bibliotheca/src/test.cpp
2026-03-08 18:04:07 -05:00

411 lines
12 KiB
C++

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "glad/gl.h"
#include "opengl.h"
#include "directxmath/directxmath.h"
#include "test.h"
#include "font.h"
#include "data.inc"
struct location {
struct {
unsigned int position;
unsigned int normal;
unsigned int texture;
unsigned int block_position;
unsigned int block_id;
//unsigned int configuration;
} attrib;
struct {
unsigned int transform;
unsigned int terrain_sampler;
} uniform;
};
// state
static unsigned int test_program;
static struct location location;
struct char_tpl {
const char * vtx;
const char * cfg;
};
static const int region_count = 4;
static const char_tpl vertex_paths[] = {
{ "minecraft/region.0.0.instance.vtx", "minecraft/region.0.0.instance.cfg" },
{ "minecraft/region.-1.0.instance.vtx", "minecraft/region.-1.0.instance.cfg" },
{ "minecraft/region.0.-1.instance.vtx", "minecraft/region.0.-1.instance.cfg" },
{ "minecraft/region.-1.-1.instance.vtx", "minecraft/region.-1.-1.instance.cfg" },
};
static unsigned int vertex_array_object;
static unsigned int per_instance_vertex_buffers[region_count];
static unsigned int index_buffer;
static unsigned int per_vertex_buffer;
static const int vertex_size = 8;
static const int per_vertex_size = (3 + 3 + 2) * 2;
static const int custom_block_types = 3;
static const int instance_cfg_length = 64 + custom_block_types;
struct instance_cfg {
struct region_instance {
int instance_count;
int offset;
} cfg[instance_cfg_length];
};
static instance_cfg instance_cfg[region_count];
void load_program()
{
unsigned int program = compile_from_files("shader/test.vert",
NULL, //"shader/test.geom",
"shader/test.frag");
location.attrib.position = glGetAttribLocation(program, "Position");
location.attrib.normal = glGetAttribLocation(program, "Normal");
location.attrib.texture = glGetAttribLocation(program, "Texture");
location.attrib.block_position = glGetAttribLocation(program, "BlockPosition");
location.attrib.block_id = glGetAttribLocation(program, "BlockID");
printf("attributes:\n position %u\n normal %u\n texture %u\n block_position %u\n block_id %u\n\n",
location.attrib.position,
location.attrib.normal,
location.attrib.texture,
location.attrib.block_position,
location.attrib.block_id);
location.uniform.transform = glGetUniformLocation(program, "Transform");
location.uniform.terrain_sampler = glGetUniformLocation(program, "TerrainSampler");
printf("uniforms:\n transform %u\n terrain_sampler %u\n",
location.uniform.transform,
location.uniform.terrain_sampler);
test_program = program;
}
void load_per_instance_vertex_buffer(int i)
{
int vertex_buffer_data_size;
void * vertex_buffer_data = read_file(vertex_paths[i].vtx, &vertex_buffer_data_size);
glBindBuffer(GL_ARRAY_BUFFER, per_instance_vertex_buffers[i]);
glBufferData(GL_ARRAY_BUFFER, vertex_buffer_data_size, vertex_buffer_data, GL_STATIC_DRAW);
free(vertex_buffer_data);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void load_per_vertex_buffer()
{
int vertex_buffer_data_size;
void * vertex_buffer_data = read_file("minecraft/per_vertex.vtx", &vertex_buffer_data_size);
glBindBuffer(GL_ARRAY_BUFFER, per_vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, vertex_buffer_data_size, vertex_buffer_data, GL_STATIC_DRAW);
free(vertex_buffer_data);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void load_index_buffer()
{
int index_buffer_data_size;
void * index_buffer_data = read_file("minecraft/configuration.idx", &index_buffer_data_size);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_buffer_data_size, index_buffer_data, GL_STATIC_DRAW);
free(index_buffer_data);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void load_vertex_attributes()
{
glGenVertexArrays(1, &vertex_array_object);
glBindVertexArray(vertex_array_object);
glVertexBindingDivisor(0, 0);
