示例#1
0
void gen_player_buffers(
    GLuint *position_buffer, GLuint *normal_buffer, GLuint *uv_buffer,
    float x, float y, float z, float rx, float ry)
{
    int faces = 6;
    glDeleteBuffers(1, position_buffer);
    glDeleteBuffers(1, normal_buffer);
    glDeleteBuffers(1, uv_buffer);
    GLfloat *position_data = malloc(sizeof(GLfloat) * faces * 18);
    GLfloat *normal_data = malloc(sizeof(GLfloat) * faces * 18);
    GLfloat *uv_data = malloc(sizeof(GLfloat) * faces * 12);
    make_player(
        position_data, normal_data, uv_data,
        x, y, z, rx, ry);
    *position_buffer = gen_buffer(
        GL_ARRAY_BUFFER,
        sizeof(GLfloat) * faces * 18,
        position_data
    );
    *normal_buffer = gen_buffer(
        GL_ARRAY_BUFFER,
        sizeof(GLfloat) * faces * 18,
        normal_data
    );
    *uv_buffer = gen_buffer(
        GL_ARRAY_BUFFER,
        sizeof(GLfloat) * faces * 12,
        uv_data
    );
    free(position_data);
    free(normal_data);
    free(uv_data);
}
示例#2
0
void gen_item_buffers(
    GLuint *position_buffer, GLuint *normal_buffer, GLuint *uv_buffer,
    int w)
{
    int faces = 6;
    glDeleteBuffers(1, position_buffer);
    glDeleteBuffers(1, normal_buffer);
    glDeleteBuffers(1, uv_buffer);
    GLfloat *position_data = malloc(sizeof(GLfloat) * faces * 18);
    GLfloat *normal_data = malloc(sizeof(GLfloat) * faces * 18);
    GLfloat *uv_data = malloc(sizeof(GLfloat) * faces * 12);
    make_cube(
        position_data, normal_data, uv_data,
        1, 1, 1, 1, 1, 1,
        0, 0, 0, 0.5, w);
    *position_buffer = gen_buffer(
        GL_ARRAY_BUFFER,
        sizeof(GLfloat) * faces * 18,
        position_data
    );
    *normal_buffer = gen_buffer(
        GL_ARRAY_BUFFER,
        sizeof(GLfloat) * faces * 18,
        normal_data
    );
    *uv_buffer = gen_buffer(
        GL_ARRAY_BUFFER,
        sizeof(GLfloat) * faces * 12,
        uv_data
    );
    free(position_data);
    free(normal_data);
    free(uv_data);
}
示例#3
0
GLuint gen_wireframe_buffer(float x, float y, float z, float n) {
    float data[144];
    make_cube_wireframe(data, x, y, z, n);
    GLuint buffer = gen_buffer(
        GL_ARRAY_BUFFER, sizeof(data), data
    );
    return buffer;
}
示例#4
0
文件: game.cpp 项目: lightbits/akari
Mesh gen_terrain_mesh(int samples_x, int samples_y)
{
	vector<vec3> vertices;
	vector<uint32> indices;
	int i = 0;
	for (int y = 0; y < samples_y; y++)
	{
		for (int x = 0; x < samples_x; x++)
		{
			float x0 = -1.0f + 2.0f * x / (samples_x - 1);
			float y0 = -1.0f + 2.0f * y / (samples_y - 1);
			float x1 = -1.0f + 2.0f * (x + 1) / (samples_x - 1);
			float y1 = -1.0f + 2.0f * (y + 1) / (samples_y - 1);
			vertices.push_back(vec3(x0, 0.0f, y0));
			vertices.push_back(vec3(x1, 0.0f, y0));
			vertices.push_back(vec3(x1, 0.0f, y1));
			vertices.push_back(vec3(x0, 0.0f, y1));
			indices.push_back(i + 0);
			indices.push_back(i + 1);
			indices.push_back(i + 2);
			indices.push_back(i + 2);
			indices.push_back(i + 3);
			indices.push_back(i + 0);
			i += 4;
		}
	}
	Mesh mesh;
	mesh.num_indices = indices.size();
	mesh.num_vertices = vertices.size();
	mesh.vertex_buffer = gen_buffer(GL_ARRAY_BUFFER, vertices.size() * sizeof(vec3), &vertices[0], GL_STATIC_DRAW);
	mesh.index_buffer = gen_buffer(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(uint32), &indices[0], GL_STATIC_DRAW);
	mesh.draw = [=]() {
		glBindBuffer(GL_ARRAY_BUFFER, mesh.vertex_buffer);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.index_buffer);
		attribfv("position", 3, 3, 0);
		glDrawElements(GL_TRIANGLES, mesh.num_indices, GL_UNSIGNED_INT, 0);
	};
	return mesh;
}
示例#5
0
GLuint gen_crosshair_buffer(int width, int height) {
    int x = width / 2;
    int y = height / 2;
    int p = 10;
    float data[] = {
        x, y - p, x, y + p,
        x - p, y, x + p, y
    };
    GLuint buffer = gen_buffer(
        GL_ARRAY_BUFFER, sizeof(data), data
    );
    return buffer;
}
示例#6
0
void gen_chunk_buffers(Chunk *chunk) {
    Map *map = &chunk->map;

