Use one VAO per hex

This commit is contained in:
Phireh 2022-11-19 18:47:17 +01:00
commit 4e375f7e6a
3 changed files with 68 additions and 58 deletions

View file

@ -1,5 +1,5 @@
CFLAGS=-Wall -Wextra -g -fenable-matrix
CFLAGS=-Wall -Wextra -g -pedantic -fenable-matrix -Wno-gnu-zero-variadic-macro-arguments
LIBS=`pkg-config --libs glfw3 glew opengl` -lm
hexnando: main.c
hexnando: main.c Makefile
clang ${CFLAGS} ${LIBS} main.c -o hexnando

View file

@ -36,8 +36,14 @@ typedef struct {
} vec4f;
typedef struct {
vec4f position; // center pos
float radius; // side length
vec4f position; // center pos
float radius; // side length
uint32_t vao;
uint32_t ebo;
uint32_t vbo;
float vertices[7*3]; // 7 vert per hex
unsigned int indices[6*3]; // 6 triangles to render a hex
} hex_t;
typedef struct {

112
main.c
View file

@ -9,7 +9,8 @@
#include "hex_math.h"
#define log_err(x) do { fprintf(stderr, "[ERROR] (%s:%d): " str "\n", __FILE__, __LINE__, ##__VA_ARGS__); } while (0)
#define log_err(str, ...) do { fprintf(stderr, "[ERROR] (%s:%d): " str "\n", __FILE__, __LINE__, ##__VA_ARGS__); } while (0)
#define log_debug(str, ...) do { fprintf(stderr, "[DEBUG] (%s:%d): " str "\n", __FILE__, __LINE__, ##__VA_ARGS__); } while (0)
/* Globals */
const char *vertexShaderSource = "#version 330 core\n"
@ -25,10 +26,6 @@ const char *fragmentShaderSource = "#version 330 core\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
GLuint vao;
GLuint vbo;
GLuint ebo;
static void glfw_error_callback(int errcode, const char *description)
{
fprintf(stderr, "[GLFW ERROR][ERRCODE %d] %s\n", errcode, description);
@ -101,76 +98,77 @@ int main()
hexgrid_t grid;
grid.rows = 3;
grid.columns = 3;
grid.rows = 2;
grid.columns = 2;
grid.hexes = calloc(1, sizeof(hex_t) * grid.rows * grid.columns);
float scale = 1.0f / 5.0f;
for (size_t i = 0; i < grid.rows; ++i)
for (size_t i = 0; i < grid.columns; ++i)
{
for (size_t j = 0; j < grid.columns; ++j)
for (size_t j = 0; j < grid.rows; ++j)
{
float offset = 0.0f;
if (j % 2)
offset = sint(1.0f/6);
grid.hexes[i*grid.columns+j].position.x = (0.0f + j*(1 + cost(1.0f/6)));
grid.hexes[i*grid.columns+j].position.y = (0.0f + i*(sint(1.0f/6))*2.0f) + offset;
grid.hexes[i*grid.columns+j].position.z = 0.0f;
grid.hexes[i*grid.columns+j].position.w = 1.0f;
fprintf(stdout, "Position of hex %ld %ld is %f %f\n", i, j, grid.hexes[i*grid.columns+j].position.x, grid.hexes[i*grid.columns+j].position.y);
grid.hexes[i*grid.rows+j].position.x = (0.0f + j*(1 + cost(1.0f/6)));
grid.hexes[i*grid.rows+j].position.y = (0.0f + i*(sint(1.0f/6))*2.0f) + offset;
grid.hexes[i*grid.rows+j].position.z = 0.0f;
grid.hexes[i*grid.rows+j].position.w = 1.0f;
fprintf(stdout, "Position of hex %ld %ld is %f %f\n", i, j, grid.hexes[i*grid.rows+j].position.x, grid.hexes[i*grid.rows+j].position.y);
}
}
// Get OpenGL objects
float *vertices = calloc(1, 7*3*grid.rows*grid.columns*sizeof(float));
for (uint64_t i = 0; i < grid.columns * grid.rows; ++i)
for (size_t i = 0; i < grid.rows * grid.columns; ++i)
{
vertices[i*21] = grid.hexes[i].position.x * scale;
vertices[i*21+1] = grid.hexes[i].position.y * scale;
vertices[i*21+2] = grid.hexes[i].position.z;
hex_t *hex = &grid.hexes[i];
// VAO setup
glGenVertexArrays(1, &hex->vao);
glBindVertexArray(hex->vao);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void*)0);
