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libsm64/test/gl20/gl20_renderer.c
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NepuShiro d3ea4e5e99
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Reformat to something more readable for me :3
2026-05-24 12:13:35 -05:00

239 lines
8.5 KiB
C

#include "gl20_renderer.h"
#ifdef __APPLE__
#include <OpenGL/gl.h>
#endif
#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
};