move minecraft rendering to minecraft namespace
This commit is contained in:
parent
455c7c9f72
commit
9b1d4b08d5
3
Makefile
3
Makefile
@ -27,7 +27,8 @@ OBJS = \
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src/world.o \
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src/inthash.o \
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src/non_block.o \
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src/view.o
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src/view.o \
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src/minecraft.o
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all: test.so
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6
include/minecraft.h
Normal file
6
include/minecraft.h
Normal file
@ -0,0 +1,6 @@
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#pragma once
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namespace minecraft {
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void load();
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void draw();
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}
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@ -8,6 +8,8 @@ unsigned int compile_from_files(const char * vertex_path,
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const char * geometry_path,
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const char * fragment_path);
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unsigned int load_uniform_buffer(char const * const path);
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#ifdef __cplusplus
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}
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#endif
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11
src/collision.cpp
Normal file
11
src/collision.cpp
Normal file
@ -0,0 +1,11 @@
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#include "directxmath/directxmath.h"
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struct AABB {
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XMVECTOR min;
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XMVECTOR max;
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};
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XMVECTOR closest_point_point_aabb(XMVECTOR const &p, AABB const& aabb)
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{
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return XMVectorClamp(p, aabb.min, aabb.max);
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}
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327
src/minecraft.cpp
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327
src/minecraft.cpp
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@ -0,0 +1,327 @@
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include "glad/gl.h"
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#include "directxmath/directxmath.h"
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#include "opengl.h"
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#include "file.h"
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#include "view.h"
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#include "minecraft.h"
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#include "minecraft_data.inc"
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namespace minecraft {
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struct location {
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struct {
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unsigned int position;
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unsigned int normal;
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unsigned int texture;
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unsigned int block_position;
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unsigned int block_id;
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unsigned int data;
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} attrib;
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struct {
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unsigned int transform;
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unsigned int terrain_sampler;
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unsigned int texture_id;
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} uniform;
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struct {
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unsigned int texture_id;
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} binding;
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};
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static unsigned int program;
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static location location;
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struct char_tpl {
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const char * vtx;
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const char * cfg;
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};
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static const int region_count = 4;
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static const char_tpl vertex_paths[] = {
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{ "minecraft/region.0.0.instance.vtx", "minecraft/region.0.0.instance.cfg" },
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{ "minecraft/region.-1.0.instance.vtx", "minecraft/region.-1.0.instance.cfg" },
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{ "minecraft/region.0.-1.instance.vtx", "minecraft/region.0.-1.instance.cfg" },
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{ "minecraft/region.-1.-1.instance.vtx", "minecraft/region.-1.-1.instance.cfg" },
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};
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static unsigned int vertex_array_object;
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static unsigned int per_instance_vertex_buffers[region_count];
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static unsigned int per_vertex_buffer;
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static const int per_instance_size = 4 + (1 * 4);
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static const int per_vertex_size = (3 + 3 + 2) * 2;
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static unsigned int index_buffer;
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// also update index_buffer_custom_offsets in data.inc
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static const int custom_block_types = 4;
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static const int instance_cfg_length = 64 + custom_block_types;
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struct instance_cfg {
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struct region_instance {
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int instance_count;
