#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 "util.h" #include "block.h" #include #include #define ARRAY_SIZE(array) (sizeof(array) / sizeof(array[0])) 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)); // ========== Constants of a block ================ // Local world coordinates float vertices[] = { 1.0f, 1.0f, 0.0f, // top-right 0.0f, 1.0f, 0.0f, // top-left 0.0f, 0.0f, 0.0f, // bottom-left 1.0f, 0.0f, 0.0f, // bottom-right 1.0f, 1.0f, -1.0f, // top-right (back plane) 0.0f, 1.0f, -1.0f, // top-left (back plane) 0.0f, 0.0f, -1.0f, // bottom-left (back plane) 1.0f, 0.0f, -1.0f, // bottom-right (back plane) }; int vertex_order[] = { 1, 2, 3, 3, 0, 1, // Front 5, 6, 7, 7, 4, 5, // Back 0, 3, 7, 7, 4, 0, // Right 1, 2, 6, 6, 5, 1, // Left 5, 1, 0, 0, 4, 5, // Top 6, 2, 3, 3, 7, 6, // 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 2 attribs - position glEnableVertexAttribArray(0); // set vao_buffer to pos buffer obj glBindBuffer(GL_ARRAY_BUFFER, blk->_vbo); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); // 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); return 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 rot_axis = { 1.0f, 1.0f, 0.0f }; vec3 axis_y = { 0.0f, 1.0f, 0.0f }; vec3 pivot = { 0.0f, 0.0f, 0.0f }; vec3 scale = { 0.25f, 0.25f, 0.25f }; glm_translate(blk->model, blk->coords); glm_scale(blk->model, scale); glm_rotate_at(blk->model, pivot, angle, rot_axis); // View matrix (camera) vec3 camera = { 0.0f, 0.0f, 2.0f }; vec3 camera_direction = { 0.0f, 0.0f, -1.0f }; glm_look(camera, camera_direction, axis_y, blk->view); // Projection (perspective) matrix glm_perspective(glm_rad(45.0f), 800.0f / 600.0f, 0.1f, -10.0f, blk->perspective); blk->angle = fmodf(blk->angle + 0.001f, 360.0f); } // Register block vbos and ebos to context int block_draw(struct block* blk, struct shader* shader) { glBindVertexArray(blk->_vao); set_uniform_mat4("model", shader, blk->model); set_uniform_mat4("view", shader, blk->view); set_uniform_mat4("perspective", shader, blk->perspective); 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[] = { 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, }; glUniform3fv(loc, 6, (void*)colors); glDrawElements(GL_TRIANGLES, blk->_vertex_count, GL_UNSIGNED_INT, 0); block_update(blk); return 0; }