#include "cglm/affine.h" #include "cglm/cam.h" #include "cglm/cglm.h" #include "cglm/io.h" #include "cglm/util.h" #include "cglm/vec3.h" #include "math.h" #include "glad/glad.h" #include "block.h" #include "shader.h" #include "texture.h" #include "util.h" #include "block.h" #include #include #include #define ARRAY_SIZE(array) (sizeof(array) / sizeof(array[0])) void block_update(struct block* blk); int block_init(vec3 pos, struct block* blk) { // Store buffer data into struct // Initialize vbo and ebo for block memcpy(blk->coords, pos, sizeof(vec3)); block_load_gpu(blk); block_update(blk); return 0; } void block_load_gpu(struct block* blk) { // ========== Constants of a block ================ // Local world coordinates float vertices[] = { 1.0f, 1.0f, 0.0f, // top-right 0.0f, 0.0f, 1.0f, // Front normal 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, // top-left 0.0f, 0.0f, 1.0f, // Front normal 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, // bottom-left 0.0f, 0.0f, 1.0f, // Front normal 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-right 0.0f, 0.0f, 1.0f, // Front normal 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, // top-right (back plane) 0.0f, 0.0f, -1.0f, // Back normal 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, // top-left (back plane) 0.0f, 0.0f, -1.0f, // Back normal 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, // bottom-left (back plane) 0.0f, 0.0f, -1.0f, // Back normal 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, // bottom-right (back plane) 0.0f, 0.0f, -1.0f, // Back normal 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, // top-right (back plane) 1.0f, 0.0f, 0.0f, // Right normal 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, // top-right 1.0f, 0.0f, 0.0f, // Right normal 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, // bottom-right 1.0f, 0.0f, 0.0f, // Right normal 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, // bottom-right (back plane) 1.0f, 0.0f, 0.0f, // Right normal 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left -1.0f, 0.0f, 0.0f, // Left normal 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, // top-left (back plane) -1.0f, 0.0f, 0.0f, // Left normal 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, // bottom-left (back plane) -1.0f, 0.0f, 0.0f, // Left normal 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left -1.0f, 0.0f, 0.0f, // Left normal 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, // top-right (back plane) 0.0f, 1.0f, 0.0f, // Top normal 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, // top-left (back plane) 0.0f, 1.0f, 0.0f, // Top normal 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // top-left 0.0f, 1.0f, 0.0f, // Top normal 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // top-right 0.0f, 1.0f, 0.0f, // Top normal 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, // bottom-right (back plane) 0.0f, -1.0f, 0.0f, // Bottom normal 1.0f, 1.0f, 0.0f, 0.0f, -1.0f, // bottom-left (back plane) 0.0f, -1.0f, 0.0f, // Bottom normal 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, // bottom-left 0.0f, -1.0f, 0.0f, // Bottom normal 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-right 0.0f, -1.0f, 0.0f, // Bottom normal 1.0f, 0.0f, }; // int vertex_order[] = { // 1, 2, 3, 3, 0, 1, // Front // 5, 6, 7, 7, 4, 5, // Back // 9, 10, 11, 11, 8, 9, // Right // 13, 14, 15, 15, 12, 13, // Left // 17, 18, 19, 19, 16, 17, // Top // 21, 22, 23, 23, 20, 21, // Bottom // // }; int vertex_order[] = { 1, 2, 3, 3, 0, 1, // Front 5, 6, 7, 7, 4, 5, // Back 9, 10, 11, 11, 8, 9, // Right 13, 14, 15, 15, 12, 13, // Left 17, 18, 19, 19, 16, 17, // Top 21, 22, 23, 23, 20, 21, // Bottom }; // ================ OpenGL work ================ create_vbo(&blk->_vbo, (void*)vertices, sizeof(float) * ARRAY_SIZE(vertices)); create_ebo(&blk->_ebo, (void*)vertex_order, sizeof(int) * ARRAY_SIZE(vertex_order)); blk->_vertex_count = ARRAY_SIZE(vertex_order); glGenVertexArrays(1, &blk->_vao); glBindVertexArray(blk->_vao); // Enable 3 attribs - position normals texture glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); // set vao_buffer to pos buffer obj glBindBuffer(GL_ARRAY_BUFFER, blk->_vbo); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), 0); // set vao_buffer to normals buffer obj glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (GLvoid*)(3*sizeof(float))); // set vao_buffer to texture buffer obj glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (GLvoid*)(6*sizeof(float))); // Set EBO to the vertex_order glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, blk->_ebo); //NOTE: This is important, otherwise with multiple block_init calls, it //creates a segfault since the bindings get all messed up. Why it gets //messed up? Let's say we make 2 blocks. Block 1 creates VBOs, then VAO, //then binds everything. Now VAO is still bound. Block 2 init starts. First //call is create_vbo. Since VAO is already bound, it gets bound to the OLD //VAO!! Always clear before use. glBindVertexArray(0); } void block_update(struct block* blk) { //=============== Matrix Work ============== // RTS matrix - rotate, translate, scale glm_mat4_identity(blk->model); float angle = glm_rad(blk->angle); // vec3 scale = { 0.90f, 0.90f, 0.90f }; glm_translate(blk->model, blk->coords); // glm_scale(blk->model, scale); // glm_rotate_at(blk->model, pivot, angle, rot_axis); // View matrix (camera) //blk->angle = fmodf(blk->angle + 0.005f, 360.0f); } // Register block vbos and ebos to context int block_draw(struct block* blk, struct shader* shader, struct texture* texture) { glBindVertexArray(blk->_vao); set_uniform_mat4("model", shader, blk->model); // GLuint loc = glGetUniformLocation(shader->program, "face_colors"); // if (loc == -1) { // fprintf(stderr, "Invalid var %s for get_uniform_mat4: Does not exist\n", "face_colors"); // exit(1); // return -1; // } // float colors[] = { // 0.761f, 0.424f, 0.0f, // 0.761f, 0.424f, 0.0f, // 0.761f, 0.424f, 0.0f, // 0.761f, 0.424f, 0.0f, // 0.404f, 0.776f, 0.027f, // 0.761f, 0.424f, 0.0f, // }; // glUniform3fv(loc, 6, (void*)colors); // texture_draw(texture); glDrawElements(GL_TRIANGLES, blk->_vertex_count, GL_UNSIGNED_INT, 0); glBindVertexArray(0); return 0; } void block_debug(struct block *blk) { fprintf(stderr, "==== Block Debug ====\n"); fprintf(stderr, "==== Block Coords ====\n"); glm_vec3_print(blk->coords, stderr); fprintf(stderr, "==== Block Model ====\n"); glm_mat4_print(blk->model, stderr); } void block_unload(struct block *blk) { // Clear VBO data glDeleteBuffers(1, &blk->_vbo); // Clear EBO data glDeleteBuffers(1, &blk->_ebo); // Clear VAO glDeleteVertexArrays(1, &blk->_vao); }