Merge pull request #26 from headshot2017/master

audio implementation on test program + many other improvements
This commit is contained in:
Jeremy Burns 2023-01-26 09:19:56 -07:00 committed by GitHub
commit 9ae96c42f0
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
18 changed files with 977 additions and 488 deletions

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@ -2,12 +2,14 @@ default: lib
ifdef LIBSM64_MUSL
CC := musl-gcc
CXX := musl-g++
LDFLAGS := -lm -static -shared
else
CC := cc
CXX := c++
LDFLAGS := -lm -shared
endif
CFLAGS := -g -Wall -fPIC -DSM64_LIB_EXPORT -DGBI_FLOATS -DVERSION_US -DNO_SEGMENTED_MEMORY
CFLAGS := -g -Wall -Wno-unused-function -fPIC -DSM64_LIB_EXPORT -DGBI_FLOATS -DVERSION_US -DNO_SEGMENTED_MEMORY
SRC_DIRS := src src/decomp src/decomp/engine src/decomp/include/PR src/decomp/game src/decomp/pc src/decomp/pc/audio src/decomp/mario src/decomp/tools src/decomp/audio
BUILD_DIR := build
@ -26,14 +28,16 @@ C_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.c)) $(C_IMPORTED)
O_FILES := $(foreach file,$(C_FILES),$(BUILD_DIR)/$(file:.c=.o))
DEP_FILES := $(O_FILES:.o=.d)
TEST_SRCS := test/main.c test/context.c test/level.c
TEST_OBJS := $(foreach file,$(TEST_SRCS),$(BUILD_DIR)/$(file:.c=.o))
TEST_SRCS_C := test/context.c test/level.c test/gl33core/gl33core_renderer.c test/gl20/gl20_renderer.c
TEST_SRCS_CPP := test/main.cpp test/audio.cpp
TEST_OBJS := $(foreach file,$(TEST_SRCS_C),$(BUILD_DIR)/$(file:.c=.o)) $(foreach file,$(TEST_SRCS_CPP),$(BUILD_DIR)/$(file:.cpp=.o))
ifeq ($(OS),Windows_NT)
LIB_FILE := $(DIST_DIR)/sm64.dll
TEST_FILE := $(DIST_DIR)/run-test.exe
endif
DUMMY != mkdir -p $(ALL_DIRS) build/test src/decomp/mario $(DIST_DIR)/include
DUMMY != mkdir -p $(ALL_DIRS) build/test build/test/gl33core build/test/gl20 src/decomp/mario $(DIST_DIR)/include
$(filter-out src/decomp/mario/geo.inc.c,$(IMPORTED)): src/decomp/mario/geo.inc.c
@ -44,6 +48,10 @@ $(BUILD_DIR)/%.o: %.c $(IMPORTED)
@$(CC) $(CFLAGS) -MM -MP -MT $@ -MF $(BUILD_DIR)/$*.d $<
$(CC) -c $(CFLAGS) -I src/decomp/include -o $@ $<
$(BUILD_DIR)/%.o: %.cpp $(IMPORTED)
@$(CXX) $(CFLAGS) -MM -MP -MT $@ -MF $(BUILD_DIR)/$*.d $<
$(CXX) -c $(CFLAGS) -I src/decomp/include -o $@ $<
$(LIB_FILE): $(O_FILES)
$(CC) $(LDFLAGS) -o $@ $^
@ -54,22 +62,29 @@ $(LIB_H_FILE): src/libsm64.h
test/level.c test/level.h: ./import-test-collision.py
./import-test-collision.py
test/main.c: test/level.h
test/main.cpp: test/level.h
$(BUILD_DIR)/test/%.o: test/%.c
@$(CC) $(CFLAGS) -MM -MP -MT $@ -MF $(BUILD_DIR)/test/$*.d $<
$(CC) -c $(CFLAGS) -o $@ $<
$(TEST_FILE): $(LIB_FILE) $(TEST_OBJS)
$(CC) -o $@ $(TEST_OBJS) $(LIB_FILE) -lGLEW -lGL -lSDL2 -lSDL2main -lm
ifeq ($(OS),Windows_NT)
$(CC) -o $@ $(TEST_OBJS) $(LIB_FILE) -lglew32 -lopengl32 -lSDL2 -lSDL2main -lm
else
$(CC) -o $@ $(TEST_OBJS) $(LIB_FILE) -lGLEW -lGL -lSDL2 -lSDL2main -lm -lpthread
endif
lib: $(LIB_FILE) $(LIB_H_FILE)
test: $(TEST_FILE) $(LIB_H_FILE)
run: test
ifeq ($(OS),Windows_NT)
cd dist && ./run-test
else
./$(TEST_FILE)
endif
clean:
rm -rf $(BUILD_DIR) $(DIST_DIR) $(TEST_FILE)

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@ -7,7 +7,7 @@
#include "../include/sm64.h"
#include "area.h"
// #include "audio/external.h"
#include "../audio/external.h"
// #include "behavior_actions.h"
// #include "behavior_data.h"
#include "camera.h"

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@ -5,7 +5,7 @@
#include "../include/sm64.h"
#include "area.h"
//#include "audio/external.h"
#include "../audio/external.h"
#include "camera.h"
#include "../engine/graph_node.h"
#include "../engine/math_util.h"

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@ -7,7 +7,7 @@
//#include "prevent_bss_reordering.h"
#include "../include/sm64.h"
#include "area.h"
//#include "audio/external.h"
#include "../audio/external.h"
//#include "behavior_data.h"
#include "camera.h"
//#include "dialog_ids.h"

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@ -5,7 +5,7 @@
#include "../include/sm64.h"
#include "area.h"
//#include "audio/external.h"
#include "../audio/external.h"
//#include "behavior_data.h"
#include "camera.h"
#include "../engine/math_util.h"

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@ -20,7 +20,7 @@
#define gSpecialTripleJump (g_state->mgSpecialTripleJump)
#define gCurrLevelNum (g_state->mgCurrLevelNum)
#define gCameraMovementFlags (g_state->mgCameraMovementFlags)
#define gAudioRandom (g_state->mgAudioRandom)
//#define gAudioRandom (g_state->mgAudioRandom)
#define gShowDebugText (g_state->mgShowDebugText)
#define gDebugLevelSelect (g_state->mgDebugLevelSelect)
#define gCurrSaveFileNum (g_state->mgCurrSaveFileNum)

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@ -228,6 +228,10 @@ SM64_LIB_FN void sm64_mario_tick( int32_t marioId, const struct SM64MarioInputs
update_button( inputs->buttonB, B_BUTTON );
update_button( inputs->buttonZ, Z_TRIG );
gMarioState->marioObj->header.gfx.cameraToObject[0] = 0;
gMarioState->marioObj->header.gfx.cameraToObject[1] = 0;
gMarioState->marioObj->header.gfx.cameraToObject[2] = 0;
gMarioState->area->camera->yaw = atan2s( inputs->camLookZ, inputs->camLookX );
gController.stickX = -64.0f * inputs->stickX;

