450 lines
15 KiB
C
450 lines
15 KiB
C
#define _CRT_SECURE_NO_WARNINGS 1 // for fopen
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdint.h>
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#include <stddef.h>
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#include <string.h>
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#include <time.h>
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#include "../src/libsm64.h"
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#include "cglm.h"
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#include "ns_clock.h"
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#include "level.h"
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#include "context.h"
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static const int WINDOW_WIDTH = 1280;
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static const int WINDOW_HEIGHT = 800;
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typedef struct CollisionMesh
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{
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size_t num_vertices;
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float *position;
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float *normal;
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uint16_t *index;
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GLuint vao;
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GLuint position_buffer;
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GLuint normal_buffer;
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}
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CollisionMesh;
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typedef struct MarioMesh
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{
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size_t num_vertices;
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uint16_t *index;
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GLuint vao;
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GLuint position_buffer;
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GLuint normal_buffer;
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GLuint color_buffer;
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GLuint uv_buffer;
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}
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MarioMesh;
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typedef struct RenderState
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{
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CollisionMesh collision;
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MarioMesh mario;
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GLuint world_shader;
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GLuint mario_shader;
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GLuint mario_texture;
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}
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RenderState;
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static const char *MARIO_SHADER =
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"\n uniform mat4 view;"
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"\n uniform mat4 projection;"
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"\n uniform sampler2D marioTex;"
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"\n "
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"\n v2f vec3 v_color;"
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"\n v2f vec3 v_normal;"
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"\n v2f vec3 v_light;"
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"\n v2f vec2 v_uv;"
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"\n "
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"\n #ifdef VERTEX"
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"\n "
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"\n layout(location = 0) in vec3 position;"
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"\n layout(location = 1) in vec3 normal;"
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"\n layout(location = 2) in vec3 color;"
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"\n layout(location = 3) in vec2 uv;"
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"\n "
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"\n void main()"
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"\n {"
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"\n v_color = color;"
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"\n v_normal = normal;"
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"\n v_light = transpose( mat3( view )) * normalize( vec3( 1 ));"
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"\n v_uv = uv;"
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"\n "
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"\n gl_Position = projection * view * vec4( position, 1. );"
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"\n }"
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"\n "
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"\n #endif"
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"\n #ifdef FRAGMENT"
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"\n "
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"\n out vec4 color;"
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"\n "
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"\n void main() "
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"\n {"
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"\n float light = .5 + .5 * clamp( dot( v_normal, v_light ), 0., 1. );"
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"\n vec4 texColor = texture2D( marioTex, v_uv );"
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"\n vec3 mainColor = mix( v_color, texColor.rgb, texColor.a ); // v_uv.x >= 0. ? texColor.a : 0. );"
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"\n color = vec4( mainColor * light, 1 );"
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"\n }"
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"\n "
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"\n #endif"
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;
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static const char *WORLD_SHADER =
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"\n uniform mat4 model;"
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"\n uniform mat4 view;"
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"\n uniform mat4 projection;"
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"\n uniform sampler2D tex;"
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"\n "
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"\n v2f vec3 v_normal;"
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"\n v2f vec3 v_worldPos;"
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"\n "
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"\n #ifdef VERTEX"
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"\n "
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"\n layout(location = 0) in vec3 position;"
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"\n layout(location = 1) in vec3 normal;"
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"\n "
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"\n void main()"
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"\n {"
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"\n v_normal = inverse(mat3(model)) * normal;"
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"\n vec4 worldPos4 = model * vec4(position, 1.);"
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"\n v_worldPos = worldPos4.xyz;"
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"\n gl_Position = projection * view * worldPos4;"
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"\n }"
