voxel-test/main.c
2024-07-26 21:13:42 -04:00

432 lines
No EOL
12 KiB
C

#define STB_IMAGE_IMPLEMENTATION
#define GLFW_INCLUDE_NONE
#define GLAD_GL_IMPLEMENTATION
#include <GLFW/glfw3.h>
#include <math.h>
#include <pthread.h>
#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
#include "control.h"
#include "cubes.h"
#include "gen.h"
#include "gl.h"
#include "inv.h"
#include "linmath.h"
#include "stb_image.h"
static const char *vertex_shader_text =
"#version 330\n"
"layout (location = 0) in vec3 v_pos;"
"layout (location = 1) in vec3 v_off;"
"uniform mat4 mvp;\n"
"out vec2 v_tex;\n"
"out vec3 v_pos_out;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vec4(v_pos, 1.0);\n"
" v_tex=vec2(v_off);\n"
" v_pos_out=v_pos;\n"
"}\n";
static const char *fragment_shader_text =
"#version 330\n"
"out vec4 color;\n"
"in vec2 v_tex;\n"
"in vec3 v_pos_out;\n"
"uniform sampler2D sampler_tex;\n"
"uniform vec3 center;\n"
"uniform int use_shading;\n"
"float dist;\n"
"void main()\n"
"{\n"
//" color=vec4(v_tex.rg,0.5,0.5);\n"
" if (v_tex.x < 0.0 || v_tex.y < 0.0 || texture(sampler_tex, v_tex).a "
"== 0.0) { discard; }\n"
" dist = distance(v_pos_out, center + vec3(8,8,8))/65;\n"
" if (dist > 1.0) { dist = 1.0; }\n"
" if (use_shading == 0) { dist = 0.0; }\n"
" color=vec4(texture(sampler_tex, v_tex).rgb,1.0)*(1.0-(dist*dist)) + "
"vec4(0.2,0.5,0.7,1.0)*(dist*dist);\n"
"}\n";
int isCursor = 0;
double cx = 0;
double cy = 0;
int fr = 0;
struct player player;
int slot;
static void key_callback(GLFWwindow *window, int key, int scancode, int action,
int mods) {
/*if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
*/
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
isCursor = glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED;
glfwSetInputMode(window, GLFW_CURSOR,
isCursor ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_DISABLED);
}
if (key == GLFW_KEY_Q && action == GLFW_PRESS) {
slot = (slot + 9) % 10;
}
if (key == GLFW_KEY_E && action == GLFW_PRESS) {
slot = (slot + 1) % 10;
}
}
void mouse_button_callback(GLFWwindow *window, int button, int action,
int mods) {
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) {
control_rclick(cx, cy, player.pos, player.inv, slot);
fr = 1;
}
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
control_lclick(cx, cy, player.pos, player.inv);
fr = 1;
}
}
int width, height;
static void cursor_position_callback(GLFWwindow *window, double x, double y) {
if (isCursor)
return;
cx = (x - width / 2.0) / -1000.0;
cy = (y - height / 2.0) / -1000.0;
cy = (cy > M_PI * 0.48) ? M_PI * 0.48
: ((cy < -M_PI * 0.48) ? -M_PI * 0.48 : cy);
return;
}
struct args {
int *cube_count;
struct v3f **cube;
struct v3f **text;
struct v3f **cubeO;
struct v3f **textO;
vec3 pos;
GLuint *vertex_buffer;
int *is_render;
int *i2;
};
void *render_chunks(void *args) {
struct args args2 = ((struct args *)args)[0];
int *cube_count = args2.cube_count;
// printf("%i\n", *cube_count);
GLuint *vertex_buffer = args2.vertex_buffer;
*args2.is_render = 0;
*cube_count =
cubes_vert(*args2.cube, *args2.text, *args2.cubeO, *args2.textO,
args2.pos[0] / CHUNK_LENGTH, args2.pos[1] / CHUNK_LENGTH,
args2.pos[2] / CHUNK_LENGTH, 0, args2.i2);
*args2.is_render = 2;
return NULL;
}
#define WinMain main
int main(void) {
if (!glfwInit())
exit(EXIT_FAILURE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(640, 480, "VoxelTest", NULL, NULL);
if (!window) {
