591 lines
17 KiB
C++
591 lines
17 KiB
C++
#include <stdio.h>
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
|
|
#include "geometry_buffer.h"
|
|
#include "glad/gl.h"
|
|
#include "opengl.h"
|
|
#include "directxmath/directxmath.h"
|
|
#include "test.h"
|
|
#include "font.h"
|
|
#include "window.h"
|
|
#include "bresenham.h"
|
|
#include "file.h"
|
|
#include "world.h"
|
|
#include "view.h"
|
|
#include "non_block.h"
|
|
#include "minecraft.h"
|
|
#include "hud.h"
|
|
#include "lighting.h"
|
|
#include "line_art.h"
|
|
#include "collision_scene.h"
|
|
#include "collision.h"
|
|
#include "boids_scene.h"
|
|
#include "collada/effect.h"
|
|
#include "collada/scene.h"
|
|
#include "collada/types.h"
|
|
#include "data/scenes/ship20.h"
|
|
|
|
struct line_location {
|
|
struct {
|
|
unsigned int position;
|
|
unsigned int normal;
|
|
unsigned int texture;
|
|
unsigned int block_position;
|
|
} attrib;
|
|
struct {
|
|
unsigned int transform;
|
|
} uniform;
|
|
};
|
|
static unsigned int line_program;
|
|
static line_location line_location;
|
|
static unsigned int line_vertex_array_object;
|
|
static unsigned int line_instance_buffer;
|
|
|
|
struct quad_location {
|
|
struct {
|
|
unsigned int texture_sampler;
|
|
} uniform;
|
|
};
|
|
static unsigned int quad_program;
|
|
static quad_location quad_location;
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// globals
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
static collada::scene::state scene_state;
|
|
|
|
unsigned int empty_vertex_array_object = -1;
|
|
unsigned int quad_index_buffer = -1;
|
|
|
|
float current_time;
|
|
float last_frame_time;
|
|
|
|
font::font * terminus_fonts;
|
|
|
|
geometry_buffer<3> geometry_buffer_pnc = {};
|
|
static target_type const geometry_buffer_pnc_types[3] = {
|
|
[target_name::POSITION] = { GL_RGBA16F, GL_COLOR_ATTACHMENT0 },
|
|
[target_name::NORMAL] = { GL_RGBA16F, GL_COLOR_ATTACHMENT1 },
|
|
[target_name::COLOR] = { GL_RGBA8, GL_COLOR_ATTACHMENT2 },
|
|
};
|
|
|
|
void load_quad_index_buffer()
|
|
{
|
|
uint8_t const data[] = {
|
|
1, 0, 2, 3,
|
|
};
|
|
int const data_size = (sizeof (data));
|
|
|
|
glGenBuffers(1, &quad_index_buffer);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quad_index_buffer);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, data_size, data, GL_STATIC_DRAW);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void load_quad_program()
|
|
{
|
|
unsigned int program = compile_from_files("shader/quad.vert",
|
|
NULL,
|
|
"shader/quad.frag");
|
|
|
|
quad_location.uniform.texture_sampler = glGetUniformLocation(program, "TextureSampler");
|
|
printf("quad program:\n");
|
|
printf(" uniforms:\n texture_sampler %u\n",
|
|
quad_location.uniform.texture_sampler);
|
|
|
|
quad_program = program;
|
|
}
|
|
|
|
extern "C" {
|
|
void * SDL_GL_GetProcAddress(const char *proc);
|
|
}
|
|
|
|
struct short_point {
|
|
short x;
|
|
short y;
|
|
short z;
|
|
};
|
|
static_assert((sizeof (short_point)) == 6);
|
|
|
|
short_point line_points[128];
|
|
static int line_point_ix = 0;
|
|
|
|
void append_line_point(int x, int y, int z)
|
|
{
|
|
if (line_point_ix == 1)
|
|
return;
|
|
|
|
global_entry * const entry = world_lookup(x, y, z);
|
|
if (entry != NULL) {
|
|
line_points[line_point_ix].x = x;
|
|
line_points[line_point_ix].y = y;
|
|
line_points[line_point_ix].z = z;
|
|
line_point_ix += 1;
|
|
}
|
|
}
|
|
|
|
void load_line_program()
|
|
{
|
|
