Added texture loading. A texture must be at path assets/block_atlas.png
This commit is contained in:
parent
511ec18e6f
commit
6c57999c8f
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@ -2,11 +2,11 @@
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mkdir -p dependencies/build/
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gcc -o dependencies/build/glad.o \
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gcc -g -o dependencies/build/glad.o \
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-c dependencies/sources/glad/glad.c \
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-I dependencies/include/
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gcc -o techneck.elf \
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gcc -g -o techneck.elf \
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code/source-c/*.c dependencies/build/glad.o \
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-I dependencies/include -lGL -lSDL2 -lm
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@ -0,0 +1,63 @@
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#include "assets.h"
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#include "state.h"
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#include <stdlib.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb_image.h>
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tc_asset_storage_s tc_init_asset_storage(char *asset_folder_path)
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{
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tc_asset_storage_s assets;
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assets.images_capacity = 256;
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assets.num_images = 0;
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assets.images = calloc(sizeof(tc_image_s *), assets.images_capacity);
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return assets;
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}
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void tc_upload_image(tc_image_s *image)
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{
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glGenTextures(1, &image->gl_identifier);
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glBindTexture(GL_TEXTURE_2D, image->gl_identifier);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA,
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image->width, image->height,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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image->pixels
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);
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}
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tc_image_s * tc_load_image_from_disk(char *path)
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{
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tc_image_s *image = malloc(sizeof(tc_image_s));
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image->attributes_capacity = 8;
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image->attributes = calloc(sizeof(tc_asset_attribute_s), image->attributes_capacity);
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image->num_attributes = 0;
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image->pixels = stbi_load(path, &image->width, &image->height, NULL, 4);
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image->len_name = 0;
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image->name = NULL;
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if(tc_game_state_g.asset_storage.num_images >= tc_game_state_g.asset_storage.images_capacity)
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{
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tc_game_state_g.asset_storage.images_capacity *= 2;
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tc_game_state_g.asset_storage.images =
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realloc(tc_game_state_g.asset_storage.images,
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sizeof(tc_image_s *) * tc_game_state_g.asset_storage.images_capacity
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);
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}
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tc_game_state_g.asset_storage.images[tc_game_state_g.asset_storage.num_images] = image;
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return image;
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}
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@ -0,0 +1,56 @@
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#ifndef TC_ASSETS_H
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#define TC_ASSETS_H
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#include <stdbool.h>
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#include <stdint.h>
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#include <stdio.h>
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typedef struct tc_asset_attribute
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{
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char *issuer;
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char *name;
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union
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{
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void *pointer;
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int64_t integer;
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char *text;
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} data;
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} tc_asset_attribute_s;
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typedef struct tc_image
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{
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uint32_t gl_identifier;
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uint32_t len_name;
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char *name;
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uint32_t attributes_capacity;
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uint32_t num_attributes;
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tc_asset_attribute_s *attributes;
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uint32_t width;
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uint32_t height;
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void *pixels;
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} tc_image_s;
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typedef struct tc_asset_storage
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{
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uint32_t images_capacity;
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uint32_t num_images;
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tc_image_s **images;
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// todo: meshes
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} tc_asset_storage_s;
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tc_asset_storage_s tc_init_asset_storage (char *asset_folder_path);
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tc_image_s * tc_load_image_from_disk (char *path);
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void tc_upload_image (tc_image_s *image);
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#endif
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@ -32,17 +32,23 @@ void tc_init_renderer(techneck_s *techneck)
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}
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void tc_load_textures()
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{
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tc_game_state_g.block_texture_atlas = tc_load_image_from_disk("assets/block_atlas.png");
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tc_upload_image(tc_game_state_g.block_texture_atlas);
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}
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techneck_s tc_init()
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{
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techneck_s techneck;
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tc_init_renderer(&techneck);
