907 lines
28 KiB
C++
907 lines
28 KiB
C++
#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "glad/gl.h"
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#include "opengl.h"
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#include "directxmath/directxmath.h"
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#include "test.h"
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#include "font.h"
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#include "window.h"
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#include "bresenham.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 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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struct line_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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} attrib;
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struct {
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unsigned int transform;
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} uniform;
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};
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static unsigned int line_program;
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static line_location line_location;
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static unsigned int line_vertex_array_object;
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static unsigned int line_instance_buffer;
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struct quad_location {
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struct {
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unsigned int texture_sampler;
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} uniform;
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};
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static unsigned int quad_program;
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static quad_location quad_location;
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struct lighting_location {
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struct {
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unsigned int position_sampler;
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unsigned int normal_sampler;
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unsigned int color_sampler;
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unsigned int quadratic;
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unsigned int linear;
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unsigned int eye;
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unsigned int lights;
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} uniform;
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struct {
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unsigned int lights;
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} binding;
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};
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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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void load_quad_index_buffer()
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{
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uint8_t const data[] = {
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1, 0, 2, 3,
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};
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int const data_size = (sizeof (data));
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glGenBuffers(1, &quad_index_buffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quad_index_buffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, data_size, data, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glGenVertexArrays(1, &empty_vertex_array_object);
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}
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void load_test_program()
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{
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unsigned int program = compile_from_files("shader/test.vert",
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NULL,
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"shader/test.frag");
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test_location.attrib.position = glGetAttribLocation(program, "Position");
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test_location.attrib.normal = glGetAttribLocation(program, "Normal");
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test_location.attrib.texture = glGetAttribLocation(program, "Texture");
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test_location.attrib.block_position = glGetAttribLocation(program, "BlockPosition");
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test_location.attrib.block_id = glGetAttribLocation(program, "BlockID");
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test_location.attrib.data = glGetAttribLocation(program, "Data");
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printf("test 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 block_id %u\n",
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test_location.attrib.position,
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test_location.attrib.normal,
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test_location.attrib.texture,
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test_location.attrib.block_position,
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test_location.attrib.block_id,
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test_location.attrib.data);
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test_location.uniform.transform = glGetUniformLocation(program, "Transform");
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test_location.uniform.terrain_sampler = glGetUniformLocation(program, "TerrainSampler");
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test_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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test_location.uniform.transform,
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test_location.uniform.terrain_sampler,
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test_location.uniform.texture_id);
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test_location.binding.texture_id = 0;
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glUniformBlockBinding(program, test_location.uniform.texture_id, test_location.binding.texture_id);