unsigned int program = compile_from_files("shader/line.vert",
|
|
NULL,
|
|
"shader/line.frag");
|
|
|
|
line_location.attrib.position = glGetAttribLocation(program, "Position");
|
|
line_location.attrib.normal = glGetAttribLocation(program, "Normal");
|
|
line_location.attrib.texture = glGetAttribLocation(program, "Texture");
|
|
|
|
line_location.attrib.block_position = glGetAttribLocation(program, "BlockPosition");
|
|
|
|
printf("line program:\n");
|
|
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);
|
|
}
|
|
|
|
struct line_state {
|
|
struct {
|
|
int x;
|
|
int y;
|
|
int z;
|
|
} point[2];
|
|
};
|
|
static line_state line_state = {};
|
|
|
|
void load_line()
|
|
{
|
|
line_point_ix = 0;
|
|
bresenham(line_state.point[0].x, line_state.point[0].y, line_state.point[0].z,
|
|
line_state.point[1].x, line_state.point[1].y, line_state.point[1].z,
|
|
append_line_point);
|
|
|
|
load_line_instance_buffer();
|
|
}
|
|
|
|
void load_line_point_from_eye(int point_ix)
|
|
{
|
|
int x = XMVectorGetX(view::state.eye);
|
|
int y = XMVectorGetY(view::state.eye);
|
|
int z = XMVectorGetZ(view::state.eye);
|
|
|
|
line_state.point[point_ix].x = x;
|
|
line_state.point[point_ix].y = z;
|
|
line_state.point[point_ix].z = y;
|
|
|
|
load_line();
|
|
}
|
|
|
|
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);
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// minecraft (drawing data)
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
minecraft::load();
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// world (collision data)
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
load_world();
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// view
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
view::load();
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// 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
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
glGenVertexArrays(1, &empty_vertex_array_object);
|
|
load_quad_program();
|
|
load_quad_index_buffer();
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// lighting
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
lighting::load_program();
|
|
lighting::load_light_uniform_buffer();
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// line
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
load_line_program();
|
|
load_line_vertex_attributes();
|
|
|
|
glGenBuffers(1, &line_instance_buffer);
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// non_block
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
non_block::load_program();
|
|
non_block::load_index_buffer();
|
|
non_block::load_per_vertex_buffer();
|
|
non_block::load_vertex_attributes();
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// debug scenes
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
line_art::load();
|
|
collision_scene::load();
|
|
boids_scene::load();
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// collada
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
collada::effect::load_effects();
|
|
scene_state.load_scene(&ship20::descriptor);
|
|
}
|
|
|
|
void update_keyboard(int up, int down, int left, int right,
|
|
int w, int s, int a, int d,
|
|
int t, int g, int f, int h,
|
|
int i, int k, int j, int l)
|
|
{
|
|
//float forward = (0.1f * up + -0.1f * down);
|
|
//float strafe = (-0.1f * left + 0.1f * right);
|
|
//view::third_person::apply_translation(forward, strafe, 0);
