love-demo2/src/non_block.cpp

135 lines
4.2 KiB
C++

#include <stdlib.h>
#include <stdio.h>
#include "glad/gl.h"
#include "directxmath/directxmath.h"
#include "opengl.h"
#include "file.h"
#include "view.h"
#include "non_block.h"
namespace non_block {
unsigned int vertex_array_object;
unsigned int index_buffer;
unsigned int per_vertex_buffer;
const int per_vertex_size = (3 + 3 + 2) * 2;
struct location {
struct {
unsigned int position;
unsigned int normal;
unsigned int texture;
} attrib;
struct {
unsigned int transform;
unsigned int world_transform;
} uniform;
};
location location;
unsigned int program;
void load_index_buffer()
{
glGenBuffers(1, &index_buffer);
int index_buffer_data_size;
void const * index_buffer_data = file::read_file("minecraft/non_block.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);
file::free(index_buffer_data);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void load_per_vertex_buffer()
{
glGenBuffers(1, &per_vertex_buffer);
int vertex_buffer_data_size;
void const * vertex_buffer_data = file::read_file("minecraft/non_block.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);
file::free(vertex_buffer_data);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void load_vertex_attributes()
{
glGenVertexArrays(1, &vertex_array_object);
glBindVertexArray(vertex_array_object);
glVertexBindingDivisor(0, 0);
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);
glBindVertexArray(0);
}
void load_program()
{
program = compile_from_files("shader/non_block.vert",
NULL,
"shader/non_block.frag");
location.attrib.position = glGetAttribLocation(program, "Position");
location.attrib.normal = glGetAttribLocation(program, "Normal");
location.attrib.texture = glGetAttribLocation(program, "Texture");
printf("non_block program:\n");
printf(" attributes:\n position %u\n normal %u\n texture %u\n",
location.attrib.position,
location.attrib.normal,
location.attrib.texture);
location.uniform.world_transform = glGetUniformLocation(program, "WorldTransform");
location.uniform.transform = glGetUniformLocation(program, "Transform");
printf(" uniforms:\n world_transform %u\n transform %u\n",
location.uniform.world_transform,
location.uniform.transform);
}
void draw()
{
glUseProgram(program);
glBlendFunc(GL_ONE, GL_ZERO);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_GREATER);
XMVECTOR offset = view::state.at;
XMMATRIX world_transform = XMMatrixTranslationFromVector(offset);
XMMATRIX transform = world_transform * view::state.transform;
XMFLOAT4X4 float_world_transform;
XMStoreFloat4x4(&float_world_transform, world_transform);
XMFLOAT4X4 float_transform;
XMStoreFloat4x4(&float_transform, transform);
glUniformMatrix4fv(location.uniform.transform, 1, false, (float *)&float_transform);
glUniformMatrix4fv(location.uniform.world_transform, 1, false, (float *)&float_world_transform);
glBindVertexArray(vertex_array_object);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
glBindVertexBuffer(0, per_vertex_buffer, 0, per_vertex_size);
void const * indices = (void *)(0);
// element_count from vertex_buffer_non_block.py stdout
int element_count = 240;
glDrawElements(GL_TRIANGLES, element_count, GL_UNSIGNED_SHORT, indices);
}
}