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int offset;
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} cfg[instance_cfg_length];
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};
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static instance_cfg instance_cfg[region_count];
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static unsigned int texture;
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static unsigned int texture_id_uniform_buffer;
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void load_program()
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{
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program = compile_from_files("shader/minecraft.vert",
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NULL,
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"shader/minecraft.frag");
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location.attrib.position = glGetAttribLocation(program, "Position");
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location.attrib.normal = glGetAttribLocation(program, "Normal");
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location.attrib.texture = glGetAttribLocation(program, "Texture");
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location.attrib.block_position = glGetAttribLocation(program, "BlockPosition");
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location.attrib.block_id = glGetAttribLocation(program, "BlockID");
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location.attrib.data = glGetAttribLocation(program, "Data");
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printf("minecraft program:\n");
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printf(" attributes:\n position %u\n normal %u\n texture %u\n block_position %u\n block_id %u\n data %u\n",
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location.attrib.position,
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location.attrib.normal,
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location.attrib.texture,
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location.attrib.block_position,
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location.attrib.block_id,
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location.attrib.data);
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location.uniform.transform = glGetUniformLocation(program, "Transform");
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location.uniform.terrain_sampler = glGetUniformLocation(program, "TerrainSampler");
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location.uniform.texture_id = glGetUniformBlockIndex(program, "TextureID");
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printf(" uniforms:\n transform %u\n terrain_sampler %u\n texture_id %u\n",
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location.uniform.transform,
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location.uniform.terrain_sampler,
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location.uniform.texture_id);
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location.binding.texture_id = 0;
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glUniformBlockBinding(program, location.uniform.texture_id, location.binding.texture_id);
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}
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void load_vertex_attributes()
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{
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glGenVertexArrays(1, &vertex_array_object);
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glBindVertexArray(vertex_array_object);
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glVertexBindingDivisor(0, 0);
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glVertexBindingDivisor(1, 1);
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glEnableVertexAttribArray(location.attrib.position);
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glVertexAttribFormat(location.attrib.position, 3, GL_HALF_FLOAT, GL_FALSE, 0);
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glVertexAttribBinding(location.attrib.position, 0);
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glEnableVertexAttribArray(location.attrib.normal);
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glVertexAttribFormat(location.attrib.normal, 3, GL_HALF_FLOAT, GL_FALSE, 6);
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glVertexAttribBinding(location.attrib.normal, 0);
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glEnableVertexAttribArray(location.attrib.texture);
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glVertexAttribFormat(location.attrib.texture, 2, GL_HALF_FLOAT, GL_FALSE, 12);
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glVertexAttribBinding(location.attrib.texture, 0);
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glEnableVertexAttribArray(location.attrib.block_position);
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glVertexAttribFormat(location.attrib.block_position, 3, GL_SHORT, GL_FALSE, 0);
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glVertexAttribBinding(location.attrib.block_position, 1);
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glEnableVertexAttribArray(location.attrib.block_id);
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glVertexAttribFormat(location.attrib.block_id, 1, GL_UNSIGNED_BYTE, GL_FALSE, 6);
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glVertexAttribBinding(location.attrib.block_id, 1);
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glEnableVertexAttribArray(location.attrib.data);
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glVertexAttribFormat(location.attrib.data, 1, GL_UNSIGNED_BYTE, GL_FALSE, 7);
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glVertexAttribBinding(location.attrib.data, 1);
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glBindVertexArray(0);
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}
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void load_per_instance_vertex_buffer(int i)
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{
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int vertex_buffer_data_size;
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void * vertex_buffer_data = read_file(vertex_paths[i].vtx, &vertex_buffer_data_size);
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glBindBuffer(GL_ARRAY_BUFFER, per_instance_vertex_buffers[i]);
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glBufferData(GL_ARRAY_BUFFER, vertex_buffer_data_size, vertex_buffer_data, GL_STATIC_DRAW);
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free(vertex_buffer_data);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void load_per_vertex_buffer()
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{
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glGenBuffers(1, &per_vertex_buffer);