glVertexBindingDivisor(1, 1);
glEnableVertexAttribArray(location.attrib.position);
glVertexAttribFormat(location.attrib.position, 3, GL_HALF_FLOAT, GL_FALSE, 0);
glVertexAttribBinding(location.attrib.position, 0);
glEnableVertexAttribArray(location.attrib.normal);
glVertexAttribFormat(location.attrib.normal, 3, GL_HALF_FLOAT, GL_FALSE, 6);
glVertexAttribBinding(location.attrib.normal, 0);
glEnableVertexAttribArray(location.attrib.texture);
glVertexAttribFormat(location.attrib.texture, 2, GL_HALF_FLOAT, GL_FALSE, 12);
glVertexAttribBinding(location.attrib.texture, 0);
glEnableVertexAttribArray(location.attrib.block_position);
glVertexAttribFormat(location.attrib.block_position, 3, GL_SHORT, GL_FALSE, 0);
glVertexAttribBinding(location.attrib.block_position, 1);
glEnableVertexAttribArray(location.attrib.block_id);
glVertexAttribFormat(location.attrib.block_id, 1, GL_UNSIGNED_BYTE, GL_FALSE, 6);
glVertexAttribBinding(location.attrib.block_id, 1);
glBindVertexArray(0);
}
void load_instance_cfg(int i)
{
int data_size;
void * data = read_file(vertex_paths[i].cfg, &data_size);
assert(data_size == (sizeof (struct instance_cfg)));
memcpy(&instance_cfg[i], data, data_size);
}
void load_buffers()
{
load_vertex_attributes();
// per-vertex buffer
glGenBuffers(1, &per_vertex_buffer);
load_per_vertex_buffer();
// per-instance buffer
glGenBuffers(region_count, per_instance_vertex_buffers);
for (int i = 0; i < region_count; i++) {
load_per_instance_vertex_buffer(i);
load_instance_cfg(i);
}
// index buffer
glGenBuffers(1, &index_buffer);
load_index_buffer();
}
static unsigned int texture;
void load_textures()
{
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
int texture_data_size;
void * texture_data = read_file("minecraft/terrain.data", &texture_data_size);
assert(texture_data != NULL);
int width = 256;
int height = 256;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);
free(texture_data);
glBindTexture(GL_TEXTURE_2D, 0);
}
static unsigned int textures_ubo;
void load_texture_shader_storage()
{
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_UNIFORM_BUFFER, buffer);
int textures_data_size;
void * textures_data = read_file("minecraft/block_id_to_texture_id.data", &textures_data_size);
assert(textures_data != NULL);
glBufferData(GL_UNIFORM_BUFFER, textures_data_size, textures_data, GL_STATIC_DRAW);
free(textures_data);
textures_ubo = buffer;
}
extern "C" {
void * SDL_GL_GetProcAddress(const char *proc);
}
struct view_state {
XMVECTOR up;
XMVECTOR eye;
XMVECTOR forward;
XMVECTOR direction;
float fov;
float pitch;
};
view_state view_state;
font::font ter_8x16 = {};
void load()
{
fprintf(stderr, "getproc %p\n", SDL_GL_GetProcAddress);
gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress);
load_program();
load_buffers();
load_textures();
view_state.up = XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f);
view_state.eye = XMVectorSet(0, 0, 0, 1);
view_state.forward = XMVectorSet(1, 0, 0, 0);
view_state.direction = view_state.forward;
view_state.pitch = 0.0;
view_state.fov = 1.5;
//load_texture_shader_storage();
//unsigned int textures_layout = glGetUniformBlockIndex(test_program, "TexturesLayout");
//glUniformBlockBinding(test_program, textures_layout, 0);
//printf("textures_layout %d\n", textures_layout);
//////////////////////////////////////////////////////////////////////
// font
//////////////////////////////////////////////////////////////////////
font::load_element_buffer();
font::load_shader();
ter_8x16 = font::load_font(font::ter_8x16);
}
float _ry = 0.0;
void update(float lx, float ly, float rx, float ry, float tl, float tr,
int up, int down, int left, int right)
{
//view_state.yaw += rx;
XMMATRIX mrz = XMMatrixRotationZ(rx * -0.035);
view_state.forward = XMVector3Transform(view_state.forward, mrz);
XMVECTOR normal = XMVector3NormalizeEst(XMVector3Cross(view_state.forward, view_state.up));