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techneck.main_world = tc_init_worlds();
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techneck.asset_storage = tc_init_asset_storage("assets/");
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techneck.block_registry = tc_init_blocks();
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return techneck;
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}
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void tc_cleanup()
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{
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SDL_GL_DeleteContext(tc_game_state_g.renderer.gl_context);
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@ -74,10 +74,11 @@ tc_block_s block;
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void render_block(tc_block_s block)
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{
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mat4x4 model_matrix;
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mat4x4_translate(model_matrix, block.position.x, block.position.y, block.position.z);
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// mat4x4_rotate_X(view_matrix, model_matrix, block.rotation.x);
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// mat4x4_rotate_Y(view_matrix, model_matrix, block.rotation.y);
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// mat4x4_rotate_Z(view_matrix, model_matrix, block.rotation.z);
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mat4x4_identity(model_matrix);
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mat4x4_rotate_X(view_matrix, model_matrix, block.rotation.x);
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mat4x4_rotate_Y(view_matrix, model_matrix, block.rotation.y);
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mat4x4_rotate_Z(view_matrix, model_matrix, block.rotation.z);
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mat4x4_translate_in_place(model_matrix, block.position.x, block.position.y, block.position.z);
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int model_matrix_uniform_location = glGetUniformLocation(tc_game_state_g.renderer.draw_shader.program_id, "model_matrix");
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glUniformMatrix4fv(model_matrix_uniform_location, 1, GL_FALSE, &model_matrix[0][0]);
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@ -94,6 +95,9 @@ tc_block_s tc_new_block_at_3f(float x, float y, float z)
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block.position.x = x;
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block.position.y = y;
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block.position.z = z;
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block.rotation.x = 0.0f;
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block.rotation.y = 0.0f;
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block.rotation.z = 0.0f;
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glGenBuffers(1, &block.drawing.vbo);
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glBindBuffer(GL_ARRAY_BUFFER, block.drawing.vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 108, &triangle_vertices[0], GL_STATIC_DRAW);
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@ -299,6 +303,8 @@ int main(int argc, char **argv)
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tc_game_state_g = tc_init();
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tc_new_chunk(&tc_game_state_g.main_world, 1.0f, 1.0f, 1.0f);
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tc_load_textures();
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block = tc_new_block_at_3f(0.0, 0.0, 0.0);
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int64_t frame_index = 1;
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@ -7,58 +7,116 @@ float tc_block_vertices[108] =
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{
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// Front
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-0.5f, -0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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// Back
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-0.5f, -0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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// Left
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-0.5f, 0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, 0.5f, -0.5f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, 0.5f, -0.5f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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// Right
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0.5f, 0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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// Top
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-0.5f, 0.5f, -0.5f,
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-0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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-0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, -0.5f,
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// Bottom
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, -0.5f
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0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, -0.5f
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};
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float test_uvs[72] =
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{
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// Front
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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// Back
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1.0f, 1.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 0.0f,
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// Left
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1.0f, 0.0f,
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 1.0f,
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// Right
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0.0f, 1.0f,
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1.0f, 1.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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// Top
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 1.0f,
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1.0f, 0.0f,
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// Back
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1.0f, 1.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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0.0f, 1.0f
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};
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uint32_t tc_count_chunk_vertices(tc_chunk_s *chunk)
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{
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uint32_t num_vertices = 0;
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@ -74,7 +132,7 @@ uint32_t tc_count_chunk_vertices(tc_chunk_s *chunk)
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z_in_chunk = 0;
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while(z_in_chunk < 32)
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{
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if(chunk->blocks[x_in_chunk][y_in_chunk][z_in_chunk].type_identifier > 0)
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if(chunk->blocks[x_in_chunk][y_in_chunk][z_in_chunk] > 0)
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{
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num_vertices += 36;
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}
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@ -90,10 +148,14 @@ uint32_t tc_count_chunk_vertices(tc_chunk_s *chunk)
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void tc_meshize_chunk(tc_chunk_s *chunk)
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{
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chunk->num_vertices = tc_count_chunk_vertices(chunk);
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chunk->vertex_positions = malloc(sizeof(float) * 3 * chunk->num_vertices);
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chunk->vertex_positions = malloc(sizeof(float) * (3) * chunk->num_vertices);