77
test/audio.cpp Normal file
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@ -0,0 +1,77 @@
#include "audio.h"
#include <stdio.h>
#include <pthread.h>
#include <unistd.h>
#include <sys/time.h>
extern "C" {
#include "../src/libsm64.h"
#include "context.h"
}
static SDL_AudioDeviceID dev;
pthread_t gSoundThread;
long long timeInMilliseconds(void)
{
struct timeval tv;
gettimeofday(&tv, NULL);
return(((long long)tv.tv_sec)*1000)+(tv.tv_usec/1000);
}
void* audio_thread(void* keepAlive)
{
// from https://github.com/ckosmic/libsm64/blob/audio/src/libsm64.c#L535-L555
// except keepAlive is a null pointer here, so don't use it
pthread_setcancelstate(PTHREAD_CANCEL_ENABLE,NULL);
pthread_setcanceltype(PTHREAD_CANCEL_DEFERRED,NULL);
long long currentTime = timeInMilliseconds();
long long targetTime = 0;
while(1)
{
//if(!*((bool*)keepAlive)) return NULL;
int16_t audioBuffer[544 * 2 * 2];
uint32_t numSamples = sm64_audio_tick(SDL_GetQueuedAudioSize(dev)/4, 1100, audioBuffer);
if (SDL_GetQueuedAudioSize(dev)/4 < 6000)
SDL_QueueAudio(dev, audioBuffer, numSamples * 2 * 4);
targetTime = currentTime + 33;
while (timeInMilliseconds() < targetTime)
{
usleep(100);
//if(!*((bool*)keepAlive)) return NULL;
}
currentTime = timeInMilliseconds();
}
}
void audio_init()
{
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
fprintf(stderr, "SDL_InitSubSystem(SDL_INIT_AUDIO) failed: %s\n", SDL_GetError());
return;
}
SDL_AudioSpec want, have;
SDL_zero(want);
want.freq = 32000;
want.format = AUDIO_S16;
want.channels = 2;
want.samples = 512;
want.callback = NULL;
dev = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0);
if (dev == 0) {
fprintf(stderr, "SDL_OpenAudio error: %s\n", SDL_GetError());
return;
}
SDL_PauseAudioDevice(dev, 0);
// it's best to run audio in a separate thread
pthread_create(&gSoundThread, NULL, audio_thread, NULL);
}

6
test/audio.h Normal file
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@ -0,0 +1,6 @@
#ifndef AUDIO_H
#define AUDIO_H
void audio_init();
#endif

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@ -5,23 +5,21 @@
static SDL_Window *s_sdlWindow;
static SDL_GLContext s_sdlGlContext;
static SDL_GameController *s_controller;
static int s_windowWidth;
static int s_windowHeight;
int WINDOW_WIDTH;
int WINDOW_HEIGHT;
void context_init( const char *title, int width, int height )
void context_init( const char *title, int width, int height, int major, int minor )
{
if( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_JOYSTICK ) < 0 ) goto err;
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, 4 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 4 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 1 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
SDL_GL_SetSwapInterval( 1 );
int profile = (major < 3) ? SDL_GL_CONTEXT_PROFILE_COMPATIBILITY : SDL_GL_CONTEXT_PROFILE_CORE;
s_windowWidth = width;
s_windowHeight = height;
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, major );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, minor );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, profile );
WINDOW_WIDTH = width;
WINDOW_HEIGHT = height;
s_sdlWindow = SDL_CreateWindow(
title,
@ -33,6 +31,7 @@ void context_init( const char *title, int width, int height )
if( !s_sdlWindow ) goto err;
s_sdlGlContext = SDL_GL_CreateContext( s_sdlWindow );
SDL_GL_SetSwapInterval( 1 );
if( !s_sdlGlContext ) goto err;
@ -88,9 +87,9 @@ bool context_flip_frame_poll_events( void )
case SDL_WINDOWEVENT:
if( event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED )
{
s_windowWidth = event.window.data1;
s_windowHeight = event.window.data2;
glViewport( 0, 0, s_windowWidth, s_windowHeight );
WINDOW_WIDTH = event.window.data1;
WINDOW_HEIGHT = event.window.data2;
glViewport( 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT );
}
break;
}
@ -112,4 +111,4 @@ void context_terminate( void )
SDL_Quit();
s_sdlWindow = NULL;
}
}

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@ -8,13 +8,16 @@
#elif _WIN32
# define HAVE_M_PI
# include <GL/glew.h>
# include <SDL.h>
# include <SDL2/SDL.h>
#else
# include <GL/glew.h>
# include <SDL2/SDL.h>
#endif
extern void context_init( const char *title, int width, int height );
extern int WINDOW_WIDTH;
extern int WINDOW_HEIGHT;
extern void context_init( const char *title, int width, int height, int major, int minor );
extern bool context_flip_frame_poll_events( void );
extern SDL_GameController *context_get_controller( void );
extern void context_terminate( void );