|
|
/*
|
|
collision_scene::update(up, down, left, right,
|
|
w, s, a, d,
|
|
t, g, f, h,
|
|
i, k, j, l);
|
|
*/
|
|
boids_scene::update(up, down, left, right,
|
|
w, s, a, d,
|
|
t, g, f, h,
|
|
i, k, j, l);
|
|
}
|
|
|
|
void check_collisions(collision::Sphere const & sphere, XMVECTOR const & direction,
|
|
collision::state & state)
|
|
{
|
|
state.t = FLT_MAX;
|
|
state.intersected = false;
|
|
|
|
collision::AABB sphere_aabb = collision::moving_sphere_aabb(sphere, direction);
|
|
XMVECTOR min_floor = XMVectorFloor(sphere_aabb.min);
|
|
XMVECTOR max_ceiling = XMVectorCeiling(sphere_aabb.max);
|
|
|
|
int min_x = XMVectorGetX(min_floor);
|
|
int min_y = XMVectorGetZ(min_floor); // swizzle
|
|
int min_z = XMVectorGetY(min_floor); // swizzle
|
|
|
|
int max_x = XMVectorGetX(max_ceiling);
|
|
int max_y = XMVectorGetZ(max_ceiling); // swizzle
|
|
int max_z = XMVectorGetY(max_ceiling); // swizzle
|
|
|
|
for (int x = min_x; x <= max_x; x++) {
|
|
for (int y = min_y; y <= max_y; y++) {
|
|
for (int z = min_z; z <= max_z; z++) {
|
|
global_entry * const entry = world_lookup(x, y, z);
|
|
if (entry == NULL)
|
|
continue;
|
|
|
|
// there is a block at x, y, z
|
|
XMVECTOR cube_center = XMVectorSet(x, z, y, 1); // swizzle
|
|
float cube_half = 0.5f;
|
|
collision::check_collision(sphere, direction,
|
|
cube_center, cube_half,
|
|
state);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const int max_joysticks = 8;
|
|
|
|
void update_joystick(int joystick_index,
|
|
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,
|
|
int leftshoulder, int rightshoulder,
|
|
int start)
|
|
{
|
|
float forward = -ly * 0.5;
|
|
float strafe = lx * 0.5;
|
|
float elevation = (tl - tr) * 0.5;
|
|
float delta_yaw = rx * -0.035;
|
|
float delta_pitch = ry * -0.035;
|
|
|
|
XMVECTOR direction = view::third_person::apply_transform(forward, strafe, elevation,
|
|
delta_yaw, delta_pitch);
|
|
view::apply_fov(0.01 * up + -0.01 * down);
|
|
|
|
XMVECTOR sphere_position = view::state.at;
|
|
|
|
float sphere_radius = 0.48;
|
|
collision::Sphere sphere(sphere_position, sphere_radius);
|
|
int intersections = 0;
|
|
collision::state state;
|
|
while (intersections < 500) {
|
|
check_collisions(sphere, direction, state);
|
|
if (!state.intersected)
|
|
break;
|
|
|
|
XMVECTOR intersection_normal;
|
|
XMVECTOR new_direction = collision::sphere_collision_response(sphere, direction,
|
|
state.intersection_point,
|
|
state.intersection_position,
|
|
intersection_normal);
|
|
// collide again
|
|
sphere.center = state.intersection_position + intersection_normal * 0.01f;
|
|
direction = new_direction * 0.9f;
|
|
if (XMVectorGetX(XMVector3Length(direction)) < 0.001f) {
|
|
direction = XMVectorZero();
|
|
break;
|
|
}
|
|
intersections += 1;
|
|
}
|
|
if (intersections == 500) { // too many recursive collisions
|
|
printf("too many recursive collisions\n");
|
|
} else {
|
|
// apply the last direction impulse
|
|
view::state.at = sphere.center + direction;
|
|
}
|
|
|
|
view::state.eye = view::state.at - view::state.direction * view::at_distance;
|
|
|
|
/*
|
|
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;
|
|
*/
|
|
|
|
if (leftshoulder) {
|
|
load_line_point_from_eye(0);
|
|
}
|
|
if (rightshoulder) {
|
|
load_line_point_from_eye(1);
|
|
}
|
|
}
|
|
|
|
void update(float time)
|
|
{
|
|
current_time = time;
|
|
|
|
view::update_transforms();
|
|
}
|
|
|
|