    glDeleteBuffers(1, &chunk->position_buffer);
    glDeleteBuffers(1, &chunk->normal_buffer);
    glDeleteBuffers(1, &chunk->uv_buffer);

    int faces = 0;
    MAP_FOR_EACH(map, e) {
        if (e->w <= 0) {
            continue;
        }
        int f1, f2, f3, f4, f5, f6;
        exposed_faces(map, e->x, e->y, e->z, &f1, &f2, &f3, &f4, &f5, &f6);
        int total = f1 + f2 + f3 + f4 + f5 + f6;
        if (is_plant(e->w)) {
            total = total ? 4 : 0;
        }
        faces += total;
    } END_MAP_FOR_EACH;

    GLfloat *position_data = malloc(sizeof(GLfloat) * faces * 18);
    GLfloat *normal_data = malloc(sizeof(GLfloat) * faces * 18);
    GLfloat *uv_data = malloc(sizeof(GLfloat) * faces * 12);
    int position_offset = 0;
    int uv_offset = 0;
    MAP_FOR_EACH(map, e) {
        if (e->w <= 0) {
            continue;
        }
        int f1, f2, f3, f4, f5, f6;
        exposed_faces(map, e->x, e->y, e->z, &f1, &f2, &f3, &f4, &f5, &f6);
        int total = f1 + f2 + f3 + f4 + f5 + f6;
        if (is_plant(e->w)) {
            total = total ? 4 : 0;
        }
        if (total == 0) {
            continue;
        }
        if (is_plant(e->w)) {
            float rotation = simplex3(e->x, e->y, e->z, 4, 0.5, 2) * 360;
            make_plant(
                position_data + position_offset,
                normal_data + position_offset,
                uv_data + uv_offset,
                e->x, e->y, e->z, 0.5, e->w, rotation);
        }
        else {
            make_cube(
                position_data + position_offset,
                normal_data + position_offset,
                uv_data + uv_offset,
                f1, f2, f3, f4, f5, f6,
                e->x, e->y, e->z, 0.5, e->w);
        }
        position_offset += total * 18;
        uv_offset += total * 12;
    } END_MAP_FOR_EACH;

    GLuint position_buffer = gen_buffer(
        GL_ARRAY_BUFFER,
        sizeof(GLfloat) * faces * 18,
        position_data
    );
    GLuint normal_buffer = gen_buffer(
        GL_ARRAY_BUFFER,
        sizeof(GLfloat) * faces * 18,
        normal_data
    );
    GLuint uv_buffer = gen_buffer(
        GL_ARRAY_BUFFER,
        sizeof(GLfloat) * faces * 12,
        uv_data
    );
    free(position_data);
    free(normal_data);
    free(uv_data);

    chunk->faces = faces;
    chunk->dirty = 0;
    chunk->position_buffer = position_buffer;
    chunk->normal_buffer = normal_buffer;
    chunk->uv_buffer = uv_buffer;
}
示例#7
0
文件: util.c 项目: anubiann00b/Craft
GLuint gen_faces(int components, int faces, GLfloat *data) {
    GLuint buffer = gen_buffer(
        sizeof(GLfloat) * 6 * components * faces, data);
    free(data);
    return buffer;
}