]> git.lizzy.rs Git - dragonblocks_alpha.git/blobdiff - src/client/mesh.c
Make texture batching optional (for OpenGL 3.3 compat)
[dragonblocks_alpha.git] / src / client / mesh.c
index bc1141b871c45b7d6269aa40c4b523cdfc8d561f..59e495bc4def9d6593f6a50d5b6fce1860d5c3a7 100644 (file)
-#include <stdlib.h>
+#include <dragonstd/tree.h>
+#include <getline.h>
 #include <stddef.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include "client/cube.h"
+#include "client/opengl.h"
 #include "client/mesh.h"
 
-Mesh *mesh_create()
+typedef struct {
+       v3s32 pos;
+       v3f32 color;
+} LoadedVoxel;
+
+typedef struct {
+       Tree voxels;
+       Array vertices;
+} LoadedRenderArgs;
+
+static v3s32 face_dir[6] = {
+       {+0, +0, -1},
+       {+0, +0, +1},
+       {-1, +0, +0},
+       {+1, +0, +0},
+       {+0, -1, +0},
+       {+0, +1, +0},
+};
+
+typedef struct {
+       v3f32 pos;
+       v3f32 normal;
+       v3f32 color;
+} __attribute__((packed)) LoadedVertex;
+static VertexLayout loaded_layout = {
+       .attributes = (VertexAttribute[]) {
+               {GL_FLOAT, 3, sizeof(v3f32)}, // position
+               {GL_FLOAT, 3, sizeof(v3f32)}, // normal
+               {GL_FLOAT, 3, sizeof(v3f32)}, // color
+       },
+       .count = 3,
+       .size = sizeof(LoadedVertex),
+};
+
+static int cmp_loaded_voxel(const LoadedVoxel *voxel, const v3s32 *pos)
 {
-       Mesh *mesh = malloc(sizeof(Mesh));
-       mesh->VAO = mesh->VBO = 0;
-       mesh->free_vertices = false;
-
-       return mesh;
+       return v3s32_cmp(&voxel->pos, pos);
 }
 
-void mesh_delete(Mesh *mesh)
+static void render_loaded_voxel(LoadedVoxel *voxel, LoadedRenderArgs *args)
 {
-       if (mesh->vertices && mesh->free_vertices)
-               free(mesh->vertices);
-
-       if (mesh->VAO)
-               glDeleteVertexArrays(1, &mesh->VAO);
-
-       if (mesh->VBO)
-               glDeleteBuffers(1, &mesh->VAO);
+       v3f32 pos = v3s32_to_f32(voxel->pos);
+       for (int f = 0; f < 6; f++) {
+               v3s32 neigh_pos = v3s32_add(voxel->pos, face_dir[f]);
+               if (tree_get(&args->voxels, &neigh_pos, &cmp_loaded_voxel, NULL))
+                       continue;
+
+               for (int v = 0; v < 6; v++)
+                       array_apd(&args->vertices, &(LoadedVertex) {
+                               v3f32_add(cube_vertices[f][v].position, pos),
+                               cube_vertices[f][v].normal,
+                               voxel->color,
+                       });
+       }
+}
 