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test_program = program;
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}
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void load_quad_program()
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{
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unsigned int program = compile_from_files("shader/quad.vert",
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NULL,
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"shader/quad.frag");
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quad_location.uniform.texture_sampler = glGetUniformLocation(program, "TextureSampler");
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printf("quad program:\n");
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printf(" uniforms:\n texture_sampler %u\n",
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quad_location.uniform.texture_sampler);
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quad_program = program;
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}
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void load_lighting_program()
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{
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unsigned int program = compile_from_files("shader/quad.vert",
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NULL,
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"shader/lighting.frag");
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lighting_location.uniform.position_sampler = glGetUniformLocation(program, "PositionSampler");
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lighting_location.uniform.normal_sampler = glGetUniformLocation(program, "NormalSampler");
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lighting_location.uniform.color_sampler = glGetUniformLocation(program, "ColorSampler");
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lighting_location.uniform.quadratic = glGetUniformLocation(program, "Quadratic");
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lighting_location.uniform.linear = glGetUniformLocation(program, "Linear");
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lighting_location.uniform.eye = glGetUniformLocation(program, "Eye");
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lighting_location.uniform.lights = glGetUniformBlockIndex(program, "Lights");
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fprintf(stderr, "lighting program:\n");
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fprintf(stderr, " uniforms:\n position_sampler %u normal_sampler %u color_sampler %u lights %u\n",
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lighting_location.uniform.position_sampler,
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lighting_location.uniform.normal_sampler,
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lighting_location.uniform.color_sampler,
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lighting_location.uniform.lights);
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lighting_location.binding.lights = 0;
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glUniformBlockBinding(program, lighting_location.uniform.lights, lighting_location.binding.lights);
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lighting_program = program;
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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_test_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(test_location.attrib.position);
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glVertexAttribFormat(test_location.attrib.position, 3, GL_HALF_FLOAT, GL_FALSE, 0);
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glVertexAttribBinding(test_location.attrib.position, 0);
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glEnableVertexAttribArray(test_location.attrib.normal);
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glVertexAttribFormat(test_location.attrib.normal, 3, GL_HALF_FLOAT, GL_FALSE, 6);
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glVertexAttribBinding(test_location.attrib.normal, 0);
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glEnableVertexAttribArray(test_location.attrib.texture);
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glVertexAttribFormat(test_location.attrib.texture, 2, GL_HALF_FLOAT, GL_FALSE, 12);
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glVertexAttribBinding(test_location.attrib.texture, 0);
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glEnableVertexAttribArray(test_location.attrib.block_position);
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glVertexAttribFormat(test_location.attrib.block_position, 3, GL_SHORT, GL_FALSE, 0);
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glVertexAttribBinding(test_location.attrib.block_position, 1);
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glEnableVertexAttribArray(test_location.attrib.block_id);
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glVertexAttribFormat(test_location.attrib.block_id, 1, GL_UNSIGNED_BYTE, GL_FALSE, 6);
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glVertexAttribBinding(test_location.attrib.block_id, 1);
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glEnableVertexAttribArray(test_location.attrib.data);
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glVertexAttribFormat(test_location.attrib.data, 1, GL_UNSIGNED_BYTE, GL_FALSE, 7);
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glVertexAttribBinding(test_location.attrib.data, 1);
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glBindVertexArray(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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struct target_name {
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enum {
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POSITION = 0,
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NORMAL = 1,
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COLOR = 2,
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};
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};
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template <int render_target_count>
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struct geometry_buffer {
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unsigned int framebuffer;
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unsigned int target[render_target_count]; // textures
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unsigned int renderbuffer;
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int initialized;