227
test/gl20/gl20_renderer.c Normal file
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@ -0,0 +1,227 @@
#include "gl20_renderer.h"
#include <stdio.h>
#include "../../src/libsm64.h"
#include "../renderer.h"
#include "../context.h"
#include "../level.h"
GLuint worldTexture;
uint8_t *worldTextureRaw;
int worldTextureSize[2] = {256, 256};
float *worldUv;
static void load_collision_mesh( CollisionMesh *mesh )
{
mesh->num_vertices = 3 * surfaces_count;
mesh->position = malloc( sizeof( float ) * surfaces_count * 9 );
mesh->normal = malloc( sizeof( float ) * surfaces_count * 9 );
mesh->color = malloc( sizeof( float ) * surfaces_count * 9 );
worldUv = malloc(sizeof(float) * surfaces_count * 6);
mesh->index = malloc( sizeof( uint16_t ) * surfaces_count * 3 );
for( size_t i = 0; i < surfaces_count; ++i )
{
const struct SM64Surface *surf = &surfaces[i];
float x1 = mesh->position[9*i+0] = surf->vertices[0][0];
float y1 = mesh->position[9*i+1] = surf->vertices[0][1];
float z1 = mesh->position[9*i+2] = surf->vertices[0][2];
float x2 = mesh->position[9*i+3] = surf->vertices[1][0];
float y2 = mesh->position[9*i+4] = surf->vertices[1][1];
float z2 = mesh->position[9*i+5] = surf->vertices[1][2];
float x3 = mesh->position[9*i+6] = surf->vertices[2][0];
float y3 = mesh->position[9*i+7] = surf->vertices[2][1];
float z3 = mesh->position[9*i+8] = surf->vertices[2][2];
float nx = (y2 - y1) * (z3 - z2) - (z2 - z1) * (y3 - y2);
float ny = (z2 - z1) * (x3 - x2) - (x2 - x1) * (z3 - z2);
float nz = (x2 - x1) * (y3 - y2) - (y2 - y1) * (x3 - x2);
float mag = sqrtf(nx * nx + ny * ny + nz * nz);
nx /= mag;
ny /= mag;
nz /= mag;
mesh->normal[9*i+0] = nx;
mesh->normal[9*i+1] = ny;
mesh->normal[9*i+2] = nz;
mesh->normal[9*i+3] = nx;
mesh->normal[9*i+4] = ny;
mesh->normal[9*i+5] = nz;
mesh->normal[9*i+6] = nx;
mesh->normal[9*i+7] = ny;
mesh->normal[9*i+8] = nz;
for (int j=0; j<9; j++)
mesh->color[9*i+j] = (0.5 + 0.25 * 1) * (.5+.5*mesh->normal[9*i+j]);
mesh->index[3*i+0] = 3*i+0;
mesh->index[3*i+1] = 3*i+1;
mesh->index[3*i+2] = 3*i+2;
}
for( size_t i = 0; i < surfaces_count/2; i++ )
{
worldUv[12*i+0] = 0.f;
worldUv[12*i+1] = 0.f;
worldUv[12*i+2] = 4.f;
worldUv[12*i+3] = 0.f;
worldUv[12*i+4] = 0.f;
worldUv[12*i+5] = 4.f;
worldUv[12*i+6] = 0.f;
worldUv[12*i+7] = 4.f;
worldUv[12*i+8] = 4.f;
worldUv[12*i+9] = 0.f;
worldUv[12*i+10] = 0.f;
worldUv[12*i+11] = 0.f;
}
}
static void load_mario_mesh( MarioMesh *mesh, struct SM64MarioGeometryBuffers *marioGeo )
{
mesh->index = malloc( 3 * SM64_GEO_MAX_TRIANGLES * sizeof(uint16_t) );
for( int i = 0; i < 3 * SM64_GEO_MAX_TRIANGLES; ++i )
mesh->index[i] = i;
mesh->num_vertices = 3 * SM64_GEO_MAX_TRIANGLES;
}
static void update_mario_mesh( MarioMesh *mesh, struct SM64MarioGeometryBuffers *marioGeo )
{
if( mesh->index == NULL )
load_mario_mesh( mesh, marioGeo );
mesh->num_vertices = 3 * marioGeo->numTrianglesUsed;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, marioGeo->position);
glNormalPointer(GL_FLOAT, 0, marioGeo->normal);
glColorPointer(3, GL_FLOAT, 0, marioGeo->color);
glTexCoordPointer(2, GL_FLOAT, 0, marioGeo->uv);
}
static void gl20_init(RenderState *renderState, uint8_t *marioTexture)
{
load_collision_mesh( &renderState->collision );
glEnable( GL_CULL_FACE );
glCullFace( GL_BACK );
glClearColor( 0.2f, 0.2f, 0.2f, 1.0f );
glDepthMask( GL_TRUE );
glDepthFunc( GL_LEQUAL );
glEnable( GL_DEPTH_TEST );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
glColor4f(1,1,1,1);
glGenTextures( 1, &renderState->mario_texture );
glBindTexture( GL_TEXTURE_2D, renderState->mario_texture );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SM64_TEXTURE_WIDTH, SM64_TEXTURE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, marioTexture);
// make a custom world texture programatically
worldTextureRaw = (uint8_t*)malloc(worldTextureSize[0] * worldTextureSize[1] * 4);
memset(worldTextureRaw, 255, worldTextureSize[0] * worldTextureSize[1] * 4);
for (int y=0; y<worldTextureSize[1]/2; y++)
{
for (int x = worldTextureSize[1]/2 - (y+1); x<worldTextureSize[1]/2 + (y+1); x++)
{
int i1 = y * worldTextureSize[0] + x;
int i2 = (worldTextureSize[1]-1-y) * worldTextureSize[0] + x;
worldTextureRaw[i1*4+0] = 192;
worldTextureRaw[i1*4+1] = 192;
worldTextureRaw[i1*4+2] = 192;
worldTextureRaw[i2*4+0] = 192;
worldTextureRaw[i2*4+1] = 192;
worldTextureRaw[i2*4+2] = 192;
}
}
glGenTextures(1, &worldTexture );
glBindTexture(GL_TEXTURE_2D, worldTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, worldTextureSize[0], worldTextureSize[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, worldTextureRaw);
}
static void gl20_draw(RenderState *renderState, const vec3 camPos, const struct SM64MarioState *marioState, struct SM64MarioGeometryBuffers *marioGeo)
{
mat4 model, view, projection;
glm_perspective( 45.0f, (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 100.0f, 20000.0f, projection );
glm_translate( view, (float*)camPos );
glm_lookat( (float*)camPos, (float*)marioState->position, (vec3){0,1,0}, view );
glm_mat4_identity( model );
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((GLfloat*)projection);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf((GLfloat*)view);
glEnable(GL_TEXTURE_2D);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// draw world
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, renderState->collision.position);
glNormalPointer(GL_FLOAT, 0, renderState->collision.normal);
glColorPointer(3, GL_FLOAT, 0, renderState->collision.color);
glTexCoordPointer(2, GL_FLOAT, 0, worldUv);
glBindTexture(GL_TEXTURE_2D, worldTexture);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glDrawElements(GL_TRIANGLES, renderState->collision.num_vertices, GL_UNSIGNED_SHORT, renderState->collision.index);
// create lighting on the scene
GLfloat light_position[] = { camPos[0], camPos[1], camPos[2], 1 };
GLfloat light_diffuse[] = { 0.6f, 0.6f, 0.6f, 1 };
GLfloat light_model[] = { 0.5f, 0.5f, 0.5f, 1 };
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, light_model);
glShadeModel(GL_SMOOTH);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
// first, draw geometry without Mario's texture.
glBindTexture(GL_TEXTURE_2D, 0);
update_mario_mesh( &renderState->mario, marioGeo );
uint32_t triangleSize = renderState->mario.num_vertices;
glDrawElements(GL_TRIANGLES, triangleSize, GL_UNSIGNED_SHORT, renderState->mario.index);
// now disable the color array and enable the texture.
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindTexture(GL_TEXTURE_2D, renderState->mario_texture);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glDrawElements(GL_TRIANGLES, triangleSize, GL_UNSIGNED_SHORT, renderState->mario.index);
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
}
struct Renderer gl20_renderer = {
gl20_init,
gl20_draw
};

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@ -0,0 +1,6 @@
#ifndef GL20_RENDERER_H
#define GL20_RENDERER_H
extern struct Renderer gl20_renderer;
#endif

