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authorpryazha <pryadeiniv@mail.ru>2025-02-06 12:38:09 +0500
committerpryazha <pryadeiniv@mail.ru>2025-02-06 12:38:09 +0500
commit926cbd0d49890772f911e6a6bedb7835605ced89 (patch)
treeea27e2c84e32ab6d8d29af9e61cd432e30a46bc6 /advanced_lighting/1.blinn_phong/blinn_phong.c
parentbf1c59565096ac9774493846cfb15e259d3b0e66 (diff)
change
Diffstat (limited to 'advanced_lighting/1.blinn_phong/blinn_phong.c')
-rw-r--r--advanced_lighting/1.blinn_phong/blinn_phong.c258
1 files changed, 258 insertions, 0 deletions
diff --git a/advanced_lighting/1.blinn_phong/blinn_phong.c b/advanced_lighting/1.blinn_phong/blinn_phong.c
new file mode 100644
index 0000000..6bbd70a
--- /dev/null
+++ b/advanced_lighting/1.blinn_phong/blinn_phong.c
@@ -0,0 +1,258 @@
+#include "pwyazh.h"
+
+#include "GL/glew.h"
+#include "GLFW/glfw3.h"
+
+#include "pwyazh_GL.h"
+
+#include "common.h"
+
+static S32 global_width = 1024, global_height = 768;
+static Input global_input;
+static V3F camera_dp = (V3F){ 0.0f, 0.0f, 0.0f };
+static V3F light_pos = (V3F){ 0.0f, 0.0f, 0.0f };
+static S32 blinn = 0;
+
+void
+key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ switch (action)
+ {
+ case GLFW_PRESS: {
+ switch (key)
+ {
+ case GLFW_KEY_D: {
+ global_input.move_right.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_W: {
+ global_input.move_forward.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_A: {
+ global_input.move_left.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_S: {
+ global_input.move_backward.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_E: {
+ global_input.move_up.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_Q: {
+ global_input.move_down.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_SPACE: {
+ global_input.jump.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_RIGHT: {
+ global_input.action_right.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_UP: {
+ global_input.action_up.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_LEFT: {
+ global_input.action_left.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_ESCAPE: {
+ global_input.exit.state = KeyState_PRESS;
+ } break;
+ }
+ } break;
+
+ case GLFW_RELEASE: {
+ switch (key)
+ {
+ case GLFW_KEY_D: {
+ global_input.move_right.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_W: {
+ global_input.move_forward.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_A: {
+ global_input.move_left.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_S: {
+ global_input.move_backward.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_E: {
+ global_input.move_up.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_Q: {
+ global_input.move_down.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_SPACE: {
+ global_input.jump.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_RIGHT: {
+ global_input.action_right.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_UP: {
+ global_input.action_up.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_LEFT: {
+ global_input.action_left.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_ESCAPE: {
+ global_input.exit.state = KeyState_RELEASE;
+ } break;
+ }
+ } break;
+ }
+}
+
+void
+resize_callback(GLFWwindow* window, int width, int height)
+{
+ global_width = width;
+ global_height = height;
+ glViewport(0, 0, global_width, global_height);
+}
+
+void
+error_callback(int error, const char *desc)
+{
+ fprintf(stderr, "[ERROR] GLFW: %s\n", desc);
+}
+
+void
+update(State *state)
+{
+ V3F camera_dv = get_dv_camera_orbital(&global_input, state->camera.pos,
+ v3f_zero(), state->dt, 2.0f);
+ if (key_is_pressed(global_input.action_up)) {
+ camera_dv = v3f_scalef(camera_dv, 3.0f);
+ }
+ camera_dp = v3f_add(camera_dp, camera_dv);