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int width;
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int height;
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};
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struct target_type {
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GLint internal_format;
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GLenum attachment;
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};
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static geometry_buffer<3> geometry_buffer_pnc = {};
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static target_type const geometry_buffer_pnc_types[3] = {
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[target_name::POSITION] = { GL_RGBA16F, GL_COLOR_ATTACHMENT0 },
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[target_name::NORMAL] = { GL_RGBA16F, GL_COLOR_ATTACHMENT1 },
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[target_name::COLOR] = { GL_RGBA8, GL_COLOR_ATTACHMENT2 },
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};
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template <int render_target_count>
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void init_geometry_buffer(geometry_buffer<render_target_count>& geometry_buffer, target_type const * const types)
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{
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int width = g_window_width;
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int height = g_window_height;
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if ((geometry_buffer.initialized == 1) && (width == geometry_buffer.width) && (height == geometry_buffer.height)) {
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return;
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}
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if (geometry_buffer.initialized) {
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glDeleteFramebuffers(1, &geometry_buffer.framebuffer);
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glDeleteTextures(render_target_count, geometry_buffer.target);
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glDeleteRenderbuffers(1, &geometry_buffer.renderbuffer);
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}
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glGenFramebuffers(1, &geometry_buffer.framebuffer);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, geometry_buffer.framebuffer);
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glGenTextures(render_target_count, geometry_buffer.target);
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for (int i = 0; i < render_target_count; i++) {
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glBindTexture(GL_TEXTURE_2D, geometry_buffer.target[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, types[i].internal_format, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
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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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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, types[i].attachment, GL_TEXTURE_2D, geometry_buffer.target[i], 0);
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}
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static_assert(render_target_count == 3);
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GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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glDrawBuffers(3, attachments); // bound to GL_DRAW_FRAMEBUFFER
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glGenRenderbuffers(1, &geometry_buffer.renderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, geometry_buffer.renderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, geometry_buffer.renderbuffer);
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assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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geometry_buffer.initialized = 1;
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geometry_buffer.width = width;
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geometry_buffer.height = height;
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}
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void load_buffers()
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{
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load_test_vertex_attributes();
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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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static unsigned int texture;
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void load_textures()
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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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static unsigned int light_uniform_buffer;
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static unsigned int texture_id_uniform_buffer;
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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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void load_light_uniform_buffer()
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{
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light_uniform_buffer = load_uniform_buffer("minecraft/global.lights.vtx");
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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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extern "C" {
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void * SDL_GL_GetProcAddress(const char *proc);
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}
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struct view_state {
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XMVECTOR up;
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XMVECTOR eye;
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XMVECTOR forward;
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XMVECTOR direction;
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float fov;
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float pitch;
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};
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view_state view_state;
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font::font * terminus_fonts;
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struct short_point {
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short x;