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@ -0,0 +1,313 @@
#include "gl33core_renderer.h"
#include <stdio.h>
#include "../../src/libsm64.h"
#include "../renderer.h"
#include "../context.h"
#include "../cglm.h"
#include "../level.h"
static const char *MARIO_SHADER =
"\n uniform mat4 view;"
"\n uniform mat4 projection;"
"\n uniform sampler2D marioTex;"
"\n "
"\n v2f vec3 v_color;"
"\n v2f vec3 v_normal;"
"\n v2f vec3 v_light;"
"\n v2f vec2 v_uv;"
"\n "
"\n #ifdef VERTEX"
"\n "
"\n layout(location = 0) in vec3 position;"
"\n layout(location = 1) in vec3 normal;"
"\n layout(location = 2) in vec3 color;"
"\n layout(location = 3) in vec2 uv;"
"\n "
"\n void main()"
"\n {"
"\n v_color = color;"
"\n v_normal = normal;"
"\n v_light = transpose( mat3( view )) * normalize( vec3( 1 ));"
"\n v_uv = uv;"
"\n "
"\n gl_Position = projection * view * vec4( position, 1. );"
"\n }"
"\n "
"\n #endif"
"\n #ifdef FRAGMENT"
"\n "
"\n out vec4 color;"
"\n "
"\n void main() "
"\n {"
"\n float light = .5 + .5 * clamp( dot( v_normal, v_light ), 0., 1. );"
"\n vec4 texColor = texture2D( marioTex, v_uv );"
"\n vec3 mainColor = mix( v_color, texColor.rgb, texColor.a ); // v_uv.x >= 0. ? texColor.a : 0. );"
"\n color = vec4( mainColor * light, 1 );"
"\n }"
"\n "
"\n #endif"
;
static const char *WORLD_SHADER =
"\n uniform mat4 model;"
"\n uniform mat4 view;"
"\n uniform mat4 projection;"
"\n uniform sampler2D tex;"
"\n "
"\n v2f vec3 v_normal;"
"\n v2f vec3 v_worldPos;"
"\n "
"\n #ifdef VERTEX"
"\n "
"\n layout(location = 0) in vec3 position;"
"\n layout(location = 1) in vec3 normal;"
"\n "
"\n void main()"
"\n {"
"\n v_normal = inverse(mat3(model)) * normal;"
"\n vec4 worldPos4 = model * vec4(position, 1.);"
"\n v_worldPos = worldPos4.xyz;"
"\n gl_Position = projection * view * worldPos4;"
"\n }"
"\n "
"\n #endif"
"\n #ifdef FRAGMENT"
"\n "
"\n vec3 tri( vec3 x )"
"\n {"
"\n return abs(x-floor(x)-.5);"
"\n } "
"\n float surfFunc( vec3 p )"
"\n {"
"\n float n = dot(tri(p*.15 + tri(p.yzx*.075)), vec3(.444));"
"\n p = p*1.5773 - n;"
"\n p.yz = vec2(p.y + p.z, p.z - p.y) * .866;"
"\n p.xz = vec2(p.x + p.z, p.z - p.x) * .866;"
"\n n += dot(tri(p*.225 + tri(p.yzx*.1125)), vec3(.222)); "
"\n return abs(n-.5)*1.9 + (1.-abs(sin(n*9.)))*.05;"
"\n }"
"\n "
"\n const vec3 light_x = vec3(-1.0, 0.4, 0.9);"
"\n "
"\n out vec4 color;"
"\n "
"\n void main() "
"\n {"
"\n float surfy = surfFunc( v_worldPos / 50. );"
"\n float brightness = smoothstep( .2, .3, surfy );"
"\n "
"\n color = vec4( (0.5 + 0.25 * brightness) * (.5+.5*v_normal), 1 );"
"\n }"
"\n "
"\n #endif"
;
static void load_collision_mesh( CollisionMesh *mesh )
{
mesh->num_vertices = 3 * surfaces_count;
mesh->position = malloc( sizeof( float ) * surfaces_count * 9 );
mesh->normal = malloc( sizeof( float ) * surfaces_count * 9 );
mesh->index = malloc( sizeof( uint16_t ) * surfaces_count * 3 );
for( size_t i = 0; i < surfaces_count; ++i )
{
const struct SM64Surface *surf = &surfaces[i];
float x1 = mesh->position[9*i+0] = surf->vertices[0][0];
float y1 = mesh->position[9*i+1] = surf->vertices[0][1];
float z1 = mesh->position[9*i+2] = surf->vertices[0][2];
float x2 = mesh->position[9*i+3] = surf->vertices[1][0];
float y2 = mesh->position[9*i+4] = surf->vertices[1][1];
float z2 = mesh->position[9*i+5] = surf->vertices[1][2];
float x3 = mesh->position[9*i+6] = surf->vertices[2][0];
float y3 = mesh->position[9*i+7] = surf->vertices[2][1];
float z3 = mesh->position[9*i+8] = surf->vertices[2][2];
float nx = (y2 - y1) * (z3 - z2) - (z2 - z1) * (y3 - y2);
float ny = (z2 - z1) * (x3 - x2) - (x2 - x1) * (z3 - z2);
float nz = (x2 - x1) * (y3 - y2) - (y2 - y1) * (x3 - x2);
float mag = sqrtf(nx * nx + ny * ny + nz * nz);
nx /= mag;
ny /= mag;
nz /= mag;
mesh->normal[9*i+0] = nx;
mesh->normal[9*i+1] = ny;
mesh->normal[9*i+2] = nz;
mesh->normal[9*i+3] = nx;
mesh->normal[9*i+4] = ny;
mesh->normal[9*i+5] = nz;
mesh->normal[9*i+6] = nx;
mesh->normal[9*i+7] = ny;
mesh->normal[9*i+8] = nz;
mesh->index[3*i+0] = 3*i+0;
mesh->index[3*i+1] = 3*i+1;
mesh->index[3*i+2] = 3*i+2;
}
glGenVertexArrays( 1, &mesh->vao );
glBindVertexArray( mesh->vao );
#define X( loc, buff, arr, type ) do { \
glGenBuffers( 1, &buff ); \
glBindBuffer( GL_ARRAY_BUFFER, buff ); \
glBufferData( GL_ARRAY_BUFFER, mesh->num_vertices*sizeof( type ), arr, GL_STATIC_DRAW ); \
glEnableVertexAttribArray( loc ); \
glVertexAttribPointer( loc, sizeof( type ) / sizeof( float ), GL_FLOAT, GL_FALSE, sizeof( type ), NULL ); \
} while( 0 )
X( 0, mesh->position_buffer, mesh->position, vec3 );
X( 1, mesh->normal_buffer, mesh->normal, vec3 );
#undef X
}
static void load_mario_mesh( MarioMesh *mesh, struct SM64MarioGeometryBuffers *marioGeo )
{
mesh->index = malloc( 3 * SM64_GEO_MAX_TRIANGLES * sizeof(uint16_t) );
for( int i = 0; i < 3 * SM64_GEO_MAX_TRIANGLES; ++i )
mesh->index[i] = i;
mesh->num_vertices = 3 * SM64_GEO_MAX_TRIANGLES;
glGenVertexArrays( 1, &mesh->vao );
glBindVertexArray( mesh->vao );
#define X( loc, buff, arr, type ) do { \
glGenBuffers( 1, &buff ); \
glBindBuffer( GL_ARRAY_BUFFER, buff ); \
glBufferData( GL_ARRAY_BUFFER, sizeof( type ) * 3 * SM64_GEO_MAX_TRIANGLES, arr, GL_DYNAMIC_DRAW ); \