+ camera_dp = v3f_scalef(camera_dp, 0.7f);
+ state->camera.pos = v3f_add(state->camera.pos, camera_dp);
+
+ if (key_first_press(global_input.jump))
+ blinn = blinn ? 0 : 1;
+
+ input_update_last_state(&global_input);
+}
+
+void
+render(State *state, U32 *shaders, U32 texture, Mesh **meshes)
+{
+ MAT4 projection, view, model;
+ U32 shader;
+ Mesh *mesh;
+
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ projection = perspective(state->camera.fovx, (F32)global_width/(F32)global_height,
+ state->camera.near, state->camera.far);
+ view = look_at(state->camera.pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
+ model = mat4_identity();
+
+ U32 mesh_index = 0;
+ shader = shaders[mesh_index];
+ mesh = meshes[mesh_index];
+ glUseProgram(shader);
+ shader_set_mat4fv(shader, "projection", projection);
+ shader_set_mat4fv(shader, "view", view);
+ shader_set_mat4fv(shader, "model", model);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texture);
+ shader_set_3fv(shader, "light_pos", light_pos);
+ shader_set_3fv(shader, "view_pos", state->camera.pos);
+ shader_set_1i(shader, "blinn", blinn);
+ mesh_draw(mesh);
+ mesh_index++;
+
+ shader = shaders[mesh_index];
+ mesh = meshes[mesh_index];
+ glUseProgram(shader);
+ shader_set_mat4fv(shader, "projection", projection);
+ shader_set_mat4fv(shader, "view", view);
+ model = mat4_make_scale(v3f(0.1f, 0.1f, 0.1f));
+ shader_set_mat4fv(shader, "model", model);
+ mesh_draw(mesh);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+int
+main(void)
+{
+ GLFWwindow *window;
+ Arena *arena;
+ State state;
+ Mesh *meshes[2];
+ U32 shaders[2];
+ F64 time, last_time;
+ U32 texture;
+
+ glfwSetErrorCallback(error_callback);
+
+ if (glfwInit() == GLFW_FALSE)
+ return(1);
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_SAMPLES, 4);
+ window = glfwCreateWindow(global_width, global_height, "Blinn-Phong shading", 0, 0);
+ if (!window)
+ goto error;
+
+ glfwSetKeyCallback(window, key_callback);
+ glfwSetWindowSizeCallback(window, resize_callback);
+
+ glfwMakeContextCurrent(window);
+
+ if (glewInit() != GLEW_OK)
+ goto error;
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_MULTISAMPLE);
+
+ /* NOTE(pryazha): init */
+ arena = arena_alloc(Megabytes(64));
+
+ state.camera = (Camera){ v3f(0.0f, 0.0f, 3.0f), 90.0f, 0.1f, 1000.0f };
+
+ Vertex vertices[] = {
+ // positions // normals // texcoords
+ vertex(v3f( 10.0f, -0.5f, 10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 0.0f)),
+ vertex(v3f(-10.0f, -0.5f, 10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 0.0f)),
+ vertex(v3f(-10.0f, -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 10.0f)),
+
+ vertex(v3f( 10.0f, -0.5f, 10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 0.0f)),
+ vertex(v3f(-10.0f, -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 10.0f)),
+ vertex(v3f( 10.0f, -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 10.0f))
+ };
+ U32 indices[] = { 0, 1, 2, 3, 4, 5 };
+ meshes[0] = mesh_init(arena, vertices, 6, indices, 6);
+ meshes[1] = mesh_load_obj(arena, "../../data/models/cube.obj");
+
+ shaders[0] = create_shader_program("shaders/blinn_phong.vs", "shaders/blinn_phong.fs");
+ shaders[1] = create_shader_program("shaders/light.vs", "shaders/light.fs");
+
+ texture = load_texture("../../data/textures/wood.png");
+
+ last_time = glfwGetTime();
+
+ while (!glfwWindowShouldClose(window))
+ {
+ glfwPollEvents();
+ if (key_first_press(global_input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+ update(&state);
+ render(&state, shaders, texture, meshes);
+ glfwSwapBuffers(window);
+
+ time = glfwGetTime();
+ state.dt = time-last_time;
+ last_time = time;
+#if 0
+ fprintf(stdout, "[INFO]: dt: %f\n", state.dt);
+#endif
+ }
+
+ glfwTerminate();
+ return(0);
+
+ error:
+ glfwTerminate();
+ return(1);
+}