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short y;
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short z;
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};
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static_assert((sizeof (short_point)) == 6);
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short_point line_points[128];
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static int line_point_ix = 0;
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void line_point(int x, int y, int z)
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{
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if (line_point_ix >= 128)
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return;
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printf("%d %d %d\n", x, y, z);
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line_points[line_point_ix].x = x;
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line_points[line_point_ix].y = y;
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line_points[line_point_ix].z = z;
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line_point_ix += 1;
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}
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void load_line_program()
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{
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unsigned int program = compile_from_files("shader/line.vert",
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NULL,
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"shader/line.frag");
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line_location.attrib.position = glGetAttribLocation(program, "Position");
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line_location.attrib.normal = glGetAttribLocation(program, "Normal");
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line_location.attrib.texture = glGetAttribLocation(program, "Texture");
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line_location.attrib.block_position = glGetAttribLocation(program, "BlockPosition");
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printf("line program:\n");
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printf(" attributes:\n position %u\n normal %u\n texture %u\n block_position %u\n",
|
|
line_location.attrib.position,
|
|
line_location.attrib.normal,
|
|
line_location.attrib.texture,
|
|
line_location.attrib.block_position);
|
|
|
|
line_location.uniform.transform = glGetUniformLocation(program, "Transform");
|
|
printf(" uniforms:\n transform %u\n\n",
|
|
line_location.uniform.transform);
|
|
|
|
line_program = program;
|
|
}
|
|
|
|
void load_line_vertex_attributes()
|
|
{
|
|
glGenVertexArrays(1, &line_vertex_array_object);
|
|
glBindVertexArray(line_vertex_array_object);
|
|
|
|
glVertexBindingDivisor(0, 0);
|
|
glVertexBindingDivisor(1, 1);
|
|
|
|
glEnableVertexAttribArray(line_location.attrib.position);
|
|
glVertexAttribFormat(line_location.attrib.position, 3, GL_HALF_FLOAT, GL_FALSE, 0);
|
|
glVertexAttribBinding(line_location.attrib.position, 0);
|
|
|
|
glEnableVertexAttribArray(line_location.attrib.normal);
|
|
glVertexAttribFormat(line_location.attrib.normal, 3, GL_HALF_FLOAT, GL_FALSE, 6);
|
|
glVertexAttribBinding(line_location.attrib.normal, 0);
|
|
|
|
glEnableVertexAttribArray(line_location.attrib.texture);
|
|
glVertexAttribFormat(line_location.attrib.texture, 2, GL_HALF_FLOAT, GL_FALSE, 12);
|
|
glVertexAttribBinding(line_location.attrib.texture, 0);
|
|
|
|
glEnableVertexAttribArray(line_location.attrib.block_position);
|
|
glVertexAttribFormat(line_location.attrib.block_position, 3, GL_SHORT, GL_FALSE, 0);
|
|
glVertexAttribBinding(line_location.attrib.block_position, 1);
|
|
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
void load_line_instance_buffer()
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, line_instance_buffer);
|
|
glBufferData(GL_ARRAY_BUFFER, (sizeof (short_point)) * line_point_ix, line_points, GL_STATIC_DRAW);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void load_line()
|
|
{
|
|
int x1 = -55;
|
|
int z1 = 48;
|
|
int y1 = 50;
|
|
|
|
int x2 = -60;
|
|
int z2 = 55;
|
|
int y2 = 53;
|
|
|
|
line_point_ix = 0;
|
|
bresenham(x1, y1, z1, x2, y2, z2, line_point);
|
|
|
|
load_line_instance_buffer();
|
|
}
|
|
|
|
void load(const char * source_path)
|
|
{
|
|
g_source_path_length = strlen(source_path);
|
|
assert(source_path[g_source_path_length - 1] != '/');
|
|
g_source_path = 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();
|
|
|
|
view_state.up = XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f);
|
|
view_state.eye = XMVectorSet(-55.5f, 48.25f, 50.0f, 1);
|
|
view_state.forward = XMVectorSet(-0.63, 0.78, 0, 0);
|
|
view_state.direction = view_state.forward;
|
|
view_state.pitch = -0.11;
|
|
|
|
view_state.fov = 1.5;
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// font
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
font::load_shader();
|
|
|
|
terminus_fonts = (font::font *)malloc((sizeof (font::font)) * font::terminus_length);
|
|
font::load_fonts(terminus_fonts, font::terminus, font::terminus_length);
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// quad
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
load_quad_program();
|
|
load_quad_index_buffer();
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// lighting
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
load_lighting_program();
|
|
load_light_uniform_buffer();
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// line
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
load_line_program();
|
|
load_line_vertex_attributes();
|
|
|
|
glGenBuffers(1, &line_instance_buffer);
|
|
load_line();
|
|
}
|
|
|
|
float _ry = 0.0;
|
|
|
|
struct light_parameters {
|
|
float quadratic;
|
|
float linear;
|
|
};
|
|
light_parameters lighting = {
|
|
.quadratic = 1.0,
|
|
.linear = 1.0
|
|
};
|
|
|
|
void kb_update(int up, int down, int left, int right)
|
|
{
|
|
XMVECTOR normal = XMVector3NormalizeEst(XMVector3Cross(view_state.forward, view_state.up));
|
|
view_state.eye += view_state.forward * (0.1f * up + -0.1f * down);
|
|
view_state.eye += normal * (-0.1f * left + 0.1f * right);
|
|
}
|
|
|
|
void update(float lx, float ly, float rx, float ry, float tl, float tr,
|
|
int up, int down, int left, int right,
|
|
int a, int b, int x, int y)
|
|
{
|
|
//view_state.yaw += rx;
|
|
XMMATRIX mrz = XMMatrixRotationZ(rx * -0.035);
|
|
|
|
view_state.forward = XMVector3Transform(XMVector3NormalizeEst(view_state.forward), mrz);
|
|
XMVECTOR normal = XMVector3NormalizeEst(XMVector3Cross(view_state.forward, view_state.up));