glEnableVertexAttribArray( loc ); \
glVertexAttribPointer( loc, sizeof( type ) / sizeof( float ), GL_FLOAT, GL_FALSE, sizeof( type ), NULL ); \
} while( 0 )
X( 0, mesh->position_buffer, marioGeo->position, vec3 );
X( 1, mesh->normal_buffer, marioGeo->normal, vec3 );
X( 2, mesh->color_buffer, marioGeo->color, vec3 );
X( 3, mesh->uv_buffer, marioGeo->uv, vec2 );
#undef X
}
static void update_mario_mesh( MarioMesh *mesh, struct SM64MarioGeometryBuffers *marioGeo )
{
if( mesh->index == NULL )
load_mario_mesh( mesh, marioGeo );
mesh->num_vertices = 3 * marioGeo->numTrianglesUsed;
glBindBuffer( GL_ARRAY_BUFFER, mesh->position_buffer );
glBufferData( GL_ARRAY_BUFFER, sizeof( vec3 ) * 3 * SM64_GEO_MAX_TRIANGLES, marioGeo->position, GL_DYNAMIC_DRAW );
glBindBuffer( GL_ARRAY_BUFFER, mesh->normal_buffer );
glBufferData( GL_ARRAY_BUFFER, sizeof( vec3 ) * 3 * SM64_GEO_MAX_TRIANGLES, marioGeo->normal, GL_DYNAMIC_DRAW );
glBindBuffer( GL_ARRAY_BUFFER, mesh->color_buffer );
glBufferData( GL_ARRAY_BUFFER, sizeof( vec3 ) * 3 * SM64_GEO_MAX_TRIANGLES, marioGeo->color, GL_DYNAMIC_DRAW );
glBindBuffer( GL_ARRAY_BUFFER, mesh->uv_buffer );
glBufferData( GL_ARRAY_BUFFER, sizeof( vec2 ) * 3 * SM64_GEO_MAX_TRIANGLES, marioGeo->uv, GL_DYNAMIC_DRAW );
}
static GLuint shader_compile( const char *shaderContents, size_t shaderContentsLength, GLenum shaderType )
{
const GLchar *shaderDefine = shaderType == GL_VERTEX_SHADER
? "\n#version 330\n#define VERTEX \n#define v2f out\n"
: "\n#version 330\n#define FRAGMENT\n#define v2f in \n";
const GLchar *shaderStrings[2] = { shaderDefine, shaderContents };
GLint shaderStringLengths[2] = { strlen( shaderDefine ), (GLint)shaderContentsLength };
GLuint shader = glCreateShader( shaderType );
glShaderSource( shader, 2, shaderStrings, shaderStringLengths );
glCompileShader( shader );
GLint isCompiled;
glGetShaderiv( shader, GL_COMPILE_STATUS, &isCompiled );
if( isCompiled == GL_FALSE )
{
GLint maxLength;
glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &maxLength );
char *log = (char*)malloc( maxLength );
glGetShaderInfoLog( shader, maxLength, &maxLength, log );
printf( "Error in shader: %s\n%s\n%s\n", log, shaderStrings[0], shaderStrings[1] );
exit( 1 );
}
return shader;
}
static GLuint shader_load( const char *shaderContents )
{
GLuint result;
GLuint vert = shader_compile( shaderContents, strlen( shaderContents ), GL_VERTEX_SHADER );
GLuint frag = shader_compile( shaderContents, strlen( shaderContents ), GL_FRAGMENT_SHADER );
GLuint ref = glCreateProgram();
glAttachShader( ref, vert );
glAttachShader( ref, frag );
glLinkProgram ( ref );
glDetachShader( ref, vert );
glDetachShader( ref, frag );
result = ref;
return result;
}
static void gl33core_init(RenderState *renderState, uint8_t *marioTexture)
{
load_collision_mesh( &renderState->collision );
renderState->world_shader = shader_load( WORLD_SHADER );
renderState->mario_shader = shader_load( MARIO_SHADER );
glEnable( GL_CULL_FACE );
glCullFace( GL_BACK );
glClearColor( 0.2f, 0.2f, 0.2f, 1.0f );
glDepthMask( GL_TRUE );
glDepthFunc( GL_LEQUAL );
glEnable( GL_DEPTH_TEST );
glGenTextures( 1, &renderState->mario_texture );
glBindTexture( GL_TEXTURE_2D, renderState->mario_texture );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SM64_TEXTURE_WIDTH, SM64_TEXTURE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, marioTexture);
}
static void gl33core_draw(RenderState *renderState, const vec3 camPos, const struct SM64MarioState *marioState, struct SM64MarioGeometryBuffers *marioGeo)
{
update_mario_mesh( &renderState->mario, marioGeo );
mat4 model, view, projection;
glm_perspective( 45.0f, (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 100.0f, 20000.0f, projection );
glm_translate( view, (float*)camPos );
glm_lookat( (float*)camPos, (float*)marioState->position, (vec3){0,1,0}, view );
glm_mat4_identity( model );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glUseProgram( renderState->world_shader );
glBindVertexArray( renderState->collision.vao );
glUniformMatrix4fv( glGetUniformLocation( renderState->world_shader, "model" ), 1, GL_FALSE, (GLfloat*)model );
glUniformMatrix4fv( glGetUniformLocation( renderState->world_shader, "view" ), 1, GL_FALSE, (GLfloat*)view );
glUniformMatrix4fv( glGetUniformLocation( renderState->world_shader, "projection" ), 1, GL_FALSE, (GLfloat*)projection );
glDrawElements( GL_TRIANGLES, renderState->collision.num_vertices, GL_UNSIGNED_SHORT, renderState->collision.index );
glUseProgram( renderState->mario_shader );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, renderState->mario_texture );
glBindVertexArray( renderState->mario.vao );
glUniformMatrix4fv( glGetUniformLocation( renderState->mario_shader, "view" ), 1, GL_FALSE, (GLfloat*)view );
glUniformMatrix4fv( glGetUniformLocation( renderState->mario_shader, "projection" ), 1, GL_FALSE, (GLfloat*)projection );
glUniform1i( glGetUniformLocation( renderState->mario_shader, "marioTex" ), 0 );
glDrawElements( GL_TRIANGLES, renderState->mario.num_vertices, GL_UNSIGNED_SHORT, renderState->mario.index );
}
struct Renderer gl33core_renderer = {
gl33core_init,
gl33core_draw
};