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"\n "
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"\n #endif"
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"\n #ifdef FRAGMENT"
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"\n "
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"\n vec3 tri( vec3 x )"
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"\n {"
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"\n return abs(x-floor(x)-.5);"
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"\n } "
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"\n float surfFunc( vec3 p )"
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"\n {"
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"\n float n = dot(tri(p*.15 + tri(p.yzx*.075)), vec3(.444));"
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"\n p = p*1.5773 - n;"
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"\n p.yz = vec2(p.y + p.z, p.z - p.y) * .866;"
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"\n p.xz = vec2(p.x + p.z, p.z - p.x) * .866;"
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"\n n += dot(tri(p*.225 + tri(p.yzx*.1125)), vec3(.222)); "
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"\n return abs(n-.5)*1.9 + (1.-abs(sin(n*9.)))*.05;"
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"\n }"
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"\n "
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"\n const vec3 light_x = vec3(-1.0, 0.4, 0.9);"
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"\n "
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"\n out vec4 color;"
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"\n "
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"\n void main() "
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"\n {"
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"\n float surfy = surfFunc( v_worldPos / 50. );"
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"\n float brightness = smoothstep( .2, .3, surfy );"
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"\n "
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"\n color = vec4( (0.5 + 0.25 * brightness) * (.5+.5*v_normal), 1 );"
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"\n }"
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"\n "
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"\n #endif"
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;
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uint8_t *utils_read_file_alloc( const char *path, size_t *fileLength )
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{
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FILE *f = fopen( path, "rb" );
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if( !f ) return NULL;
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fseek( f, 0, SEEK_END );
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size_t length = (size_t)ftell( f );
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rewind( f );
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uint8_t *buffer = malloc( length + 1 );
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fread( buffer, 1, length, f );
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buffer[length] = 0;
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fclose( f );
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if( fileLength ) *fileLength = length;
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return buffer;
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}
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static GLuint shader_compile( const char *shaderContents, size_t shaderContentsLength, GLenum shaderType )
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{
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const GLchar *shaderDefine = shaderType == GL_VERTEX_SHADER
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? "\n#version 410\n#define VERTEX \n#define v2f out\n"
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: "\n#version 410\n#define FRAGMENT\n#define v2f in \n";
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const GLchar *shaderStrings[2] = { shaderDefine, shaderContents };
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GLint shaderStringLengths[2] = { strlen( shaderDefine ), (GLint)shaderContentsLength };
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GLuint shader = glCreateShader( shaderType );
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glShaderSource( shader, 2, shaderStrings, shaderStringLengths );
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glCompileShader( shader );
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GLint isCompiled;
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glGetShaderiv( shader, GL_COMPILE_STATUS, &isCompiled );
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if( isCompiled == GL_FALSE )
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{
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GLint maxLength;
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glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &maxLength );
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char *log = (char*)malloc( maxLength );
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glGetShaderInfoLog( shader, maxLength, &maxLength, log );
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printf( "Error in shader: %s\n%s\n%s\n", log, shaderStrings[0], shaderStrings[1] );
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exit( 1 );
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}
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return shader;
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}
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static GLuint shader_load( const char *shaderContents )
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{
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GLuint result;
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GLuint vert = shader_compile( shaderContents, strlen( shaderContents ), GL_VERTEX_SHADER );
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GLuint frag = shader_compile( shaderContents, strlen( shaderContents ), GL_FRAGMENT_SHADER );
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GLuint ref = glCreateProgram();
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glAttachShader( ref, vert );
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glAttachShader( ref, frag );
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glLinkProgram ( ref );
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glDetachShader( ref, vert );
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glDetachShader( ref, frag );
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result = ref;
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return result;
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}
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static void load_collision_mesh( CollisionMesh *mesh )
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{
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mesh->num_vertices = 3 * surfaces_count;
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mesh->position = malloc( sizeof( float ) * surfaces_count * 9 );
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mesh->normal = malloc( sizeof( float ) * surfaces_count * 9 );
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mesh->index = malloc( sizeof( uint16_t ) * surfaces_count * 3 );
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for( size_t i = 0; i < surfaces_count; ++i )
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{
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const struct SM64Surface *surf = &surfaces[i];
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float x1 = mesh->position[9*i+0] = surf->vertices[0][0];
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float y1 = mesh->position[9*i+1] = surf->vertices[0][1];