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window);
gladLoadGL(glfwGetProcAddress);
glfwSwapInterval(1);
struct v3f *cube = malloc(CTRI_ALL);
struct v3f *text = malloc(CTRI_ALL);
struct v3f *cubeO = malloc(CTRI_ALL + UI_ALL * 18 * sizeof(struct v3f));
struct v3f *textO = malloc(CTRI_ALL + UI_ALL * 18 * sizeof(struct v3f));
int bleh = (CHUNK_DIAMETER_H) * (CHUNK_DIAMETER_V);
int *i2 = calloc(CHUNK_ALL, sizeof(int));
GLuint vertex_buffer[2];
GLuint vertex_array;
glGenVertexArrays(1, &vertex_array);
glBindVertexArray(vertex_array);
glGenBuffers(2, vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[1]);
glBufferData(GL_ARRAY_BUFFER, CTRI_ALL + UI_ALL * 18 * sizeof(struct v3f),
textO, GL_STATIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(struct v3f),
(void *)0);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[0]);
glBufferData(GL_ARRAY_BUFFER, CTRI_ALL + UI_ALL * 18 * sizeof(struct v3f),
cubeO, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(struct v3f),
(void *)0);
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
glCompileShader(vertex_shader);
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
glCompileShader(fragment_shader);
GLuint program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
GLint tex_location = glGetUniformLocation(program, "sampler_tex");
GLint mvp_location = glGetUniformLocation(program, "mvp");
GLint center_location = glGetUniformLocation(program, "center");
GLint use_shading = glGetUniformLocation(program, "use_shading");
unsigned char *pixels;
int tx, ty, ch;
pixels = stbi_load("./test.png", &tx, &ty, &ch, 4);
glClearColor(0.2f, 0.5f, 0.7f, 1.0f);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glfwSetKeyCallback(window, key_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetCursorPosCallback(window, cursor_position_callback);
float *pos = player.pos;
pos[0] = 10240;
pos[1] = 48;
pos[2] = 10240;
FILE *fp = fopen("./db/player.dat", "rb");
int code = (fp) ? fread(&player, sizeof(struct player), 1, fp) : 0;
int cube_count =
cubes_vert(cube, text, cubeO, textO, pos[0] / CHUNK_LENGTH,
pos[1] / CHUNK_LENGTH, pos[2] / CHUNK_LENGTH, 1, i2);
vec3 oldPos = {0, 0, 0};
struct chunk ch7;
ch7.exists = 0;
int state = gen_cube(pos[0], pos[1], pos[2], ch7, 0, -1);
while (1) {
if (state != gen_cube(pos[0], pos[1], pos[2], ch7, 0, -1))
break;
pos[1] += (state ? 1 : -1);
}
pos[1] += 5;
// int x = 0, y = 25, z = 0;
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
double frames = 0.0;
pthread_t thread_id = 0;
int is_render = 1;
int last_render = 0;
struct chunk chunk = gen_chunk(pos[0] / CHUNK_LENGTH, pos[1] / CHUNK_LENGTH,
pos[2] / CHUNK_LENGTH, 0, 0);
is_render = 2;
vec3 dir_temp = {0, 0, 0};
vec3 direction;
fr = 0;
while (!glfwWindowShouldClose(window)) {
glfwGetFramebufferSize(window, &width, &height);
const float ratio = width / (float)height;
glViewport(0, 0, width, height);
glUseProgram(program);
mat4x4 m, v, p, mvp;
mat4x4_identity(m);
mat4x4_perspective(p, 45.0 / 180.0 * M_PI, ratio, 0.1, 1000);
vec3 direction;
vec3_dup(direction,
control_handler(cx, cy, pos, dir_temp, window, chunk).pos);
vec3 dir_pos;
vec3_scale(direction, direction, 100.0);
vec3_add(dir_pos, direction, pos);
vec3 up = {0, 1, 0};
mat4x4_look_at(v, pos, dir_pos, up);
mat4x4_mul(mvp, p, v);
mat4x4_mul(mvp, mvp, m);
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat *)&mvp);
glUniform3fv(center_location, 1, (const GLfloat *)(&(pos[0])));