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@ -0,0 +1,6 @@
#ifndef GL33CORE_RENDERER_H
#define GL33CORE_RENDERER_H
extern struct Renderer gl33core_renderer;
#endif

View file

@ -1,458 +0,0 @@
#define _CRT_SECURE_NO_WARNINGS 1 // for fopen
#include <stdlib.h>
#include <stdio.h>
#include <stdint.h>
#include <stddef.h>
#include <string.h>
#include <time.h>
#include "../src/libsm64.h"
#include "cglm.h"
#include "ns_clock.h"
#include "level.h"
#include "context.h"
static const int WINDOW_WIDTH = 1280;
static const int WINDOW_HEIGHT = 800;
typedef struct CollisionMesh
{
size_t num_vertices;
float *position;
float *normal;
uint16_t *index;
GLuint vao;
GLuint position_buffer;
GLuint normal_buffer;
}
CollisionMesh;
typedef struct MarioMesh
{
size_t num_vertices;
uint16_t *index;
GLuint vao;
GLuint position_buffer;
GLuint normal_buffer;
GLuint color_buffer;
GLuint uv_buffer;
}
MarioMesh;
typedef struct RenderState
{
CollisionMesh collision;
MarioMesh mario;
GLuint world_shader;
GLuint mario_shader;
GLuint mario_texture;
}
RenderState;
static const char *MARIO_SHADER =
"\n uniform mat4 view;"
"\n uniform mat4 projection;"
"\n uniform sampler2D marioTex;"
"\n "
"\n v2f vec3 v_color;"
"\n v2f vec3 v_normal;"
"\n v2f vec3 v_light;"
"\n v2f vec2 v_uv;"
"\n "
"\n #ifdef VERTEX"
"\n "
"\n layout(location = 0) in vec3 position;"
"\n layout(location = 1) in vec3 normal;"
"\n layout(location = 2) in vec3 color;"
"\n layout(location = 3) in vec2 uv;"
"\n "
"\n void main()"
"\n {"
"\n v_color = color;"
"\n v_normal = normal;"
"\n v_light = transpose( mat3( view )) * normalize( vec3( 1 ));"
"\n v_uv = uv;"
"\n "
"\n gl_Position = projection * view * vec4( position, 1. );"
"\n }"
"\n "
"\n #endif"
"\n #ifdef FRAGMENT"
"\n "
"\n out vec4 color;"
"\n "
"\n void main() "
"\n {"
"\n float light = .5 + .5 * clamp( dot( v_normal, v_light ), 0., 1. );"
"\n vec4 texColor = texture2D( marioTex, v_uv );"
"\n vec3 mainColor = mix( v_color, texColor.rgb, texColor.a ); // v_uv.x >= 0. ? texColor.a : 0. );"
"\n color = vec4( mainColor * light, 1 );"
"\n }"
"\n "
"\n #endif"
;
static const char *WORLD_SHADER =
"\n uniform mat4 model;"
"\n uniform mat4 view;"
"\n uniform mat4 projection;"
"\n uniform sampler2D tex;"
"\n "
"\n v2f vec3 v_normal;"
"\n v2f vec3 v_worldPos;"
"\n "
"\n #ifdef VERTEX"
"\n "
"\n layout(location = 0) in vec3 position;"
"\n layout(location = 1) in vec3 normal;"
"\n "
"\n void main()"
"\n {"
"\n v_normal = inverse(mat3(model)) * normal;"
"\n vec4 worldPos4 = model * vec4(position, 1.);"
"\n v_worldPos = worldPos4.xyz;"
"\n gl_Position = projection * view * worldPos4;"
"\n }"
"\n "
"\n #endif"
"\n #ifdef FRAGMENT"
"\n "
"\n vec3 tri( vec3 x )"
"\n {"
"\n return abs(x-floor(x)-.5);"
"\n } "
"\n float surfFunc( vec3 p )"
"\n {"
"\n float n = dot(tri(p*.15 + tri(p.yzx*.075)), vec3(.444));"
"\n p = p*1.5773 - n;"
"\n p.yz = vec2(p.y + p.z, p.z - p.y) * .866;"
"\n p.xz = vec2(p.x + p.z, p.z - p.x) * .866;"
"\n n += dot(tri(p*.225 + tri(p.yzx*.1125)), vec3(.222)); "
"\n return abs(n-.5)*1.9 + (1.-abs(sin(n*9.)))*.05;"
"\n }"
"\n "
"\n const vec3 light_x = vec3(-1.0, 0.4, 0.9);"
"\n "
"\n out vec4 color;"
"\n "
"\n void main() "
"\n {"
"\n float surfy = surfFunc( v_worldPos / 50. );"
"\n float brightness = smoothstep( .2, .3, surfy );"
"\n "
"\n color = vec4( (0.5 + 0.25 * brightness) * (.5+.5*v_normal), 1 );"
"\n }"
"\n "
"\n #endif"
;
uint8_t *utils_read_file_alloc( const char *path, size_t *fileLength )
{
FILE *f = fopen( path, "rb" );
if( !f ) return NULL;
fseek( f, 0, SEEK_END );
size_t length = (size_t)ftell( f );
rewind( f );
uint8_t *buffer = malloc( length + 1 );
fread( buffer, 1, length, f );
buffer[length] = 0;
fclose( f );
if( fileLength ) *fileLength = length;
return buffer;
}
static GLuint shader_compile( const char *shaderContents, size_t shaderContentsLength, GLenum shaderType )
{
const GLchar *shaderDefine = shaderType == GL_VERTEX_SHADER
? "\n#version 410\n#define VERTEX \n#define v2f out\n"
: "\n#version 410\n#define FRAGMENT\n#define v2f in \n";
const GLchar *shaderStrings[2] = { shaderDefine, shaderContents };
GLint shaderStringLengths[2] = { strlen( shaderDefine ), (GLint)shaderContentsLength };
GLuint shader = glCreateShader( shaderType );
glShaderSource( shader, 2, shaderStrings, shaderStringLengths );
glCompileShader( shader );
GLint isCompiled;
glGetShaderiv( shader, GL_COMPILE_STATUS, &isCompiled );
if( isCompiled == GL_FALSE )
{
GLint maxLength;
glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &maxLength );
char *log = (char*)malloc( maxLength );
glGetShaderInfoLog( shader, maxLength, &maxLength, log );
printf( "Error in shader: %s\n%s\n%s\n", log, shaderStrings[0], shaderStrings[1] );
exit( 1 );
}
return shader;
}
static GLuint shader_load( const char *shaderContents )
{
GLuint result;
GLuint vert = shader_compile( shaderContents, strlen( shaderContents ), GL_VERTEX_SHADER );
GLuint frag = shader_compile( shaderContents, strlen( shaderContents ), GL_FRAGMENT_SHADER );
GLuint ref = glCreateProgram();
glAttachShader( ref, vert );
glAttachShader( ref, frag );
glLinkProgram ( ref );
glDetachShader( ref, vert );
glDetachShader( ref, frag );
result = ref;
return result;
}
static void load_collision_mesh( CollisionMesh *mesh )
{
mesh->num_vertices = 3 * surfaces_count;
mesh->position = malloc( sizeof( float ) * surfaces_count * 9 );
mesh->normal = malloc( sizeof( float ) * surfaces_count * 9 );
mesh->index = malloc( sizeof( uint16_t ) * surfaces_count * 3 );
for( size_t i = 0; i < surfaces_count; ++i )
{
const struct SM64Surface *surf = &surfaces[i];
float x1 = mesh->position[9*i+0] = surf->vertices[0][0];
float y1 = mesh->position[9*i+1] = surf->vertices[0][1];
float z1 = mesh->position[9*i+2] = surf->vertices[0][2];
float x2 = mesh->position[9*i+3] = surf->vertices[1][0];
float y2 = mesh->position[9*i+4] = surf->vertices[1][1];
float z2 = mesh->position[9*i+5] = surf->vertices[1][2];
float x3 = mesh->position[9*i+6] = surf->vertices[2][0];
float y3 = mesh->position[9*i+7] = surf->vertices[2][1];
float z3 = mesh->position[9*i+8] = surf->vertices[2][2];
float nx = (y2 - y1) * (z3 - z2) - (z2 - z1) * (y3 - y2);
float ny = (z2 - z1) * (x3 - x2) - (x2 - x1) * (z3 - z2);
float nz = (x2 - x1) * (y3 - y2) - (y2 - y1) * (x3 - x2);
float mag = sqrtf(nx * nx + ny * ny + nz * nz);
nx /= mag;
ny /= mag;
nz /= mag;
mesh->normal[9*i+0] = nx;
mesh->normal[9*i+1] = ny;
mesh->normal[9*i+2] = nz;
mesh->normal[9*i+3] = nx;
mesh->normal[9*i+4] = ny;
mesh->normal[9*i+5] = nz;
mesh->normal[9*i+6] = nx;
mesh->normal[9*i+7] = ny;
mesh->normal[9*i+8] = nz;
mesh->index[3*i+0] = 3*i+0;
mesh->index[3*i+1] = 3*i+1;
mesh->index[3*i+2] = 3*i+2;
}
glGenVertexArrays( 1, &mesh->vao );
glBindVertexArray( mesh->vao );
#define X( loc, buff, arr, type ) do { \
glGenBuffers( 1, &buff ); \
glBindBuffer( GL_ARRAY_BUFFER, buff ); \
glBufferData( GL_ARRAY_BUFFER, mesh->num_vertices*sizeof( type ), arr, GL_STATIC_DRAW ); \
glEnableVertexAttribArray( loc ); \