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int vertex_buffer_data_size;
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void * vertex_buffer_data = read_file("minecraft/per_vertex.vtx", &vertex_buffer_data_size);
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glBindBuffer(GL_ARRAY_BUFFER, per_vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, vertex_buffer_data_size, vertex_buffer_data, GL_STATIC_DRAW);
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free(vertex_buffer_data);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void load_index_buffer()
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{
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glGenBuffers(1, &index_buffer);
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int index_buffer_data_size;
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void * index_buffer_data = read_file("minecraft/configuration.idx", &index_buffer_data_size);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_buffer_data_size, index_buffer_data, GL_STATIC_DRAW);
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free(index_buffer_data);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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void load_instance_cfg(int i)
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{
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int data_size;
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void * data = read_file(vertex_paths[i].cfg, &data_size);
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assert(data_size == (sizeof (struct instance_cfg)));
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memcpy(&instance_cfg[i], data, data_size);
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}
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void load_texture()
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{
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glGenTextures(1, &texture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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int texture_data_size;
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void * texture_data = read_file("minecraft/terrain.data", &texture_data_size);
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assert(texture_data != NULL);
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int width = 256;
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int height = 256;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);
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free(texture_data);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void load_texture_id_uniform_buffer()
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{
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texture_id_uniform_buffer = load_uniform_buffer("minecraft/block_id_to_texture_id.data");
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}
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void load()
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{
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//////////////////////////////////////////////////////////////////////
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// program
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//////////////////////////////////////////////////////////////////////
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load_program();
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load_vertex_attributes();
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//////////////////////////////////////////////////////////////////////
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// vertex/index buffers
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//////////////////////////////////////////////////////////////////////
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// per-vertex buffer
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load_per_vertex_buffer();
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// per-instance buffer
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glGenBuffers(region_count, per_instance_vertex_buffers);
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for (int i = 0; i < region_count; i++) {
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load_per_instance_vertex_buffer(i);
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load_instance_cfg(i);
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}
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// index buffer
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load_index_buffer();
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//////////////////////////////////////////////////////////////////////
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// textures
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//////////////////////////////////////////////////////////////////////
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load_texture();
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//////////////////////////////////////////////////////////////////////
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// uniform buffers
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//////////////////////////////////////////////////////////////////////
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load_texture_id_uniform_buffer();
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}
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static inline int popcount(int x)
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{
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return __builtin_popcount(x);
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}
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void draw()
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{
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glUseProgram(program);
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glBlendFunc(GL_ONE, GL_ZERO);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_GREATER);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glUniformMatrix4fv(location.uniform.transform, 1, false, (float *)&view::state.float_transform);
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glUniform1i(location.uniform.terrain_sampler, 0);
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glBindBufferBase(GL_UNIFORM_BUFFER, location.binding.texture_id, texture_id_uniform_buffer);
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//glEnable(GL_CULL_FACE);
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//glCullFace(GL_FRONT);
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//glFrontFace(GL_CCW);
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glBindVertexArray(vertex_array_object);
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glBindVertexBuffer(0, per_vertex_buffer, 0, per_vertex_size);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
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for (int region_index = 0; region_index < region_count; region_index++) {
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glBindVertexBuffer(1, per_instance_vertex_buffers[region_index], 0, per_instance_size);
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//////////////////////////////////////////////////////////////////////
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// cube blocks
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//////////////////////////////////////////////////////////////////////
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for (int configuration = 1; configuration < 64; configuration++) {
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int element_count = 6 * popcount(configuration);
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const void * indices = (void *)((ptrdiff_t)index_buffer_configuration_offsets[configuration]); // index into configuration.idx
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int instance_count = instance_cfg[region_index].cfg[configuration].instance_count;
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int base_instance = instance_cfg[region_index].cfg[configuration].offset / per_instance_size; // index into region.0.0.instance.vtx
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if (instance_count == 0)
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continue;
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glDrawElementsInstancedBaseInstance(GL_TRIANGLES, element_count, GL_UNSIGNED_BYTE, indices, instance_count, base_instance);
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}
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//////////////////////////////////////////////////////////////////////
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// custom blocks
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//////////////////////////////////////////////////////////////////////
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for (int i = 0; i < custom_block_types; i++) {
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int element_count = index_buffer_custom_offsets[i].count;
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const void * indices = (void *)((ptrdiff_t)index_buffer_custom_offsets[i].offset);
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int instance_count = instance_cfg[region_index].cfg[64 + i].instance_count;
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int base_instance = instance_cfg[region_index].cfg[64 + i].offset / per_instance_size; // index into region.0.0.instance.vtx
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if (instance_count == 0)
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continue;
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glDrawElementsInstancedBaseInstance(GL_TRIANGLES, element_count, GL_UNSIGNED_BYTE, indices, instance_count, base_instance);
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}
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}
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}
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}
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@ -6,8 +6,8 @@
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#include "opengl.h"
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#include "file.h"
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#include "non_block.h"
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#include "view.h"
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#include "non_block.h"
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namespace non_block {
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unsigned int vertex_array_object;
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18
src/opengl.c
18
src/opengl.c
@ -107,3 +107,21 @@ unsigned int compile_from_files(const char * vertex_path,
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return program;
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}
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unsigned int load_uniform_buffer(char const * const path)
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{
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unsigned int buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_UNIFORM_BUFFER, buffer);
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int data_size;
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void * data = read_file(path, &data_size);
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assert(data != NULL);
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glBufferData(GL_UNIFORM_BUFFER, data_size, data, GL_STATIC_DRAW);
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free(data);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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return buffer;
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}
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356
src/test.cpp
356
src/test.cpp
@ -13,31 +13,7 @@
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#include "world.h"
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#include "view.h"
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#include "non_block.h"
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#include "data.inc"
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struct test_location {
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struct {
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unsigned int position;
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unsigned int normal;
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unsigned int texture;
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unsigned int block_position;
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unsigned int block_id;
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unsigned int data;
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} attrib;
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struct {
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unsigned int transform;
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unsigned int terrain_sampler;
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unsigned int mouse_position;
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unsigned int texture_id;
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} uniform;
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struct {
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unsigned int texture_id;
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} binding;
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};
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static unsigned int test_program;
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static test_location test_location;