int ax = (int)(oldPos[0] / CHUNK_LENGTH) - (int)(pos[0] / CHUNK_LENGTH);
int ay = (int)(oldPos[1] / CHUNK_LENGTH) - (int)(pos[1] / CHUNK_LENGTH);
int az = (int)(oldPos[2] / CHUNK_LENGTH) - (int)(pos[2] / CHUNK_LENGTH);
if (((ax != 0 || ay != 0 || az != 0) && last_render < 0) || fr == 1) {
fr = 0;
struct args args;
args.cube_count = &cube_count;
args.cube = &cube;
args.text = &text;
args.cubeO = &cubeO;
args.textO = &textO;
args.pos[0] = pos[0];
args.pos[1] = pos[1];
args.pos[2] = pos[2];
args.vertex_buffer = vertex_buffer;
args.is_render = &is_render;
args.i2 = i2;
last_render = 40;
if (thread_id == 0) {
oldPos[0] = (int)(args.pos[0] / CHUNK_LENGTH) * CHUNK_LENGTH;
oldPos[1] = (int)(args.pos[1] / CHUNK_LENGTH) * CHUNK_LENGTH;
oldPos[2] = (int)(args.pos[2] / CHUNK_LENGTH) * CHUNK_LENGTH;
pthread_create(&(thread_id), NULL, render_chunks, (void *)&(args));
}
}
last_render--;
glfwSwapBuffers(window);
glfwPollEvents();
if (is_render == 2) {
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[1]);
glBufferSubData(GL_ARRAY_BUFFER, 0, (long)cube_count * sizeof(struct v3f),
textO);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, (long)cube_count * sizeof(struct v3f),
cubeO);
if (thread_id != 0) {
pthread_join(thread_id, NULL);
chunk = gen_chunk(pos[0] / CHUNK_LENGTH, pos[1] / CHUNK_LENGTH,
pos[2] / CHUNK_LENGTH, 0, 0);
}
thread_id = 0;
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tx, ty, 0, GL_RGBA,
GL_UNSIGNED_BYTE, pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
int val = CTRI_ALL;
glBindVertexArray(vertex_array);
glUniform1i(use_shading, 1);
glDrawArrays(GL_TRIANGLES, 0, cube_count);
glClear(GL_DEPTH_BUFFER_BIT);
glUniform1i(use_shading, 0);
int iz = CBLOCK_ALL * 18;
int iz2 = iz;
cubes_rect(cubeO, &iz, -0.5, 0.5, -0.5, 0.5, 0, 0, 6);
cubes_rect(textO, &iz, -0.5, 0.5, -0.5, 0.5, 1, 0, 6);
for (int i = 0; i < 10; i++) {
for (int x = 0; x < 3; x++) {
int dig = (int)(player.inv[i].count / (pow(10, x))) % 10;
dig = (dig + 9) % 10;
iz += 6;
cubes_rect(cubeO, &iz, ((i - 4.5) * 2.5) + 0.5 - ((x + 1) * 0.5),
((i - 4.5) * 2.5) + 1 - ((x + 1) * 0.5), -10, -10.5, 0, 0,
0);
cubes_rect(textO, &iz, 0, 0, 0, 0, 1, (dig + 3) % 6, (dig + 3) / 6 + 6);
}
iz += 6;
cubes_rect(cubeO, &iz, ((i - 4.5) * 2.5) - 1, ((i - 4.5) * 2.5) + 1, -11,
-9, 0, 0, 0);
cubes_rect(textO, &iz, 0, 0, 0, 0, 1, (slot == i) ? 1 : 2, 6);
iz += 6;
cubes_rect(cubeO, &iz, ((i - 4.5) * 2.5) - 0.5, ((i - 4.5) * 2.5) + 0.5,
-10.5, -9.5, 0, 0, 0);
cubes_rect(textO, &iz, 0, 0, 0, 0, 1, player.inv[i].id - 1, 0);
}
iz += 6;
mat4x4_identity(v);
mat4x4_ortho(p, -ratio * 15, ratio * 15, -1.f * 15, 1.f * 15, 1.0f, -1.0f);
mat4x4_mul(mvp, p, v);
mat4x4_mul(mvp, mvp, m);
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat *)&mvp);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[1]);
glBufferSubData(GL_ARRAY_BUFFER, CTRI_ALL, (iz - iz2) * sizeof(struct v3f),
&textO[iz2]);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[0]);
glBufferSubData(GL_ARRAY_BUFFER, CTRI_ALL, (iz - iz2) * sizeof(struct v3f),
&cubeO[iz2]);
glBindVertexArray(vertex_array);
glDrawArrays(GL_TRIANGLES, CBLOCK_ALL * 18, (iz - iz2));
}
if (fp) {
fclose(fp);
}
fp = fopen("./db/player.dat", "wb");
if (fp) {
fwrite(&player, sizeof(struct player), 1, fp);
fclose(fp);
}
free(cube);
free(text);
free(cubeO);
free(textO);
free(i2);
gen_free();
cubes_free();
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}