glVertexAttribPointer( loc, sizeof( type ) / sizeof( float ), GL_FLOAT, GL_FALSE, sizeof( type ), NULL ); \
} while( 0 )
X( 0, mesh->position_buffer, mesh->position, vec3 );
X( 1, mesh->normal_buffer, mesh->normal, vec3 );
#undef X
}
static void load_mario_mesh( MarioMesh *mesh, struct SM64MarioGeometryBuffers *marioGeo )
{
mesh->index = malloc( 3 * SM64_GEO_MAX_TRIANGLES * sizeof(uint16_t) );
for( int i = 0; i < 3 * SM64_GEO_MAX_TRIANGLES; ++i )
mesh->index[i] = i;
mesh->num_vertices = 3 * SM64_GEO_MAX_TRIANGLES;
glGenVertexArrays( 1, &mesh->vao );
glBindVertexArray( mesh->vao );
#define X( loc, buff, arr, type ) do { \
glGenBuffers( 1, &buff ); \
glBindBuffer( GL_ARRAY_BUFFER, buff ); \
glBufferData( GL_ARRAY_BUFFER, sizeof( type ) * 3 * SM64_GEO_MAX_TRIANGLES, arr, GL_DYNAMIC_DRAW ); \
glEnableVertexAttribArray( loc ); \
glVertexAttribPointer( loc, sizeof( type ) / sizeof( float ), GL_FLOAT, GL_FALSE, sizeof( type ), NULL ); \
} while( 0 )
X( 0, mesh->position_buffer, marioGeo->position, vec3 );
X( 1, mesh->normal_buffer, marioGeo->normal, vec3 );
X( 2, mesh->color_buffer, marioGeo->color, vec3 );
X( 3, mesh->uv_buffer, marioGeo->uv, vec2 );
#undef X
}
static void update_mario_mesh( MarioMesh *mesh, struct SM64MarioGeometryBuffers *marioGeo )
{
if( mesh->index == NULL )
load_mario_mesh( mesh, marioGeo );
mesh->num_vertices = 3 * marioGeo->numTrianglesUsed;
glBindBuffer( GL_ARRAY_BUFFER, mesh->position_buffer );
glBufferData( GL_ARRAY_BUFFER, sizeof( vec3 ) * 3 * SM64_GEO_MAX_TRIANGLES, marioGeo->position, GL_DYNAMIC_DRAW );
glBindBuffer( GL_ARRAY_BUFFER, mesh->normal_buffer );
glBufferData( GL_ARRAY_BUFFER, sizeof( vec3 ) * 3 * SM64_GEO_MAX_TRIANGLES, marioGeo->normal, GL_DYNAMIC_DRAW );
glBindBuffer( GL_ARRAY_BUFFER, mesh->color_buffer );
glBufferData( GL_ARRAY_BUFFER, sizeof( vec3 ) * 3 * SM64_GEO_MAX_TRIANGLES, marioGeo->color, GL_DYNAMIC_DRAW );
glBindBuffer( GL_ARRAY_BUFFER, mesh->uv_buffer );
glBufferData( GL_ARRAY_BUFFER, sizeof( vec2 ) * 3 * SM64_GEO_MAX_TRIANGLES, marioGeo->uv, GL_DYNAMIC_DRAW );
}
void render_state_init( RenderState *renderState, uint8_t *marioTexture )
{
load_collision_mesh( &renderState->collision );
renderState->world_shader = shader_load( WORLD_SHADER );
renderState->mario_shader = shader_load( MARIO_SHADER );
glEnable( GL_CULL_FACE );
glCullFace( GL_BACK );
glClearColor( 0.2f, 0.2f, 0.2f, 1.0f );
glEnable( GL_DEPTH_TEST );
glGenTextures( 1, &renderState->mario_texture );
glBindTexture( GL_TEXTURE_2D, renderState->mario_texture );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SM64_TEXTURE_WIDTH, SM64_TEXTURE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, marioTexture);
}
void render_draw( RenderState *renderState, const vec3 camPos, const struct SM64MarioState *marioState, struct SM64MarioGeometryBuffers *marioGeo )
{
update_mario_mesh( &renderState->mario, marioGeo );
mat4 model, view, projection;
glm_perspective( 45.0f, (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 100.0f, 20000.0f, projection );
glm_translate( view, (float*)camPos );
glm_lookat( (float*)camPos, (float*)marioState->position, (vec3){0,1,0}, view );
glm_mat4_identity( model );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glUseProgram( renderState->world_shader );
glBindVertexArray( renderState->collision.vao );
glUniformMatrix4fv( glGetUniformLocation( renderState->world_shader, "model" ), 1, GL_FALSE, (GLfloat*)model );
glUniformMatrix4fv( glGetUniformLocation( renderState->world_shader, "view" ), 1, GL_FALSE, (GLfloat*)view );
glUniformMatrix4fv( glGetUniformLocation( renderState->world_shader, "projection" ), 1, GL_FALSE, (GLfloat*)projection );
glDrawElements( GL_TRIANGLES, renderState->collision.num_vertices, GL_UNSIGNED_SHORT, renderState->collision.index );
glUseProgram( renderState->mario_shader );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, renderState->mario_texture );
glBindVertexArray( renderState->mario.vao );
glUniformMatrix4fv( glGetUniformLocation( renderState->mario_shader, "view" ), 1, GL_FALSE, (GLfloat*)view );
glUniformMatrix4fv( glGetUniformLocation( renderState->mario_shader, "projection" ), 1, GL_FALSE, (GLfloat*)projection );
glUniform1i( glGetUniformLocation( renderState->mario_shader, "marioTex" ), 0 );
glDrawElements( GL_TRIANGLES, renderState->mario.num_vertices, GL_UNSIGNED_SHORT, renderState->mario.index );
}
static float read_axis( int16_t val )
{
float result = (float)val / 32767.0f;
if( result < 0.2f && result > -0.2f )
return 0.0f;
return result > 0.0f ? (result - 0.2f) / 0.8f : (result + 0.2f) / 0.8f;
}
int main( void )
{
size_t romSize;
uint8_t *rom = utils_read_file_alloc( "baserom.us.z64", &romSize );
if( rom == NULL )
{
printf("\nFailed to read ROM file \"baserom.us.z64\"\n\n");
return 1;
}
uint8_t *texture = malloc( 4 * SM64_TEXTURE_WIDTH * SM64_TEXTURE_HEIGHT );
sm64_global_terminate();
sm64_global_init( rom, texture );
sm64_static_surfaces_load( surfaces, surfaces_count );
uint32_t marioId = sm64_mario_create( 0, 1000, 0 );
free( rom );
RenderState renderState;
renderState.mario.index = NULL;
vec3 cameraPos = { 0, 0, 0 };
float cameraRot = 0.0f;
context_init( "libsm64", WINDOW_WIDTH, WINDOW_HEIGHT );
render_state_init( &renderState, texture );
struct timespec ts;
ts.tv_sec = 0;
ts.tv_nsec = 0;
struct SM64MarioInputs marioInputs;
struct SM64MarioState marioState;
struct SM64MarioGeometryBuffers marioGeometry;
marioGeometry.position = malloc( sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES );
marioGeometry.color = malloc( sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES );
marioGeometry.normal = malloc( sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES );
marioGeometry.uv = malloc( sizeof(float) * 6 * SM64_GEO_MAX_TRIANGLES );
do
{
uint64_t frameTopTime = ns_clock();
SDL_GameController *controller = context_get_controller();
float x_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTX ));
float y_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTY ));
float x0_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_RIGHTX ));
cameraRot += 0.1f * x0_axis;
cameraPos[0] = marioState.position[0] + 1000.0f * cosf( cameraRot );
cameraPos[1] = marioState.position[1] + 200.0f;
cameraPos[2] = marioState.position[2] + 1000.0f * sinf( cameraRot );
marioInputs.buttonA = SDL_GameControllerGetButton( controller, 0 );
marioInputs.buttonB = SDL_GameControllerGetButton( controller, 2 );
marioInputs.buttonZ = SDL_GameControllerGetButton( controller, 9 );
marioInputs.camLookX = marioState.position[0] - cameraPos[0];
marioInputs.camLookZ = marioState.position[2] - cameraPos[2];
marioInputs.stickX = x_axis;
marioInputs.stickY = y_axis;
sm64_mario_tick( marioId, &marioInputs, &marioState, &marioGeometry );
render_draw( &renderState, cameraPos, &marioState, &marioGeometry );
ts.tv_nsec = 33333333 - (ns_clock() - frameTopTime);
nanosleep( &ts, &ts );
}
while( context_flip_frame_poll_events() );
sm64_global_terminate();
context_terminate();
return 0;
}

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#define _CRT_SECURE_NO_WARNINGS 1 // for fopen
#include <stdlib.h>
#include <stdio.h>
#include <stdint.h>
#include <stddef.h>
#include <string.h>
#include <sys/time.h>
#include <unistd.h>
#include <pthread.h>
extern "C" {
#include "../src/libsm64.h"
#define SDL_MAIN_HANDLED
#include "level.h"
#include "context.h"
#include "renderer.h"
#include "gl33core/gl33core_renderer.h"
#include "gl20/gl20_renderer.h"
}
#include "audio.h"
uint8_t *utils_read_file_alloc( const char *path, size_t *fileLength )
{
FILE *f = fopen( path, "rb" );
if( !f ) return NULL;
fseek( f, 0, SEEK_END );
size_t length = (size_t)ftell( f );
rewind( f );
uint8_t *buffer = (uint8_t*)malloc( length + 1 );
fread( buffer, 1, length, f );
buffer[length] = 0;
fclose( f );
if( fileLength ) *fileLength = length;
return buffer;
}
static float read_axis( int16_t val )
{
float result = (float)val / 32767.0f;
if( result < 0.2f && result > -0.2f )
return 0.0f;
return result > 0.0f ? (result - 0.2f) / 0.8f : (result + 0.2f) / 0.8f;
}
float lerp(float a, float b, float amount)
{
return a + (b - a) * amount;
}
int main( void )
{
size_t romSize;
uint8_t *rom = utils_read_file_alloc( "baserom.us.z64", &romSize );
if( rom == NULL )
{
printf("\nFailed to read ROM file \"baserom.us.z64\"\n\n");
return 1;
}
uint8_t *texture = (uint8_t*)malloc( 4 * SM64_TEXTURE_WIDTH * SM64_TEXTURE_HEIGHT );
sm64_global_terminate();
sm64_global_init( rom, texture );
sm64_audio_init(rom);
sm64_static_surfaces_load( surfaces, surfaces_count );
uint32_t marioId = sm64_mario_create( 0, 1000, 0 );
free( rom );
RenderState renderState;
renderState.mario.index = NULL;
vec3 cameraPos = { 0, 0, 0 };
float cameraRot = 0.0f;
struct Renderer *renderer;
int major, minor;
#ifdef GL33_CORE
major = 3; minor = 3;
renderer = &gl33core_renderer;
#else
major = 2; minor = 0;
renderer = &gl20_renderer;
#endif
context_init( "libsm64", 800, 600, major, minor );
renderer->init( &renderState, texture );
struct SM64MarioInputs marioInputs;
struct SM64MarioState marioState;
struct SM64MarioGeometryBuffers marioGeometry;
// interpolation
float lastPos[3], currPos[3];
float lastGeoPos[9 * SM64_GEO_MAX_TRIANGLES], currGeoPos[9 * SM64_GEO_MAX_TRIANGLES];
marioGeometry.position = (float*)malloc( sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES );
marioGeometry.color = (float*)malloc( sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES );
marioGeometry.normal = (float*)malloc( sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES );
marioGeometry.uv = (float*)malloc( sizeof(float) * 6 * SM64_GEO_MAX_TRIANGLES );
marioGeometry.numTrianglesUsed = 0;
float tick = 0;
uint32_t lastTicks = SDL_GetTicks();
audio_init();
do
{
float dt = (SDL_GetTicks() - lastTicks) / 1000.f;
lastTicks = SDL_GetTicks();
tick += dt;
SDL_GameController *controller = context_get_controller();
float x_axis, y_axis, x0_axis;
if (!controller) // keyboard
{
const Uint8* state = SDL_GetKeyboardState(NULL);
float dir;
float spd = 0;
if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_RIGHT])
{
dir = -M_PI * 0.25f;
spd = 1;
}
else if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_LEFT])
{
dir = -M_PI * 0.75f;
spd = 1;
}
else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_RIGHT])
{
dir = M_PI * 0.25f;
spd = 1;
}
else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_LEFT])
{
dir = M_PI * 0.75f;
spd = 1;
}
else if (state[SDL_SCANCODE_UP])
{
dir = -M_PI * 0.5f;
spd = 1;
}
else if (state[SDL_SCANCODE_DOWN])
{
dir = M_PI * 0.5f;
spd = 1;
}
else if (state[SDL_SCANCODE_LEFT])
{
dir = M_PI;
spd = 1;
}
else if (state[SDL_SCANCODE_RIGHT])
{
dir = 0;
spd = 1;
}
x_axis = cosf(dir) * spd;
y_axis = sinf(dir) * spd;
x0_axis = state[SDL_SCANCODE_LSHIFT] ? 1 : state[SDL_SCANCODE_RSHIFT] ? -1 : 0;
marioInputs.buttonA = state[SDL_SCANCODE_X];
marioInputs.buttonB = state[SDL_SCANCODE_C];
marioInputs.buttonZ = state[SDL_SCANCODE_Z];
}
else
{
x_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTX ));
y_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTY ));
x0_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_RIGHTX ));
marioInputs.buttonA = SDL_GameControllerGetButton( controller, SDL_CONTROLLER_BUTTON_A );
marioInputs.buttonB = SDL_GameControllerGetButton( controller, SDL_CONTROLLER_BUTTON_X );
marioInputs.buttonZ = SDL_GameControllerGetButton( controller, SDL_CONTROLLER_BUTTON_LEFTSHOULDER );
}
cameraRot += x0_axis * dt * 2;
cameraPos[0] = marioState.position[0] + 1000.0f * cosf( cameraRot );
cameraPos[1] = marioState.position[1] + 200.0f;
cameraPos[2] = marioState.position[2] + 1000.0f * sinf( cameraRot );
marioInputs.camLookX = marioState.position[0] - cameraPos[0];
marioInputs.camLookZ = marioState.position[2] - cameraPos[2];
marioInputs.stickX = x_axis;
marioInputs.stickY = y_axis;
while (tick >= 1.f/30)
{
memcpy(lastPos, currPos, sizeof(currPos));
memcpy(lastGeoPos, currGeoPos, sizeof(currGeoPos));
tick -= 1.f/30;
sm64_mario_tick( marioId, &marioInputs, &marioState, &marioGeometry );
memcpy(currPos, marioState.position, sizeof(currPos));
memcpy(currGeoPos, marioGeometry.position, sizeof(currGeoPos));
}
for (int i=0; i<3; i++) marioState.position[i] = lerp(lastPos[i], currPos[i], tick / (1.f/30));
for (int i=0; i<marioGeometry.numTrianglesUsed*9; i++) marioGeometry.position[i] = lerp(lastGeoPos[i], currGeoPos[i], tick / (1.f/30));
renderer->draw( &renderState, cameraPos, &marioState, &marioGeometry );
}
while( context_flip_frame_poll_events() );
sm64_global_terminate();
context_terminate();
return 0;
}

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#ifndef RENDERER_H
#define RENDERER_H
#include <stdbool.h>
#include <stdint.h>
#include <stddef.h>
#ifdef __cplusplus
extern "C" {
#endif
#include "../src/libsm64.h"
#ifdef __cplusplus
}
#endif
#include "context.h"
#include "cglm.h"
typedef struct CollisionMesh
{
size_t num_vertices;
float *position;
float *normal;
float *color;
uint16_t *index;
GLuint vao;
GLuint position_buffer;
GLuint normal_buffer;
}
CollisionMesh;
typedef struct MarioMesh
{
size_t num_vertices;
uint16_t *index;
GLuint vao;
GLuint position_buffer;
GLuint normal_buffer;
GLuint color_buffer;
GLuint uv_buffer;
}
MarioMesh;
typedef struct RenderState
{
CollisionMesh collision;
MarioMesh mario;
GLuint world_shader;
GLuint mario_shader;
GLuint mario_texture;
}
RenderState;
struct Renderer
{
void (*init)(RenderState *renderState, uint8_t *marioTexture);
void (*draw)(RenderState *renderState, const vec3 camPos, const struct SM64MarioState *marioState, struct SM64MarioGeometryBuffers *marioGeo);
};
#endif