// VBO setup
float *vertices = hex->vertices;
vertices[0] = hex->position.x * scale;
vertices[1] = hex->position.y * scale;
vertices[2] = hex->position.z;
log_debug("Adding vertex %f %f %f", vertices[0], vertices[1], vertices[2]);
for (int j = 1; j < 7; ++j)
{
vertices[i*21+j*3] = (grid.hexes[i].position.x + cost((j-1)/6.0f)) * scale;
vertices[i*21+j*3+1] = (grid.hexes[i].position.y + sint((j-1)/6.0f)) * scale;
vertices[i*21+j*3+2] = grid.hexes[i].position.z;
vertices[j*3] = (hex->position.x + cost((j-1)/6.0f)) * scale;
vertices[j*3+1] = (hex->position.y + sint((j-1)/6.0f)) * scale;
vertices[j*3+2] = hex->position.z;
log_debug("Adding vertex %f %f %f", vertices[j*3], vertices[j*3+1], vertices[j*3+2]);
}
glGenBuffers(1,&hex->vbo);
glBindBuffer(GL_ARRAY_BUFFER, hex->vbo);
glBufferData(GL_ARRAY_BUFFER, 7*3*sizeof(float), vertices, GL_STATIC_DRAW);
// EBO setup
unsigned int *indices = hex->indices;
indices[0] = 0; indices[1] = 1; indices[2] = 2;
indices[3] = 0; indices[4] = 2; indices[5] = 3;
indices[6] = 0; indices[7] = 3; indices[8] = 4;
indices[9] = 0; indices[10] = 4; indices[11] = 5;
indices[12] = 0; indices[13] = 5; indices[14] = 6;
indices[15] = 0; indices[16] = 6; indices[17] = 1;
glGenBuffers(1,&hex->ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, hex->ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6*3 * sizeof(unsigned int), indices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
}
size_t nindices = grid.columns * grid.rows * 3 * 6;
unsigned int *indices = calloc(nindices, sizeof(unsigned int));
for (size_t i = 0; i < grid.columns*grid.rows; ++i)
{
indices[i*6*3] = 0 + i*7; indices[i*6*3+1] = 1 + i*7; indices[i*6*3+2] = 2 + i*7;
indices[i*6*3+3] = 0 + i*7; indices[i*6*3+4] = 2 + i*7; indices[i*6*3+5] = 3 + i*7;
indices[i*6*3+6] = 0 + i*7; indices[i*6*3+7] = 3 + i*7; indices[i*6*3+8] = 4 + i*7;
indices[i*6*3+9] = 0 + i*7; indices[i*6*3+10] = 4 + i*7; indices[i*6*3+11] = 5 + i*7;
indices[i*6*3+12] = 0 + i*7; indices[i*6*3+13] = 5 + i*7; indices[i*6*3+14] = 6 + i*7;
indices[i*6*3+15] = 0 + i*7; indices[i*6*3+16] = 6 + i*7; indices[i*6*3+17] = 1 + i*7;
}
glGenVertexArrays(1, &vao);
glGenBuffers(1,&vbo);
glGenBuffers(1,&ebo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, 7*3*grid.rows*grid.columns*sizeof(float), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, nindices * sizeof(unsigned int), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
//glBindVertexArray(0);
//glBindBuffer(GL_ARRAY_BUFFER, 0);
//glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
@ -182,10 +180,16 @@ int main()
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader_program);
glBindVertexArray(vao);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDrawElements(GL_TRIANGLES, 3*6*grid.rows*grid.columns, GL_UNSIGNED_INT, 0);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
for (size_t i = 0; i < grid.rows * grid.columns; ++i)
{
glBindVertexArray(grid.hexes[i].vao);
log_debug("Binding VAO %d VBO %d EBO %d", grid.hexes[i].vao, grid.hexes[i].vbo, grid.hexes[i].ebo);
glBindBuffer(GL_ARRAY_BUFFER, grid.hexes[i].vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, grid.hexes[i].ebo);
glDrawElements(GL_TRIANGLES, 3*6, GL_UNSIGNED_INT, 0);
}
glfwPollEvents();
glfwSwapBuffers(window);
}