love-demo2/src/minecraft.cpp
2026-03-19 16:20:24 -05:00

334 lines
12 KiB
C++

#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "glad/gl.h"
#include "directxmath/directxmath.h"
#include "opengl.h"
#include "file.h"
#include "view.h"
#include "minecraft.h"
#include "minecraft_data.inc"
#include "new.h"
#include "world/world.h"
namespace minecraft {
struct location {
struct {
unsigned int position;
unsigned int normal;
unsigned int texture;
unsigned int block_position;
unsigned int block_id;
unsigned int data;
unsigned int texture_id;
unsigned int special;
} attrib;
struct {
unsigned int transform;
unsigned int terrain_sampler;
} uniform;
};
static unsigned int program;
static location location;
static unsigned int vertex_array_object;
static unsigned int per_vertex_buffer;
static const int per_instance_size = (3 + 1 + 3 + 1) * 2;
static const int per_vertex_size = (3 + 3 + 2) * 2;
static unsigned int index_buffer;
static unsigned int texture;
static const int world_count = 2;
static world::state world_state[world_count];
world::state * current_world;
void load_program()
{
program = compile_from_files("shader/minecraft.vert",
NULL,
"shader/minecraft.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");
location.attrib.data = glGetAttribLocation(program, "Data");
location.attrib.texture_id = glGetAttribLocation(program, "TextureID");
location.attrib.special = glGetAttribLocation(program, "Special");
printf("minecraft program:\n");
printf(" attributes:\n position %u\n normal %u\n texture %u\n block_position %u\n block_id %u\n data %u\n texture_id %u\n special %u\n",
location.attrib.position,
location.attrib.normal,
location.attrib.texture,
location.attrib.block_position,
location.attrib.block_id,
location.attrib.data,
location.attrib.texture_id,
location.attrib.special);
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);
}
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);
glVertexAttribIFormat(location.attrib.block_id, 1, GL_SHORT, 8);
glVertexAttribBinding(location.attrib.block_id, 1);
glEnableVertexAttribArray(location.attrib.data);
glVertexAttribIFormat(location.attrib.data, 1, GL_SHORT, 10);
glVertexAttribBinding(location.attrib.data, 1);
glEnableVertexAttribArray(location.attrib.texture_id);
glVertexAttribIFormat(location.attrib.texture_id, 1, GL_SHORT, 12);
glVertexAttribBinding(location.attrib.texture_id, 1);
glEnableVertexAttribArray(location.attrib.special);
glVertexAttribIFormat(location.attrib.special, 1, GL_SHORT, 14);
glVertexAttribBinding(location.attrib.special, 1);
glBindVertexArray(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_texture()
{
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/terrain2.data", &texture_data_size);
assert(texture_data != NULL);
int width = 128;
int height = 128;
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);
}
//////////////////////////////////////////////////////////////////////
// per-world load
//////////////////////////////////////////////////////////////////////
namespace per_world {
static void load_instance_cfg(char const * path, world::instance_cfg_entry * entries)
{
int data_size;
void * data = read_file(path, &data_size);
printf("%s %d %d %ld\n", path, data_size, world::instance_cfg_length, (sizeof (struct world::instance_cfg_entry)));
assert(data_size == (sizeof (struct world::instance_cfg_entry)) * world::instance_cfg_length);
memcpy(entries, data, data_size);
}
static void load_per_instance_vertex_buffer(char const * path, unsigned int vertex_buffer)
{
int vertex_buffer_data_size;
void * vertex_buffer_data = read_file(path, &vertex_buffer_data_size); // vertex_paths[i].vtx
glBindBuffer(GL_ARRAY_BUFFER, vertex_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);
}
static void load_regions(world::descriptor const * const descriptor, world::region * region)
{
unsigned int per_instance_vertex_buffers[descriptor->region_count];
glGenBuffers(descriptor->region_count, per_instance_vertex_buffers);
for (int i = 0; i < descriptor->region_count; i++) {
// vtx
load_per_instance_vertex_buffer(descriptor->vertex_paths[i].vtx, per_instance_vertex_buffers[i]);
region[i].per_instance_vertex_buffer = per_instance_vertex_buffers[i];
// cfg
load_instance_cfg(descriptor->vertex_paths[i].cfg, region[i].instance_cfg);
}
}
void load_world(world::descriptor const * const descriptor, world::state & state)
{
state.descriptor = descriptor;
state.region = New<world::region>(descriptor->region_count);
load_regions(descriptor, state.region);
state.light_uniform_buffer = load_uniform_buffer(descriptor->lights_path);
// collision data
world::entry_table::load_entry_table(descriptor->entry_table_path,
&state.entry_table,
&state.entry_table_length,
descriptor->hash_func);
}
}
void load()
{
//////////////////////////////////////////////////////////////////////
// program
//////////////////////////////////////////////////////////////////////
load_program();
load_vertex_attributes();
//////////////////////////////////////////////////////////////////////
// vertex/index buffers
//////////////////////////////////////////////////////////////////////
// per-vertex buffer
load_per_vertex_buffer();
// index buffer
load_index_buffer();
//////////////////////////////////////////////////////////////////////
// textures
//////////////////////////////////////////////////////////////////////
load_texture();
//////////////////////////////////////////////////////////////////////
// worlds
//////////////////////////////////////////////////////////////////////
for (int i = 0; i < world_count; i++) {
if (i == 0)
continue;
per_world::load_world(&world::descriptors[i], world_state[i]);
}
current_world = &world_state[world::world_id::GRANDLECTURN];
}
static inline int popcount(int x)
{
return __builtin_popcount(x);
}
void draw()
{
glUseProgram(program);
glBlendFunc(GL_ONE, GL_ZERO);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_GREATER);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniformMatrix4fv(location.uniform.transform, 1, false, (float *)&view::state.float_transform);
glUniform1i(location.uniform.terrain_sampler, 0);
//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 < current_world->descriptor->region_count; region_index++) {
glBindVertexBuffer(1, current_world->region[region_index].per_instance_vertex_buffer, 0, per_instance_size);
//////////////////////////////////////////////////////////////////////
// cube blocks
//////////////////////////////////////////////////////////////////////
for (int configuration = 1; configuration < 64; configuration++) {
int element_count = 6 * popcount(configuration);
const void * indices = (void *)(2 * (ptrdiff_t)index_buffer_configuration_offsets[configuration]); // index into configuration.idx
int instance_count = current_world->region[region_index].instance_cfg[configuration].count;
int base_instance = current_world->region[region_index].instance_cfg[configuration].offset / per_instance_size; // index into region.0.0.instance.vtx
if (instance_count == 0)
continue;
glDrawElementsInstancedBaseInstance(GL_TRIANGLES, element_count, GL_UNSIGNED_SHORT, indices, instance_count, base_instance);
}
//////////////////////////////////////////////////////////////////////
// custom blocks
//////////////////////////////////////////////////////////////////////
for (int i = 0; i < world::custom_block_types; i++) {
int element_count = index_buffer_custom_offsets[i].count;
const void * indices = (void *)(2 * (ptrdiff_t)index_buffer_custom_offsets[i].offset);
int instance_count = current_world->region[region_index].instance_cfg[64 + i].count;
int base_instance = current_world->region[region_index].instance_cfg[64 + i].offset / per_instance_size; // index into region.0.0.instance.vtx
if (instance_count == 0)
continue;
glDrawElementsInstancedBaseInstance(GL_TRIANGLES, element_count, GL_UNSIGNED_SHORT, indices, instance_count, base_instance);
}
}
}
}