Files
libsm64/test/main.c
T

457 lines
15 KiB
C

#define _CRT_SECURE_NO_WARNINGS 1 // for fopen
#include <stdlib.h>
#include <stdio.h>
#include <stdint.h>
#include <stddef.h>
#include <string.h>
#include <time.h>
#include "../src/libsm64.h"
#include "cglm.h"
#include "ns_clock.h"
#include "level.h"
#include "context.h"
static const int WINDOW_WIDTH = 1280;
static const int WINDOW_HEIGHT = 800;
typedef struct CollisionMesh
{
size_t num_vertices;
float *position;
float *normal;
uint16_t *index;
GLuint vao;
GLuint position_buffer;
GLuint normal_buffer;
}
CollisionMesh;
typedef struct MarioMesh
{
size_t num_vertices;
uint16_t *index;
GLuint vao;
GLuint position_buffer;
GLuint normal_buffer;
GLuint color_buffer;
GLuint uv_buffer;
}
MarioMesh;
typedef struct RenderState
{
CollisionMesh collision;
MarioMesh mario;
GLuint world_shader;
GLuint mario_shader;
GLuint mario_texture;
}
RenderState;
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"
;
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"
;
uint8_t *utils_read_file_alloc( const char *path, size_t *fileLength )
{
FILE *f = fopen( path, "rb" );
if( !f ) return NULL;
fseek( f, 0, SEEK_END );
size_t length = (size_t)ftell( f );
rewind( f );
uint8_t *buffer = malloc( length + 1 );
fread( buffer, 1, length, f );
buffer[length] = 0;
fclose( f );
if( fileLength ) *fileLength = length;
return buffer;
}
static GLuint shader_compile( const char *shaderContents, size_t shaderContentsLength, GLenum shaderType )
{
const GLchar *shaderDefine = shaderType == GL_VERTEX_SHADER
? "\n#version 410\n#define VERTEX \n#define v2f out\n"
: "\n#version 410\n#define FRAGMENT\n#define v2f in \n";
const GLchar *shaderStrings[2] = { shaderDefine, shaderContents };
GLint shaderStringLengths[2] = { strlen( shaderDefine ), (GLint)shaderContentsLength };
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 );
printf( "Error in shader: %s\n%s\n%s\n", log, shaderStrings[0], shaderStrings[1] );
exit( 1 );
}
return shader;
}
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 ref = glCreateProgram();
glAttachShader( ref, vert );
glAttachShader( ref, frag );
glLinkProgram ( ref );
glDetachShader( ref, vert );
glDetachShader( ref, frag );
result = ref;
return result;
}
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 );
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;
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 );
#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 ); \
glEnableVertexAttribArray( loc ); \
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 );
#undef X
}
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;
glGenVertexArrays( 1, &mesh->vao );
glBindVertexArray( mesh->vao );
#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 ); \
glEnableVertexAttribArray( loc ); \
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 );
#undef X
}
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;
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 );
}
void render_state_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 );
glEnable( GL_CULL_FACE );
glCullFace( GL_BACK );
glClearColor( 0.2f, 0.2f, 0.2f, 1.0f );
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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);
}
void render_draw( RenderState *renderState, const vec3 camPos, const struct SM64MarioState *marioState, struct SM64MarioGeometryBuffers *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 );
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->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 );
}
static float read_axis( int16_t val )
{
float result = (float)val / 32767.0f;
if( result < 0.2f && result > -0.2f )
return 0.0f;
return result > 0.0f ? (result - 0.2f) / 0.8f : (result + 0.2f) / 0.8f;
}
int main( void )
{
size_t romSize;
uint8_t *rom = utils_read_file_alloc( "baserom.us.z64", &romSize );
if( rom == NULL )
{
printf("\nFailed to read ROM file \"baserom.us.z64\"\n\n");
return 1;
}
uint8_t *texture = malloc( 4 * SM64_TEXTURE_WIDTH * SM64_TEXTURE_HEIGHT );
sm64_global_init( rom, texture, NULL );
sm64_load_surfaces( 0, surfaces, surfaces_count );
sm64_mario_reset( 0, 1000, 0 );
free( rom );
RenderState renderState;
renderState.mario.index = NULL;
vec3 cameraPos = { 0, 0, 0 };
float cameraRot = 0.0f;
context_init( "libsm64", WINDOW_WIDTH, WINDOW_HEIGHT );
render_state_init( &renderState, texture );
struct timespec ts;
ts.tv_sec = 0;
ts.tv_nsec = 0;
struct SM64MarioInputs marioInputs;
struct SM64MarioState marioState;
struct SM64MarioGeometryBuffers marioGeometry;
marioGeometry.position = malloc( sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES );
marioGeometry.color = malloc( sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES );
marioGeometry.normal = malloc( sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES );
marioGeometry.uv = malloc( sizeof(float) * 6 * SM64_GEO_MAX_TRIANGLES );
do
{
uint64_t frameTopTime = ns_clock();
SDL_GameController *controller = context_get_controller();
float x_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTX ));
float y_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTY ));
float x0_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_RIGHTX ));
cameraRot += 0.1f * x0_axis;
cameraPos[0] = marioState.position[0] + 1000.0f * cosf( cameraRot );
cameraPos[1] = marioState.position[1] + 200.0f;
cameraPos[2] = marioState.position[2] + 1000.0f * sinf( cameraRot );
marioInputs.buttonA = SDL_GameControllerGetButton( controller, 0 );
marioInputs.buttonB = SDL_GameControllerGetButton( controller, 2 );
marioInputs.buttonZ = SDL_GameControllerGetButton( controller, 9 );
marioInputs.camLookX = marioState.position[0] - cameraPos[0];
marioInputs.camLookZ = marioState.position[2] - cameraPos[2];
marioInputs.stickX = x_axis;
marioInputs.stickY = y_axis;
sm64_mario_tick( &marioInputs, &marioState, &marioGeometry );
render_draw( &renderState, cameraPos, &marioState, &marioGeometry );
ts.tv_nsec = 33333333 - (ns_clock() - frameTopTime);
nanosleep( &ts, &ts );
}
while( context_flip_frame_poll_events() );
sm64_global_terminate();
context_terminate();
return 0;
}