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#include "minecraft.h"
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struct line_location {
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struct {
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@ -83,40 +59,6 @@ struct lighting_location {
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static unsigned int lighting_program;
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static lighting_location lighting_location;
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struct char_tpl {
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const char * vtx;
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const char * cfg;
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};
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static const int region_count = 4;
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static const char_tpl vertex_paths[] = {
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{ "minecraft/region.0.0.instance.vtx", "minecraft/region.0.0.instance.cfg" },
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{ "minecraft/region.-1.0.instance.vtx", "minecraft/region.-1.0.instance.cfg" },
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{ "minecraft/region.0.-1.instance.vtx", "minecraft/region.0.-1.instance.cfg" },
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{ "minecraft/region.-1.-1.instance.vtx", "minecraft/region.-1.-1.instance.cfg" },
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};
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static unsigned int vertex_array_object;
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static unsigned int per_instance_vertex_buffers[region_count];
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static unsigned int index_buffer;
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static unsigned int per_vertex_buffer;
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static const int vertex_size = 8;
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static const int per_vertex_size = (3 + 3 + 2) * 2;
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// also update index_buffer_custom_offsets in data.inc
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static const int custom_block_types = 4;
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static const int instance_cfg_length = 64 + custom_block_types;
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struct instance_cfg {
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struct region_instance {
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int instance_count;
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int offset;
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} cfg[instance_cfg_length];
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};
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static instance_cfg instance_cfg[region_count];
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static unsigned int empty_vertex_array_object = -1;
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static unsigned int quad_index_buffer = -1;
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@ -127,6 +69,8 @@ static XMVECTOR mouse_ray_position;
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static float current_time;
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static float last_frame_time;
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static unsigned int light_uniform_buffer;
|
||||
|
||||
void load_quad_index_buffer()
|
||||
{
|
||||
uint8_t const data[] = {
|
||||
@ -143,44 +87,6 @@ void load_quad_index_buffer()
|
||||
glGenVertexArrays(1, &empty_vertex_array_object);
|
||||
}
|
||||
|
||||
void load_test_program()
|
||||
{
|
||||
unsigned int program = compile_from_files("shader/test.vert",
|
||||
NULL,
|
||||
"shader/test.frag");
|
||||
|
||||
test_location.attrib.position = glGetAttribLocation(program, "Position");
|
||||
test_location.attrib.normal = glGetAttribLocation(program, "Normal");
|
||||
test_location.attrib.texture = glGetAttribLocation(program, "Texture");
|
||||
|
||||
test_location.attrib.block_position = glGetAttribLocation(program, "BlockPosition");
|
||||
test_location.attrib.block_id = glGetAttribLocation(program, "BlockID");
|
||||
test_location.attrib.data = glGetAttribLocation(program, "Data");
|
||||
printf("test program:\n");
|
||||
printf(" attributes:\n position %u\n normal %u\n texture %u\n block_position %u\n block_id %u\n block_id %u\n",
|
||||
test_location.attrib.position,
|
||||
test_location.attrib.normal,
|
||||
test_location.attrib.texture,
|
||||
test_location.attrib.block_position,
|
||||
test_location.attrib.block_id,
|
||||
test_location.attrib.data);
|
||||
|
||||
test_location.uniform.transform = glGetUniformLocation(program, "Transform");
|
||||
test_location.uniform.terrain_sampler = glGetUniformLocation(program, "TerrainSampler");
|
||||
test_location.uniform.texture_id = glGetUniformBlockIndex(program, "TextureID");
|
||||
test_location.uniform.mouse_position = glGetUniformLocation(program, "MousePosition");
|
||||
printf(" uniforms:\n transform %u\n terrain_sampler %u\n texture_id %u\n mouse_position %u\n",
|
||||
test_location.uniform.transform,
|
||||
test_location.uniform.terrain_sampler,
|
||||
test_location.uniform.texture_id,
|
||||
test_location.uniform.mouse_position);
|
||||
|
||||
test_location.binding.texture_id = 0;
|
||||
glUniformBlockBinding(program, test_location.uniform.texture_id, test_location.binding.texture_id);
|
||||
|
||||
test_program = program;
|
||||
}
|
||||
|
||||
void load_quad_program()
|
||||
{
|
||||
unsigned int program = compile_from_files("shader/quad.vert",
|
||||
@ -224,91 +130,9 @@ void load_lighting_program()
|
||||
lighting_program = program;
|
||||
}
|
||||
|
||||
void load_per_instance_vertex_buffer(int i)
|
||||
void load_light_uniform_buffer()
|
||||
{
|
||||
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()
|
||||
{
|
||||
glGenBuffers(1, &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()
|
||||
{
|
||||
glGenBuffers(1, &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_test_vertex_attributes()
|
||||
{
|
||||
glGenVertexArrays(1, &vertex_array_object);
|
||||
glBindVertexArray(vertex_array_object);
|
||||
|
||||
glVertexBindingDivisor(0, 0);
|
||||
glVertexBindingDivisor(1, 1);
|
||||
|
||||
glEnableVertexAttribArray(test_location.attrib.position);
|
||||
glVertexAttribFormat(test_location.attrib.position, 3, GL_HALF_FLOAT, GL_FALSE, 0);
|
||||
glVertexAttribBinding(test_location.attrib.position, 0);
|
||||
|
||||
glEnableVertexAttribArray(test_location.attrib.normal);
|
||||
glVertexAttribFormat(test_location.attrib.normal, 3, GL_HALF_FLOAT, GL_FALSE, 6);
|
||||
glVertexAttribBinding(test_location.attrib.normal, 0);
|
||||
|
||||
glEnableVertexAttribArray(test_location.attrib.texture);