-       free(mesh);
+void mesh_load(Mesh *mesh, const char *path)
+{
+       mesh->layout = &loaded_layout;
+       mesh->vao = mesh->vbo = 0;
+       mesh->data = NULL;
+       mesh->count = 0;
+       mesh->free_data = true;
+
+       LoadedRenderArgs args;
+       tree_ini(&args.voxels);
+       array_ini(&args.vertices, sizeof(LoadedVertex), 500);
+
+       FILE *file = fopen(path, "r");
+       if (!file) {
+               fprintf(stderr, "[warning] failed to open mesh %s\n", path);
+               return;
+       }
+
+       char *line = NULL;
+       size_t siz = 0;
+       ssize_t length;
+       int count = 0;
+
+       while ((length = getline(&line, &siz, file)) > 0) {
+               count++;
+
+               if (*line == '#')
+                       continue;
+
+               LoadedVoxel *voxel = malloc(sizeof *voxel);
+
+               v3s32 color;
+               if (sscanf(line, "%d %d %d %2x%2x%2x",
+                               &voxel->pos.x, &voxel->pos.z, &voxel->pos.y,
+                               &color.x, &color.y, &color.z) != 6) {
+                       fprintf(stderr, "[warning] syntax error in mesh %s in line %d: %s\n",
+                               path, count, line);
+                       free(voxel);
+                       continue;
+               }
+
+               voxel->color = (v3f32) {
+                       (f32) color.x / 0xFF,
+                       (f32) color.y / 0xFF,
+                       (f32) color.z / 0xFF,
+               };
+
+               if (!tree_add(&args.voxels, &voxel->pos, voxel, &cmp_loaded_voxel, NULL)) {
+                       fprintf(stderr, "[warning] more than one voxel at position (%d, %d, %d) in mesh %s in line %d\n",
+                               voxel->pos.x, voxel->pos.y, voxel->pos.z, path, count);
+                       free(voxel);
+               }
+       }
+
+       if (line)
+               free(line);
+
+       fclose(file);
+
+       tree_trv(&args.voxels, &render_loaded_voxel, &args, NULL, 0);
+       tree_clr(&args.voxels, &free, NULL, NULL, 0);
+
+       mesh->data = args.vertices.ptr;
+       mesh->count = args.vertices.siz;
 }
 
-void mesh_configure(Mesh *mesh)
+// upload data to GPU (only done once)
+void mesh_upload(Mesh *mesh)
 {
-       glGenVertexArrays(1, &mesh->VAO);
-       glGenBuffers(1, &mesh->VBO);
+       glGenVertexArrays(1, &mesh->vao); GL_DEBUG
+       glGenBuffers(1, &mesh->vbo); GL_DEBUG
 
-       glBindVertexArray(mesh->VAO);
-       glBindBuffer(GL_ARRAY_BUFFER, mesh->VBO);
+       glBindVertexArray(mesh->vao); GL_DEBUG
+       glBindBuffer(GL_ARRAY_BUFFER, mesh->vbo); GL_DEBUG
 
-       glBufferData(GL_ARRAY_BUFFER, mesh->vertices_count * mesh->layout->size, mesh->vertices, GL_STATIC_DRAW);
+       glBufferData(GL_ARRAY_BUFFER, mesh->count * mesh->layout->size,
+               mesh->data, GL_STATIC_DRAW); GL_DEBUG
 
-       vertex_layout_configure(mesh->layout);
+       size_t offset = 0;
+       for (GLuint i = 0; i < mesh->layout->count; i++) {
+               VertexAttribute *attrib = &mesh->layout->attributes[i];
 
-       glBindBuffer(GL_ARRAY_BUFFER, 0);
-       glBindVertexArray(0);
+               glVertexAttribPointer(i, attrib->length, attrib->type, GL_FALSE,
+                       mesh->layout->size, (GLvoid *) offset); GL_DEBUG
+               glEnableVertexAttribArray(i); GL_DEBUG
 
-       if (mesh->free_vertices)
-               free(mesh->vertices);
+               offset += attrib->size;
+       }
 
-       mesh->vertices = NULL;
+       glBindBuffer(GL_ARRAY_BUFFER, 0); GL_DEBUG
+       glBindVertexArray(0); GL_DEBUG
+
+       if (mesh->free_data)
+               free(mesh->data);
+
+       mesh->data = NULL;
 }
 
 void mesh_render(Mesh *mesh)
 {
-       if (mesh->vertices)
-               mesh_configure(mesh);
+       if (mesh->data)
+               mesh_upload(mesh);
+
+       // render
+       glBindVertexArray(mesh->vao); GL_DEBUG
+       glDrawArrays(GL_TRIANGLES, 0, mesh->count); GL_DEBUG
+}
+
+void mesh_destroy(Mesh *mesh)
+{
+       if (mesh->data && mesh->free_data)
+               free(mesh->data);
+
+       if (mesh->vao) {
+               glDeleteVertexArrays(1, &mesh->vao); GL_DEBUG
+       }
 
-       glBindTexture(GL_TEXTURE_2D, mesh->texture);
-       glBindVertexArray(mesh->VAO);
-       glDrawArrays(GL_TRIANGLES, 0, mesh->vertices_count);
+       if (mesh->vbo) {
+               glDeleteBuffers(1, &mesh->vbo); GL_DEBUG
+       }
 
+       mesh->vao = mesh->vbo = 0;
 }