voxel-test/main.c
2024-07-14 09:27:46 -04:00

277 lines
No EOL
7.2 KiB
C

#include <math.h>
#define GLAD_GL_IMPLEMENTATION
#include "gl.h"
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <pthread.h>
#include "const.h"
#include "cubes.h"
#include "linmath.h"
#include <stddef.h>
#include <stdio.h>
#include <stdlib.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"
"void main()\n"
"{\n"
" gl_Position = mvp * vec4(v_pos, 1.0);\n"
" v_tex=vec2(v_off);\n"
"}\n";
static const char *fragment_shader_text =
"#version 330\n"
"out vec4 color;\n"
"in vec2 v_tex;\n"
"uniform sampler2D sampler_tex;\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) { discard; }\n"
" color=vec4(texture(sampler_tex, v_tex).rgb,0.5);\n"
"}\n";
int isCursor = 0;
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);
}
}
double cx = 0;
double cy = 0;
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 / 2) ? M_PI / 2 : ((cy < -M_PI / 2) ? -M_PI / 2 : cy);
return;
}
struct args {
int *cube_count;
Vertex **cube;
Vertex **text;
vec3 pos;
GLuint *vertex_buffer;
int *is_render;
};
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 =
gen_cubes(*args2.cube, *args2.text, args2.pos[0] / CHUNK_LENGTH,
args2.pos[1] / CHUNK_LENGTH, args2.pos[2] / CHUNK_LENGTH, 0, 0);
*args2.is_render = 2;
return NULL;
}
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, "OpenGL Triangle", NULL, NULL);
if (!window) {
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window);
gladLoadGL(glfwGetProcAddress);
glfwSwapInterval(1);
Vertex *cube = malloc(CTRI_ALL);
Vertex *text = malloc(CTRI_ALL);
int cube_count = gen_cubes(cube, text, 1024 / CHUNK_LENGTH, 64 / CHUNK_LENGTH,
1024 / CHUNK_LENGTH, 0,1);
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, text, GL_STATIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)0);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[0]);
glBufferData(GL_ARRAY_BUFFER, CTRI_ALL, cube, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (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");
unsigned char *pixels;
int tx, ty, ch;
pixels = stbi_load("./test.png", &tx, &ty, &ch, 3);
glClearColor(0.2f, 0.5f, 0.7f, 1.0f);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, cursor_position_callback);
vec3 pos = {1024, 64, 1024};
// int x = 0, y = 25, z = 0;
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
double frames = 0.0;
pthread_t thread_id;
int is_render = 1;
glfwSetTime(7.5);
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 = {cosf(cy) * sinf(cx), sinf(cy), cosf(cy) * cosf(cx)};
vec3 right = {sinf(cx - 3.14f / 2.0f), 0, cosf(cx - 3.14f / 2.0f)};
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
vec3_add(pos, pos, direction);
}
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
vec3_sub(pos, pos, direction);
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
vec3_add(pos, pos, right);
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
vec3_sub(pos, pos, right);
}
vec3 dir_pos;
vec3_add(dir_pos, direction, pos);
vec3 up = {0, 1, 0};
// vec3_mul_cross(up, right, direction);
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);
if (frames >= 8) {
struct args args;
args.cube_count = &cube_count;
args.cube = &cube;
args.text = &text;
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;
pthread_create(&(thread_id), NULL, render_chunks, (void *)&(args));
frames = 0;
glfwSetTime(0);
}
frames = glfwGetTime();
printf("%f\n", frames);
glfwSwapBuffers(window);
glfwPollEvents();
if (is_render == 2) {
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[1]);
glBufferSubData(GL_ARRAY_BUFFER, 0, (long)cube_count*sizeof(Vertex), text);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, (long)cube_count*sizeof(Vertex), cube);
is_render = 1;
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tx, ty, 0, GL_RGB, 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);
glDrawArrays(GL_TRIANGLES, 0, cube_count);
}
free(cube);
free(text);
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}