|
||||
glVertexAttribFormat(test_location.attrib.texture, 2, GL_HALF_FLOAT, GL_FALSE, 12);
|
||||
glVertexAttribBinding(test_location.attrib.texture, 0);
|
||||
|
||||
glEnableVertexAttribArray(test_location.attrib.block_position);
|
||||
glVertexAttribFormat(test_location.attrib.block_position, 3, GL_SHORT, GL_FALSE, 0);
|
||||
glVertexAttribBinding(test_location.attrib.block_position, 1);
|
||||
|
||||
glEnableVertexAttribArray(test_location.attrib.block_id);
|
||||
glVertexAttribFormat(test_location.attrib.block_id, 1, GL_UNSIGNED_BYTE, GL_FALSE, 6);
|
||||
glVertexAttribBinding(test_location.attrib.block_id, 1);
|
||||
|
||||
glEnableVertexAttribArray(test_location.attrib.data);
|
||||
glVertexAttribFormat(test_location.attrib.data, 1, GL_UNSIGNED_BYTE, GL_FALSE, 7);
|
||||
glVertexAttribBinding(test_location.attrib.data, 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);
|
||||
light_uniform_buffer = load_uniform_buffer("minecraft/global.lights.vtx");
|
||||
}
|
||||
|
||||
struct target_name {
|
||||
@ -387,80 +211,6 @@ void init_geometry_buffer(geometry_buffer<render_target_count>& geometry_buffer,
|
||||
geometry_buffer.height = height;
|
||||
}
|
||||
|
||||
void load_buffers()
|
||||
{
|
||||
load_test_vertex_attributes();
|
||||
|
||||
// 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
|
||||
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 light_uniform_buffer;
|
||||
static unsigned int texture_id_uniform_buffer;
|
||||
|
||||
unsigned int load_uniform_buffer(char const * const path)
|
||||
{
|
||||
unsigned int buffer;
|
||||
glGenBuffers(1, &buffer);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, buffer);
|
||||
|
||||
int data_size;
|
||||
void * data = read_file(path, &data_size);
|
||||
assert(data != NULL);
|
||||
|
||||
glBufferData(GL_UNIFORM_BUFFER, data_size, data, GL_STATIC_DRAW);
|
||||
free(data);
|
||||
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
void load_light_uniform_buffer()
|
||||
{
|
||||
light_uniform_buffer = load_uniform_buffer("minecraft/global.lights.vtx");
|
||||
}
|
||||
|
||||
void load_texture_id_uniform_buffer()
|
||||
{
|
||||
texture_id_uniform_buffer = load_uniform_buffer("minecraft/block_id_to_texture_id.data");
|
||||
}
|
||||
|
||||
extern "C" {
|
||||
void * SDL_GL_GetProcAddress(const char *proc);
|
||||
}
|
||||
@ -593,10 +343,17 @@ void load(const char * source_path)
|
||||
fprintf(stderr, "getproc %p\n", SDL_GL_GetProcAddress);
|
||||
gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress);
|
||||
|
||||
load_test_program();
|
||||
load_buffers();
|
||||
load_textures();
|
||||
load_texture_id_uniform_buffer();
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// minecraft (drawing data)
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
|
||||
minecraft::load();
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// world (collision data)
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
|
||||
load_world();
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// view
|
||||
@ -636,12 +393,6 @@ void load(const char * source_path)
|
||||
|
||||
glGenBuffers(1, &line_instance_buffer);
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// world
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
|
||||
load_world();
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// non_block
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
@ -716,11 +467,6 @@ void update(float time)
|
||||
view::update_transforms();
|
||||
}
|
||||
|
||||
static inline int popcount(int x)
|
||||
{
|
||||
return __builtin_popcount(x);
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
void labeled_value(char * const buf, char const * const label, char const * const format, T value)
|
||||
{
|
||||
@ -819,67 +565,6 @@ void draw_hud()
|
||||
y += ter_best.desc->glyph_height;
|
||||
}
|
||||
|
||||
void draw_minecraft()
|
||||
{
|
||||
glUseProgram(test_program);
|
||||
|
||||
glBlendFunc(GL_ONE, GL_ZERO);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_GREATER);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
glUniformMatrix4fv(test_location.uniform.transform, 1, false, (float *)&view::state.float_transform);
|
||||
glUniform1i(test_location.uniform.terrain_sampler, 0);
|
||||
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, test_location.binding.texture_id, texture_id_uniform_buffer);
|
||||
|
||||
//glEnable(GL_CULL_FACE);
|
||||
//glCullFace(GL_FRONT);
|
||||
//glFrontFace(GL_CCW);
|
||||
|
||||
XMFLOAT3 position2 = {(float)line_points[0].x, (float)line_points[0].z, (float)line_points[0].y};
|
||||
glUniform3fv(test_location.uniform.mouse_position, 1, (float*)&position2);
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void draw_quad()
|
||||
{
|
||||
glUseProgram(quad_program);
|
||||
@ -941,6 +626,12 @@ void draw_lighting()
|
||||
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, (void *)0);
|
||||
}
|
||||
|
||||
static inline int popcount(int x)
|
||||
{
|
||||
return __builtin_popcount(x);
|
||||
}
|
||||
|
||||
/*
|
||||
void draw_line()
|
||||
{
|
||||
if (line_point_ix == 0)
|
||||
@ -973,6 +664,7 @@ void draw_line()
|
||||
return;
|
||||
glDrawElementsInstancedBaseInstance(GL_TRIANGLES, element_count, GL_UNSIGNED_BYTE, indices, instance_count - base_instance, base_instance);
|
||||
}
|
||||
*/
|
||||
|
||||
int clamp(int n, int high)
|
||||
{
|
||||
@ -1051,7 +743,7 @@ void draw()
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, geometry_buffer_pnc.framebuffer);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
draw_minecraft();
|
||||
minecraft::draw();
|
||||
//draw_line();
|
||||
non_block::draw();
|
||||
|
||||
|
||||
@ -8,6 +8,8 @@ constexpr bool third_person = false;
|
||||
namespace view {
|
||||
view_state state = {};
|
||||
|
||||
const float at_distance = 10;
|
||||
|
||||
static inline XMMATRIX current_projection()
|
||||
{
|
||||
float fov_angle_y = XMConvertToRadians(45 * state.fov);
|
||||
@ -54,7 +56,7 @@ namespace view {
|
||||
state.direction = get_direction(); // on forward/normal/pitch change
|
||||
|
||||
state.eye += state.forward * forward + state.normal * strafe + state.up * elevation;
|
||||
state.at = state.eye + state.direction * 4;
|
||||
state.at = state.eye + state.direction * at_distance;
|
||||
}
|
||||
}
|
||||
|
||||
@ -69,7 +71,7 @@ namespace view {
|
||||
state.direction = get_direction(); // on forward/normal/pitch change
|
||||
|
||||
state.at += state.forward * forward + state.normal * strafe + state.up * elevation;
|
||||
state.eye = state.at - state.direction * 4;
|
||||
state.eye = state.at - state.direction * at_distance;
|
||||
}
|
||||
}
|
||||
|
||||
@ -102,6 +104,6 @@ namespace view {
|
||||
|
||||
// position
|
||||
state.eye = XMVectorSet(-55.5f, 48.25f, 50.0f, 1);
|
||||
state.at = state.eye + state.direction * 4;
|
||||
state.at = state.eye + state.direction * at_distance;
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user