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float z1 = mesh->position[9*i+2] = surf->vertices[0][2];
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float x2 = mesh->position[9*i+3] = surf->vertices[1][0];
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float y2 = mesh->position[9*i+4] = surf->vertices[1][1];
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float z2 = mesh->position[9*i+5] = surf->vertices[1][2];
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float x3 = mesh->position[9*i+6] = surf->vertices[2][0];
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float y3 = mesh->position[9*i+7] = surf->vertices[2][1];
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float z3 = mesh->position[9*i+8] = surf->vertices[2][2];
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float nx = (y2 - y1) * (z3 - z2) - (z2 - z1) * (y3 - y2);
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float ny = (z2 - z1) * (x3 - x2) - (x2 - x1) * (z3 - z2);
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float nz = (x2 - x1) * (y3 - y2) - (y2 - y1) * (x3 - x2);
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float mag = sqrtf(nx * nx + ny * ny + nz * nz);
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nx /= mag;
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ny /= mag;
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nz /= mag;
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mesh->normal[9*i+0] = nx;
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mesh->normal[9*i+1] = ny;
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mesh->normal[9*i+2] = nz;
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mesh->normal[9*i+3] = nx;
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mesh->normal[9*i+4] = ny;
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mesh->normal[9*i+5] = nz;
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mesh->normal[9*i+6] = nx;
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mesh->normal[9*i+7] = ny;
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mesh->normal[9*i+8] = nz;
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mesh->index[3*i+0] = 3*i+0;
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mesh->index[3*i+1] = 3*i+1;
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mesh->index[3*i+2] = 3*i+2;
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}
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glGenVertexArrays( 1, &mesh->vao );
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glBindVertexArray( mesh->vao );
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#define X( loc, buff, arr, type ) do { \
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glGenBuffers( 1, &buff ); \
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glBindBuffer( GL_ARRAY_BUFFER, buff ); \
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glBufferData( GL_ARRAY_BUFFER, mesh->num_vertices*sizeof( type ), arr, GL_STATIC_DRAW ); \
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glEnableVertexAttribArray( loc ); \
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glVertexAttribPointer( loc, sizeof( type ) / sizeof( float ), GL_FLOAT, GL_FALSE, sizeof( type ), NULL ); \
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} while( 0 )
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X( 0, mesh->position_buffer, mesh->position, vec3 );
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X( 1, mesh->normal_buffer, mesh->normal, vec3 );
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#undef X
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}
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static void load_mario_mesh( MarioMesh *mesh, struct SM64MarioGeometryBuffers *marioGeo )
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{
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mesh->index = malloc( 3 * SM64_GEO_MAX_TRIANGLES * sizeof(uint16_t) );
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for( int i = 0; i < 3 * SM64_GEO_MAX_TRIANGLES; ++i )
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mesh->index[i] = i;
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mesh->num_vertices = 3 * SM64_GEO_MAX_TRIANGLES;
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glGenVertexArrays( 1, &mesh->vao );
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glBindVertexArray( mesh->vao );
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#define X( loc, buff, arr, type ) do { \
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glGenBuffers( 1, &buff ); \
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glBindBuffer( GL_ARRAY_BUFFER, buff ); \
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glBufferData( GL_ARRAY_BUFFER, sizeof( type ) * 3 * SM64_GEO_MAX_TRIANGLES, arr, GL_DYNAMIC_DRAW ); \
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glEnableVertexAttribArray( loc ); \
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glVertexAttribPointer( loc, sizeof( type ) / sizeof( float ), GL_FLOAT, GL_FALSE, sizeof( type ), NULL ); \
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} while( 0 )
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X( 0, mesh->position_buffer, marioGeo->position, vec3 );
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X( 1, mesh->normal_buffer, marioGeo->normal, vec3 );
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X( 2, mesh->color_buffer, marioGeo->color, vec3 );
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X( 3, mesh->uv_buffer, marioGeo->uv, vec2 );
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#undef X
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}
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static void update_mario_mesh( MarioMesh *mesh, struct SM64MarioGeometryBuffers *marioGeo )
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{
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if( mesh->index == NULL )
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load_mario_mesh( mesh, marioGeo );
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mesh->num_vertices = 3 * marioGeo->numTrianglesUsed;
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glBindBuffer( GL_ARRAY_BUFFER, mesh->position_buffer );
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glBufferData( GL_ARRAY_BUFFER, sizeof( vec3 ) * 3 * SM64_GEO_MAX_TRIANGLES, marioGeo->position, GL_DYNAMIC_DRAW );
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glBindBuffer( GL_ARRAY_BUFFER, mesh->normal_buffer );
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glBufferData( GL_ARRAY_BUFFER, sizeof( vec3 ) * 3 * SM64_GEO_MAX_TRIANGLES, marioGeo->normal, GL_DYNAMIC_DRAW );
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glBindBuffer( GL_ARRAY_BUFFER, mesh->color_buffer );
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glBufferData( GL_ARRAY_BUFFER, sizeof( vec3 ) * 3 * SM64_GEO_MAX_TRIANGLES, marioGeo->color, GL_DYNAMIC_DRAW );
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glBindBuffer( GL_ARRAY_BUFFER, mesh->uv_buffer );
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glBufferData( GL_ARRAY_BUFFER, sizeof( vec2 ) * 3 * SM64_GEO_MAX_TRIANGLES, marioGeo->uv, GL_DYNAMIC_DRAW );
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}
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void render_state_init( RenderState *renderState, uint8_t *marioTexture )
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{
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load_collision_mesh( &renderState->collision );
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renderState->world_shader = shader_load( WORLD_SHADER );
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renderState->mario_shader = shader_load( MARIO_SHADER );
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glEnable( GL_CULL_FACE );
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glCullFace( GL_BACK );