view_state.pitch += ry * -0.035;
if (view_state.pitch > 1.5f) view_state.pitch = 1.5f;
if (view_state.pitch < -1.5f) view_state.pitch = -1.5f;
XMMATRIX mrn = XMMatrixRotationAxis(normal, view_state.pitch);
view_state.direction = XMVector3Transform(view_state.forward, mrn);
view_state.eye += view_state.forward * -ly + normal * lx + view_state.up * (tl - tr);
float new_fov = view_state.fov + 0.01 * up + -0.01 * down;
if (new_fov > 0.00001f) {
view_state.fov = new_fov;
}
}
static inline int popcount(int x)
{
return __builtin_popcount(x);
}
void asdf(char * const buf, char const * const label, char const * const format, float value)
{
const int label_length = strlen(label);
memcpy(buf, label, label_length);
int len = snprintf(&buf[label_length], 511 - label_length, format, value);
buf[label_length + len] = 0;
}
void draw_hud()
{
char buf[512];
float y = 10.0f;
asdf(buf, "fov: ", "%.3f", view_state.fov);
font::draw_string(ter_8x16, buf, 10, y);
y += ter_8x16.desc->glyph_height;
asdf(buf, "pitch: ", "%.9f", view_state.pitch);
font::draw_string(ter_8x16, buf, 10, y);
y += ter_8x16.desc->glyph_height;
}
void draw()
{
XMVECTOR at = XMVectorAdd(view_state.eye, view_state.direction);
XMMATRIX view = XMMatrixLookAtRH(view_state.eye, at, view_state.up);
float fov_angle_y = XMConvertToRadians(45 * view_state.fov);
float aspect_ratio = 1.0;
float near_z = 1.0;
float far_z = 0.1;
XMMATRIX projection = XMMatrixPerspectiveFovRH(fov_angle_y, aspect_ratio, near_z, far_z);
XMMATRIX transform = view * projection;
glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
glClearDepth(-1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(test_program);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_GREATER);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniformMatrix4fv(location.uniform.transform, 1, false, (float *)&transform);
glUniform1i(location.uniform.terrain_sampler, 0);
//glBindBuffer(GL_UNIFORM_BUFFER, textures_ubo);
//glBindBufferBase(GL_UNIFORM_BUFFER, 0, textures_ubo);
//glEnable(GL_CULL_FACE);
//glCullFace(GL_FRONT);
//glFrontFace(GL_CCW);
glBindVertexArray(vertex_array_object);
glBindVertexBuffer(0, per_vertex_buffer, 0, per_vertex_size);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
for (int region_index = 0; region_index < region_count; region_index++) {
glBindVertexBuffer(1, per_instance_vertex_buffers[region_index], 0, vertex_size);
//////////////////////////////////////////////////////////////////////
// cube blocks
//////////////////////////////////////////////////////////////////////
for (int configuration = 1; configuration < 64; configuration++) {
int element_count = 6 * popcount(configuration);
const void * indices = (void *)((ptrdiff_t)index_buffer_configuration_offsets[configuration]); // index into configuration.idx
int instance_count = instance_cfg[region_index].cfg[configuration].instance_count;
int base_instance = instance_cfg[region_index].cfg[configuration].offset / vertex_size; // index into region.0.0.instance.vtx
if (instance_count == 0)
continue;
glDrawElementsInstancedBaseInstance(GL_TRIANGLES, element_count, GL_UNSIGNED_BYTE, indices, instance_count, base_instance);
}
//////////////////////////////////////////////////////////////////////
// custom blocks
//////////////////////////////////////////////////////////////////////
for (int i = 0; i < custom_block_types; i++) {
int element_count = index_buffer_custom_offsets[i].count;
const void * indices = (void *)((ptrdiff_t)index_buffer_custom_offsets[i].offset);
int instance_count = instance_cfg[region_index].cfg[64 + i].instance_count;
int base_instance = instance_cfg[region_index].cfg[64 + i].offset / vertex_size; // index into region.0.0.instance.vtx
if (instance_count == 0)
continue;
glDrawElementsInstancedBaseInstance(GL_TRIANGLES, element_count, GL_UNSIGNED_BYTE, indices, instance_count, base_instance);
}
}
}