/* * Tuxánci 2 - A first person shooter * Copyright (C) 2025-2026 Connor Thomson * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #include "gpu.h" #include "model.h" #include "teapot.h" #include "models/teapot_data.h" #include "models/floor_data.h" #include "window.h" static ta_model ta_teapot_model; static ta_model ta_floor_model; void ta_teapot_init(void) { ta_model_init( &ta_teapot_model, ta_gpu_device, ta_teapot_positions, ta_teapot_position_count, ta_teapot_faces, ta_teapot_face_count, ta_gpu_swapchain_format, SDL_GPU_TEXTUREFORMAT_D32_FLOAT, ta_gpu_sample_count ); ta_model_init( &ta_floor_model, ta_gpu_device, ta_floor_positions, ta_floor_position_count, ta_floor_faces, ta_floor_face_count, ta_gpu_swapchain_format, SDL_GPU_TEXTUREFORMAT_D32_FLOAT, ta_gpu_sample_count ); ta_floor_model.position[1] = -0.7f; } void ta_teapot_upload(SDL_GPUCommandBuffer *command_buffer) { ta_model_upload(&ta_teapot_model, command_buffer, ta_gpu_device); ta_model_upload(&ta_floor_model, command_buffer, ta_gpu_device); } void ta_teapot_render(SDL_GPUCommandBuffer *command_buffer, SDL_GPURenderPass *render_pass) { ta_model_render(&ta_teapot_model, command_buffer, render_pass, ta_window_width, ta_window_height); ta_model_render(&ta_floor_model, command_buffer, render_pass, ta_window_width, ta_window_height); } void ta_teapot_render_shadow(SDL_GPUCommandBuffer *command_buffer, SDL_GPURenderPass *render_pass) { ta_model_render_shadow(&ta_teapot_model, command_buffer, render_pass); ta_model_render_shadow(&ta_floor_model, command_buffer, render_pass); } void ta_teapot_shutdown(void) { ta_model_destroy(&ta_teapot_model, ta_gpu_device); ta_model_destroy(&ta_floor_model, ta_gpu_device); }