader = shader,
.texture_0 = delve.platform.graphics.tex_white,
});
material_highlight = try delve.platform.graphics.Material.init(.{
.shader = shader,
.texture_0 = delve.platform.graphics.createSolidTexture(0xFF0000CC),
});
// create our two cameras - one for the real camera, and another just to get a smaller frustum from
primary_camera = delve.graphics.camera.Camera.initThirdPerson(90.0, 0.01, 100.0, 5.0, delve.math.Vec3.up);
secondary_camera = delve.graphics.camera.Camera.initThirdPerson(30.0, 8, 40.0, 5.0, delve.math.Vec3.up);
// set initial camera position
primary_camera.position = delve.math.Vec3.new(0, 30, 32);
primary_camera.pitch_angle = -50.0;
// create the two meshes we'll use - a frustum prism, and a cube
frustum_mesh = createFrustumMesh() catch {
delve.debug.fatal("Could not create frustum mesh!", .{});
return;
};
cube_mesh = delve.graphics.mesh.createCube(delve.math.Vec3.new(0, 0, 0), delve.math.Vec3.new(1, 1, 1), delve.colors.white, material_cube) catch {
delve.debug.fatal("Could not create cube mesh!", .{});
return;
};
// set a bg color
delve.platform.graphics.setClearColor(delve.colors.examples_bg_dark);
// capture mouse
delve.platform.app.captureMouse(true);
}
pub fn on_tick(delta: f32) void {
if (delve.platform.input.isKeyJustPressed(.ESCAPE))
delve.platform.app.exit();
time += delta;
primary_camera.runSimpleCamera(8 * delta, 120 * delta, true);
secondary_camera.setYaw(time * 50.0);
}
pub fn on_draw() void {
const view_mats = primary_camera.update();
const frustum_model_matrix = delve.math.Mat4.rotate(secondary_camera.yaw_angle, delve.math.Vec3.up);
for (0..10) |x| {
for (0..10) |z| {
const cube_pos = delve.math.Vec3.new(@floatFromInt(x), 0, @floatFromInt(z)).scale(5.0).sub(delve.math.Vec3.new(25, 0, 25));
const cube_model_matrix = delve.math.Mat4.translate(cube_pos);
const frustum = secondary_camera.getViewFrustum();
const bounds = cube_mesh.bounds.translate(cube_pos);
if (frustum.containsBoundingBox(bounds)) {
cube_mesh.drawWithMaterial(material_highlight, view_mats, cube_model_matrix);
} else {
cube_mesh.draw(view_mats, cube_model_matrix);
}
}
}
frustum_mesh.draw(view_mats, frustum_model_matrix);
}
pub fn on_cleanup() !void {
frustum_mesh.deinit();
material_highlight.deinit();
material_cube.deinit();
material_frustum.deinit();
shader.destroy();
}
pub fn createFrustumMesh() !delve.graphics.mesh.Mesh {
var builder = delve.graphics.mesh.MeshBuilder.init(delve.mem.getAllocator());
defer builder.deinit();
try builder.addFrustum(secondary_camera.getViewFrustum(), delve.math.Mat4.identity, delve.colors.cyan);
return builder.buildMesh(material_frustum);
}