#include "gl20_renderer.h" #ifdef __APPLE__ #include #endif #include #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; yposition, (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 };