Reformat to something more readable for me :3
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This commit is contained in:
2026-05-24 11:31:35 -05:00
parent 4328104536
commit d3ea4e5e99
154 changed files with 30751 additions and 21008 deletions
+236 -231
View File
@@ -9,149 +9,147 @@
#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"
;
"\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"
;
"\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 )
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 );
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];
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 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;
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->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;
}
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 );
glGenVertexArrays(1, &mesh->vao);
glBindVertexArray(mesh->vao);
#define X( loc, buff, arr, type ) do { \
#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 ); \
@@ -159,24 +157,24 @@ static void load_collision_mesh( CollisionMesh *mesh )
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 );
X(0, mesh->position_buffer, mesh->position, vec3);
X(1, mesh->normal_buffer, mesh->normal, vec3);
#undef X
#undef X
}
static void load_mario_mesh( MarioMesh *mesh, struct SM64MarioGeometryBuffers *marioGeo )
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->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;
mesh->num_vertices = 3 * SM64_GEO_MAX_TRIANGLES;
glGenVertexArrays( 1, &mesh->vao );
glBindVertexArray( mesh->vao );
glGenVertexArrays(1, &mesh->vao);
glBindVertexArray(mesh->vao);
#define X( loc, buff, arr, type ) do { \
#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 ); \
@@ -184,127 +182,134 @@ static void load_mario_mesh( MarioMesh *mesh, struct SM64MarioGeometryBuffers *m
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 );
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
#undef X
}
static void update_mario_mesh( MarioMesh *mesh, struct SM64MarioGeometryBuffers *marioGeo )
static void update_mario_mesh(MarioMesh *mesh, struct SM64MarioGeometryBuffers *marioGeo)
{
if( mesh->index == NULL )
load_mario_mesh( mesh, marioGeo );
if (mesh->index == NULL)
load_mario_mesh(mesh, marioGeo);
mesh->num_vertices = 3 * marioGeo->numTrianglesUsed;
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 );
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 )
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 *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 };
const GLchar *shaderStrings[2] = {shaderDefine, shaderContents};
GLint shaderStringLengths[2] = {strlen(shaderDefine), (GLint)shaderContentsLength};
GLuint shader = glCreateShader( shaderType );
glShaderSource( shader, 2, shaderStrings, shaderStringLengths );
glCompileShader( shader );
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 );
GLint isCompiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
GLint maxLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
char *log = malloc(maxLength);
glGetShaderInfoLog(shader, maxLength, &maxLength, log);
printf( "Error in shader: %s\n%s\n%s\n", log, shaderStrings[0], shaderStrings[1] );
exit( 1 );
}
printf("Error in shader: %s\n%s\n%s\n", log, shaderStrings[0], shaderStrings[1]);
exit(1);
}
return shader;
return shader;
}
static GLuint shader_load( const char *shaderContents )
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 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 );
GLuint ref = glCreateProgram();
glAttachShader(ref, vert);
glAttachShader(ref, frag);
glLinkProgram ( ref );
glDetachShader( ref, vert );
glDetachShader( ref, frag );
result = ref;
glLinkProgram(ref);
glDetachShader(ref, vert);
glDetachShader(ref, frag);
result = ref;
return result;
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 );
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 );
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);
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 );
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 );
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 );
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->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 );
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 = {