|
|
|
|
view_state.pitch += ry * -0.035;
|
|
if (view_state.pitch > 1.57f) view_state.pitch = 1.57f;
|
|
if (view_state.pitch < -1.57f) view_state.pitch = -1.57f;
|
|
|
|
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;
|
|
}
|
|
lighting.quadratic += 0.01 * a + -0.01 * b;
|
|
if (lighting.quadratic < 0.0f)
|
|
lighting.quadratic = 0.0f;
|
|
lighting.linear += 0.01 * x + -0.01 * y;
|
|
if (lighting.linear < 0.0f)
|
|
lighting.linear = 0.0f;
|
|
}
|
|
|
|
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)
|
|
{
|
|
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;
|
|
}
|
|
|
|
inline static float draw_vector(font::font const& ter_best, char * const buf, float y, char const * const label, XMVECTOR vec)
|
|
{
|
|
labeled_value<float>(buf, label, ".x: %.2f", XMVectorGetX(vec));
|
|
font::draw_string(ter_best, buf, 10, y);
|
|
y += ter_best.desc->glyph_height;
|
|
labeled_value<float>(buf, label, ".y: %.2f", XMVectorGetY(vec));
|
|
font::draw_string(ter_best, buf, 10, y);
|
|
y += ter_best.desc->glyph_height;
|
|
labeled_value<float>(buf, label, ".z: %.2f", XMVectorGetZ(vec));
|
|
font::draw_string(ter_best, buf, 10, y);
|
|
y += ter_best.desc->glyph_height;
|
|
return y;
|
|
}
|
|
|
|
void draw_hud()
|
|
{
|
|
char buf[512];
|
|
|
|
float y = 10.0f;
|
|
|
|
int font_ix = font::best_font(font::terminus, font::terminus_length);
|
|
font::font const& ter_best = terminus_fonts[font_ix];
|
|
|
|
font::draw_start(ter_best, empty_vertex_array_object, quad_index_buffer);
|
|
|
|
labeled_value<float>(buf, "fov: ", "%.3f", view_state.fov);
|
|
font::draw_string(ter_best, buf, 10, y);
|
|
y += ter_best.desc->glyph_height;
|
|
|
|
labeled_value<int>(buf, "font_height: ", "%d", ter_best.desc->glyph_height);
|
|
font::draw_string(ter_best, buf, 10, y);
|
|
y += ter_best.desc->glyph_height;
|
|
|
|
labeled_value<float>(buf, "lighting.quadratic: ", "%.2f", lighting.quadratic);
|
|
font::draw_string(ter_best, buf, 10, y);
|
|
y += ter_best.desc->glyph_height;
|
|
|
|
labeled_value<float>(buf, "lighting.linear: ", "%.2f", lighting.linear);
|
|
font::draw_string(ter_best, buf, 10, y);
|
|
y += ter_best.desc->glyph_height;
|
|
|
|
y = draw_vector(ter_best, buf, y, "eye", view_state.eye);
|
|
y = draw_vector(ter_best, buf, y, "forward", view_state.forward);
|
|
|
|
labeled_value<float>(buf, "pitch: ", "%.9f", view_state.pitch);
|
|
font::draw_string(ter_best, buf, 10, y);
|
|
y += ter_best.desc->glyph_height;
|
|
}
|
|
|
|
XMMATRIX current_view_projection()
|
|
{
|
|
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 = g_window_width / g_window_height;
|
|
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;
|
|
return transform;
|
|
}
|
|
|
|
void draw_minecraft()
|
|
{
|
|
// possibly re-initialize geometry buffer if window width/height changes
|
|
init_geometry_buffer(geometry_buffer_pnc, geometry_buffer_pnc_types);
|
|
|
|
glUseProgram(test_program);
|
|
|
|
glBlendFunc(GL_ONE, GL_ZERO);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_GREATER);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, texture);
|
|
|
|
XMMATRIX transform = current_view_projection();
|
|
glUniformMatrix4fv(test_location.uniform.transform, 1, false, (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);
|
|
|
|
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);
|
|
glDepthFunc(GL_ALWAYS);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, geometry_buffer_pnc.target[1]);
|
|
|
|
glUniform1i(quad_location.uniform.texture_sampler, 0);
|
|
|
|
glBindVertexArray(empty_vertex_array_object);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quad_index_buffer);
|
|
|
|
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, (void *)0);
|
|
}
|
|
|
|
static inline bool near_zero(float a)
|
|
{
|
|
return (fabsf(a) < 0.00001f);
|
|
}
|
|
|
|
void draw_lighting()
|
|
{
|
|
glUseProgram(lighting_program);
|
|
glDepthFunc(GL_ALWAYS);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, geometry_buffer_pnc.target[0]);
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, geometry_buffer_pnc.target[1]);
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glBindTexture(GL_TEXTURE_2D, geometry_buffer_pnc.target[2]);
|
|
|
|
glUniform1i(lighting_location.uniform.position_sampler, 0);
|
|
glUniform1i(lighting_location.uniform.normal_sampler, 1);
|
|
glUniform1i(lighting_location.uniform.color_sampler, 2);
|
|
|
|
float quadratic = near_zero(lighting.quadratic) ? 0.0 : 1.0f / lighting.quadratic;
|
|
float linear = near_zero(lighting.linear) ? 0.0 : 1.0f / lighting.linear;
|
|
glUniform1f(lighting_location.uniform.quadratic, quadratic);
|
|
glUniform1f(lighting_location.uniform.linear, linear);
|
|
|
|
|
|
XMFLOAT3 eye;
|
|
XMStoreFloat3(&eye, view_state.eye);
|
|
glUniform3fv(lighting_location.uniform.eye, 1, (float*)&eye);
|
|
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, lighting_location.binding.lights, light_uniform_buffer);
|
|
|
|
glBindVertexArray(empty_vertex_array_object);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quad_index_buffer);
|
|
|
|
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, (void *)0);
|
|
}
|
|
|
|
void draw_line()
|
|
{
|
|
glUseProgram(line_program);
|
|
|
|
glBlendFunc(GL_ONE, GL_ZERO);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_GREATER);
|
|
|
|
XMMATRIX transform = current_view_projection();
|
|
glUniformMatrix4fv(line_location.uniform.transform, 1, false, (float *)&transform);
|
|
|
|
//glEnable(GL_CULL_FACE);
|
|
//glCullFace(GL_FRONT);
|
|
//glFrontFace(GL_CCW);
|
|
|
|
glBindVertexArray(line_vertex_array_object);
|
|
glBindVertexBuffer(0, per_vertex_buffer, 0, per_vertex_size);
|
|
int line_instance_vertex_size = (sizeof (short_point));
|
|
glBindVertexBuffer(1, line_instance_buffer, 0, line_instance_vertex_size);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
|
|
|
|
int configuration = 63;
|
|
int element_count = 6 * popcount(configuration);
|
|
const void * indices = (void *)((ptrdiff_t)index_buffer_configuration_offsets[configuration]); // index into configuration.idx
|
|
int instance_count = line_point_ix;
|
|
glDrawElementsInstanced(GL_TRIANGLES, element_count, GL_UNSIGNED_BYTE, indices, instance_count);
|
|
}
|
|
|
|
void draw()
|
|
{
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDepth(-1.0f);
|
|
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, geometry_buffer_pnc.framebuffer);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
draw_minecraft();
|
|
draw_line();
|
|
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
draw_lighting();
|
|
//draw_quad();
|
|
draw_hud();
|
|
}
|