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 int popcount(int x)
|
|
{
|
|
return __builtin_popcount(x);
|
|
}
|
|
|
|
/*
|
|
void draw_line()
|
|
{
|
|
if (line_point_ix == 0)
|
|
return;
|
|
|
|
glUseProgram(line_program);
|
|
|
|
glBlendFunc(GL_ONE, GL_ZERO);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_ALWAYS);
|
|
|
|
glUniformMatrix4fv(line_location.uniform.transform, 1, false, (float *)&view::state.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;
|
|
int base_instance = 0;
|
|
if (instance_count - base_instance <= 0)
|
|
return;
|
|
glDrawElementsInstancedBaseInstance(GL_TRIANGLES, element_count, GL_UNSIGNED_BYTE, indices, instance_count - base_instance, base_instance);
|
|
}
|
|
*/
|
|
|
|
int clamp(int n, int high)
|
|
{
|
|
if (n < 0)
|
|
return 0;
|
|
if (n >= high)
|
|
return high;
|
|
return n;
|
|
}
|
|
|
|
void update_mouse(int x, int y)
|
|
{
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, geometry_buffer_pnc.framebuffer);
|
|
glReadBuffer(geometry_buffer_pnc_types[target_name::POSITION].attachment);
|
|
|
|
/*
|
|
x = clamp(x, geometry_buffer_pnc.width);
|
|
y = clamp(y, geometry_buffer_pnc.height);
|
|
glReadPixels(x,
|
|
geometry_buffer_pnc.height - y,
|
|
1, // width
|
|
1, // height
|
|
GL_RGB,
|
|
GL_FLOAT,
|
|
(void*)&mouse_position);
|
|
*/
|
|
|
|
{
|
|
float mx = (2.0f * (float)x) / geometry_buffer_pnc.width - 1.0f;
|
|
float my = 1.0f - (2.0f * (float)y) / geometry_buffer_pnc.height;
|
|
/*
|
|
XMVECTOR mouse_world = XMVector3Transform(mouse_clip, inverse);
|
|
XMVECTOR ray = XMVector3Normalize(mouse_world - view::state.eye);
|
|
mouse_ray_position = ray;
|
|
|
|
XMVECTOR ray_start = view::state.eye;
|
|
XMVECTOR ray_end = ray_start + ray * 20.0f;
|
|
*/
|
|
|
|
XMVECTOR mouse_clip = XMVectorSet(mx, my, -1, 0);
|
|
|
|
XMMATRIX projection_inverse = XMMatrixInverse(NULL, view::state.projection_transform);
|
|
XMMATRIX view_inverse = XMMatrixInverse(NULL, view::state.view_transform);
|
|
|
|
XMVECTOR mouse_view = XMVector3Transform(mouse_clip, projection_inverse);
|
|
|
|
mouse_view = XMVectorSetZ(mouse_view, -1);
|
|
XMVECTOR ray = XMVector3Normalize(XMVector3TransformNormal(mouse_view, view_inverse));
|
|
|
|
XMVECTOR ray_start = view::state.eye;
|
|
XMVECTOR ray_end = ray_start + ray * 20.0f;
|
|
|
|
line_state.point[0].x = roundf(XMVectorGetX(ray_start));
|
|
line_state.point[0].z = roundf(XMVectorGetY(ray_start));
|
|
line_state.point[0].y = roundf(XMVectorGetZ(ray_start));
|
|
|
|
line_state.point[1].x = roundf(XMVectorGetX(ray_end));
|
|
line_state.point[1].z = roundf(XMVectorGetY(ray_end));
|
|
line_state.point[1].y = roundf(XMVectorGetZ(ray_end));
|
|
load_line();
|
|
}
|
|
}
|
|
|
|
void draw()
|
|
{
|
|
if (false) {
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDepth(-1.0f);
|
|
|
|
// possibly re-initialize geometry buffer if window width/height changes
|
|
init_geometry_buffer(geometry_buffer_pnc, geometry_buffer_pnc_types);
|
|
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, geometry_buffer_pnc.framebuffer);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
minecraft::draw();
|
|
//draw_line();
|
|
non_block::draw();
|
|
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
lighting::draw();
|
|
//draw_quad();
|
|
hud::draw();
|
|
} else {
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
//collision_scene::draw();
|
|
//boids_scene::draw();
|
|
scene_state.draw();
|
|
}
|
|
|
|
last_frame_time = current_time;
|
|
}
|