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glClearColor( 0.2f, 0.2f, 0.2f, 1.0f );
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glEnable( GL_DEPTH_TEST );
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glGenTextures( 1, &renderState->mario_texture );
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glBindTexture( GL_TEXTURE_2D, renderState->mario_texture );
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SM64_TEXTURE_WIDTH, SM64_TEXTURE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, marioTexture);
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}
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void render_draw( RenderState *renderState, const vec3 camPos, const struct SM64MarioState *marioState, struct SM64MarioGeometryBuffers *marioGeo )
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{
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update_mario_mesh( &renderState->mario, marioGeo );
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mat4 model, view, projection;
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glm_perspective( 45.0f, (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 100.0f, 20000.0f, projection );
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glm_translate( view, (float*)camPos );
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glm_lookat( (float*)camPos, (float*)marioState->position, (vec3){0,1,0}, view );
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glm_mat4_identity( model );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glUseProgram( renderState->world_shader );
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glBindVertexArray( renderState->collision.vao );
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glUniformMatrix4fv( glGetUniformLocation( renderState->world_shader, "model" ), 1, GL_FALSE, (GLfloat*)model );
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glUniformMatrix4fv( glGetUniformLocation( renderState->world_shader, "view" ), 1, GL_FALSE, (GLfloat*)view );
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glUniformMatrix4fv( glGetUniformLocation( renderState->world_shader, "projection" ), 1, GL_FALSE, (GLfloat*)projection );
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glDrawElements( GL_TRIANGLES, renderState->collision.num_vertices, GL_UNSIGNED_SHORT, renderState->collision.index );
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glUseProgram( renderState->mario_shader );
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glActiveTexture( GL_TEXTURE0 );
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glBindTexture( GL_TEXTURE_2D, renderState->mario_texture );
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glBindVertexArray( renderState->mario.vao );
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glUniformMatrix4fv( glGetUniformLocation( renderState->mario_shader, "view" ), 1, GL_FALSE, (GLfloat*)view );
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glUniformMatrix4fv( glGetUniformLocation( renderState->mario_shader, "projection" ), 1, GL_FALSE, (GLfloat*)projection );
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glUniform1i( glGetUniformLocation( renderState->mario_shader, "marioTex" ), 0 );
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glDrawElements( GL_TRIANGLES, renderState->mario.num_vertices, GL_UNSIGNED_SHORT, renderState->mario.index );
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}
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static float read_axis( int16_t val )
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{
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float result = (float)val / 32767.0f;
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if( result < 0.2f && result > -0.2f )
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return 0.0f;
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return result > 0.0f ? (result - 0.2f) / 0.8f : (result + 0.2f) / 0.8f;
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}
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int main( void )
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{
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size_t romSize;
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uint8_t *rom = utils_read_file_alloc( "baserom.us.z64", &romSize );
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uint8_t *texture = malloc( 4 * SM64_TEXTURE_WIDTH * SM64_TEXTURE_HEIGHT );
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sm64_global_init( rom, texture, NULL );
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sm64_load_surfaces( 0, surfaces, surfaces_count );
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sm64_mario_reset( 0, 1000, 0 );
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free( rom );
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RenderState renderState;
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renderState.mario.index = NULL;
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vec3 cameraPos = { 0, 0, 0 };
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float cameraRot = 0.0f;
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context_init( "libsm64", WINDOW_WIDTH, WINDOW_HEIGHT );
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render_state_init( &renderState, texture );
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struct timespec ts;
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ts.tv_sec = 0;
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ts.tv_nsec = 0;
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struct SM64MarioInputs marioInputs;
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struct SM64MarioState marioState;
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struct SM64MarioGeometryBuffers marioGeometry;
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marioGeometry.position = malloc( sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES );
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marioGeometry.color = malloc( sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES );
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marioGeometry.normal = malloc( sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES );
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marioGeometry.uv = malloc( sizeof(float) * 6 * SM64_GEO_MAX_TRIANGLES );
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do
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{
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uint64_t frameTopTime = ns_clock();
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SDL_GameController *controller = context_get_controller();
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float x_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTX ));
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float y_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTY ));
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float x0_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_RIGHTX ));
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cameraRot += 0.1f * x0_axis;
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cameraPos[0] = marioState.position[0] + 1000.0f * cosf( cameraRot );
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cameraPos[1] = marioState.position[1] + 200.0f;
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cameraPos[2] = marioState.position[2] + 1000.0f * sinf( cameraRot );
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marioInputs.buttonA = SDL_GameControllerGetButton( controller, 0 );
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marioInputs.buttonB = SDL_GameControllerGetButton( controller, 2 );
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marioInputs.buttonZ = SDL_GameControllerGetButton( controller, 9 );
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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;
|
|
} |