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chunk->vertex_uvs = malloc(sizeof(float) * (2) * chunk->num_vertices);
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uint32_t vertex_index = 0;
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float block_positions[36*3];
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float block_uvs[36*2];
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memcpy(block_uvs, test_uvs, sizeof(float) * 36 * 2);
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uint32_t x_in_chunk = 0;
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uint32_t y_in_chunk = 0;
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@ -106,7 +168,7 @@ void tc_meshize_chunk(tc_chunk_s *chunk)
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z_in_chunk = 0;
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while(z_in_chunk < 32)
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{
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if(chunk->blocks[x_in_chunk][y_in_chunk][z_in_chunk].type_identifier > 0)
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if(chunk->blocks[x_in_chunk][y_in_chunk][z_in_chunk] > 0)
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{
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memcpy(
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block_positions,
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@ -134,6 +196,12 @@ void tc_meshize_chunk(tc_chunk_s *chunk)
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block_positions,
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sizeof(float) * 36 * 3
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);
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memcpy(
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&chunk->vertex_uvs[vertex_index*2],
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block_uvs,
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sizeof(float) * 36 * 2
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);
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vertex_index += 36;
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}
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++z_in_chunk;
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@ -6,6 +6,7 @@
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#include <stdint.h>
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#include <SDL2/SDL.h>
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#include "assets.h"
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#include "shaders.h"
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#include "blocks.h"
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#include "world.h"
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@ -32,9 +33,12 @@ typedef struct tc_renderer
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typedef struct
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{
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tc_renderer_s renderer;
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tc_asset_storage_s asset_storage;
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tc_block_registry_s block_registry;
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tc_world_s main_world;
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tc_image_s *block_texture_atlas;
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} techneck_s;
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extern techneck_s tc_game_state_g;
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|
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@ -9,7 +9,8 @@ tc_worldgen_s tc_default_terrain_generator_g;
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void tc_draw_chunk(tc_chunk_s *chunk)
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{
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mat4x4 model_matrix;
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mat4x4_translate(model_matrix, chunk->position.x*32, chunk->position.y*32, -chunk->position.z*32);
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mat4x4_identity(model_matrix);
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mat4x4_translate_in_place(model_matrix, chunk->position.x*32, chunk->position.y*32, -chunk->position.z*32);
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int model_matrix_uniform_location =
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glGetUniformLocation(tc_game_state_g.renderer.draw_shader.program_id, "model_matrix");
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@ -20,6 +21,20 @@ void tc_draw_chunk(tc_chunk_s *chunk)
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *) 0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
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2 * sizeof(float),
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(void *) (sizeof(float) * 3 * chunk->num_vertices)
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);
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|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glUniform1i(
|
||||
glGetUniformLocation(tc_game_state_g.renderer.draw_shader.program_id, "block_atlas"),
|
||||
0
|
||||
);
|
||||
glBindTexture(GL_TEXTURE_2D, tc_game_state_g.block_texture_atlas->gl_identifier);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, chunk->num_vertices);
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
@ -51,7 +66,7 @@ void tc_set_block_in_chunk(
|
|||
uint32_t x, uint32_t y, uint32_t z,
|
||||
tc_block_s block
|
||||
) {
|
||||
chunk->blocks[x][y][z] = block;
|
||||
chunk->blocks[x][y][z] = block.type_identifier;
|
||||
}
|
||||
|
||||
|
||||
|
@ -93,7 +108,17 @@ tc_chunk_s * tc_new_chunk(tc_world_s *world, float x, float y, float z)
|
|||
glGenBuffers(1, &chunk->vertex_data);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, chunk->vertex_data);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, chunk->num_vertices * 3 * sizeof(float), chunk->vertex_positions, GL_STATIC_DRAW);
|
||||
glBufferData(GL_ARRAY_BUFFER, chunk->num_vertices * 5 * sizeof(float), NULL, GL_STATIC_DRAW);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0,
|
||||
chunk->num_vertices * 3 * sizeof(float),
|
||||
chunk->vertex_positions
|
||||
);
|
||||
glBufferSubData(GL_ARRAY_BUFFER,
|
||||
chunk->num_vertices * 3 * sizeof(float),
|
||||
chunk->num_vertices * 2 * sizeof(float),
|
||||
chunk->vertex_uvs
|
||||
);
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
tc_add_chunk(world, chunk);
|
||||
|
|
|
@ -24,6 +24,7 @@ struct tc_block
|
|||
{
|
||||
uint32_t type_identifier;
|
||||
tc_vec3_s position;
|
||||
tc_vec3_s rotation;
|
||||
tc_object_s drawing;
|
||||
|
||||
};
|
||||
|
@ -31,10 +32,11 @@ struct tc_block
|
|||
struct tc_chunk
|
||||
{
|
||||
tc_vec3_s position;
|
||||
tc_block_s blocks[32][32][32];
|
||||
uint32_t blocks[32][32][32];
|
||||
|
||||
uint32_t num_vertices;
|
||||
float *vertex_positions;
|
||||
float *vertex_uvs;
|
||||
|
||||
uint32_t vao;
|
||||
uint32_t vertex_data;
|
||||
|
@ -62,6 +64,7 @@ void tc_set_block_in_chunk(
|
|||
tc_block_s block
|
||||
);
|
||||
|
||||
uint32_t tc_count_chunk_vertices (tc_chunk_s *chunk);
|
||||
void tc_meshize_chunk (tc_chunk_s *chunk);
|
||||
|
||||
bool tc_generate_default_terrain_chunk (tc_worldgen_s *gen, tc_chunk_s *chunk);
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -1,10 +1,12 @@
|
|||
#version 420 core
|
||||
|
||||
in vec2 uv_coords;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D block_atlas;
|
||||
|
||||
void main() {
|
||||
|
||||
color = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
|
||||
|
||||
color = texture(block_atlas, uv_coords); // vec4(uv_coords, 0.0f, 1.0); // vec4(1.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
|
|
@ -1,6 +1,9 @@
|
|||
#version 420 core
|
||||
|
||||
layout(location=0) in vec3 pos;
|
||||
layout(location=1) in vec2 uv;
|
||||
|
||||
out vec2 uv_coords;
|
||||
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat4 view_matrix;
|
||||
|
@ -9,5 +12,6 @@ uniform mat4 model_matrix;
|
|||
void main() {
|
||||
|
||||
gl_Position = projection_matrix * view_matrix * model_matrix * vec4(pos, 1.0);
|
||||
uv_coords = uv;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue