diff options
author | pryazha <pryadeiniv@mail.ru> | 2025-02-06 12:38:09 +0500 |
---|---|---|
committer | pryazha <pryadeiniv@mail.ru> | 2025-02-06 12:38:09 +0500 |
commit | 926cbd0d49890772f911e6a6bedb7835605ced89 (patch) | |
tree | ea27e2c84e32ab6d8d29af9e61cd432e30a46bc6 /advanced_lighting/3.1.shadow_mapping | |
parent | bf1c59565096ac9774493846cfb15e259d3b0e66 (diff) |
change
Diffstat (limited to 'advanced_lighting/3.1.shadow_mapping')
10 files changed, 599 insertions, 0 deletions
diff --git a/advanced_lighting/3.1.shadow_mapping/build.sh b/advanced_lighting/3.1.shadow_mapping/build.sh new file mode 100755 index 0000000..bba445d --- /dev/null +++ b/advanced_lighting/3.1.shadow_mapping/build.sh @@ -0,0 +1,5 @@ +#!/bin/sh +. ../../config +TARGET='shadow_mapping' +set -x +gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/color.fs b/advanced_lighting/3.1.shadow_mapping/shaders/color.fs new file mode 100644 index 0000000..bd00d82 --- /dev/null +++ b/advanced_lighting/3.1.shadow_mapping/shaders/color.fs @@ -0,0 +1,9 @@ +#version 330 core + +out vec4 frag_color; + +void +main(void) +{ + frag_color = vec4(1.0); +} diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/color.vs b/advanced_lighting/3.1.shadow_mapping/shaders/color.vs new file mode 100644 index 0000000..ade669b --- /dev/null +++ b/advanced_lighting/3.1.shadow_mapping/shaders/color.vs @@ -0,0 +1,12 @@ +#version 330 core +layout(location = 0) in vec3 apos; + +uniform mat4 projection; +uniform mat4 view; +uniform mat4 model; + +void +main(void) +{ + gl_Position = projection*view*model*vec4(apos, 1.0); +} diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.fs b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.fs new file mode 100644 index 0000000..d250894 --- /dev/null +++ b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.fs @@ -0,0 +1,27 @@ +#version 330 core + +in vec2 tex_coords; + +out vec4 frag_color; + +uniform sampler2D depth_map; +uniform float near; +uniform float far; + +float +linearize_depth(float depth) +{ + float z = (depth+1.0)*0.5; + return((2.0*near*far)/(far+near-z*(far-near))); +} + +void +main(void) +{ + float depth = texture(depth_map, tex_coords).r; + + /* frag_color = vec4(vec3(depth), 1.0); */ + + /* NOTE(pryazha): For visual debugging of perspective projection light */ + frag_color = vec4(vec3(linearize_depth(depth)/far), 1.0); +} diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vs b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vs new file mode 100644 index 0000000..5717608 --- /dev/null +++ b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vs @@ -0,0 +1,14 @@ +#version 330 core +layout(location = 0) in vec3 apos; +layout(location = 1) in vec2 atex_coords; + +out vec2 tex_coords; + +uniform mat4 model; + +void +main(void) +{ + tex_coords = atex_coords; + gl_Position = model*vec4(apos, 1.0); +} diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs new file mode 100644 index 0000000..1c7018a --- /dev/null +++ b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs @@ -0,0 +1,72 @@ +#version 330 core + +in VS_OUT { + vec4 frag_pos_light_space; + vec3 frag_pos; + vec3 normal; + vec2 tex_coords; +} fs_in; + +out vec4 frag_color; + +uniform vec3 light_pos; +uniform vec3 view_pos; + +uniform sampler2D diffuse_texture; +uniform sampler2D shadow_map; + +float +calculate_shadow() +{ + vec3 proj_coords = fs_in.frag_pos_light_space.xyz/fs_in.frag_pos_light_space.w; + proj_coords = proj_coords*0.5+0.5; + float closest_depth = texture(shadow_map, proj_coords.xy).r; + float current_depth = proj_coords.z; + vec3 normal = normalize(fs_in.normal); + vec3 light_dir = normalize(light_pos-fs_in.frag_pos); + float bias = max(0.04*(1.0-dot(normal, light_dir)), 0.004); + float shadow = 0; + vec2 texel_size = 1.0/textureSize(shadow_map, 0); + for (int x = -1; x <= 1; x++) + { + for (int y = -1; y <= 1; y++) + { + float pcf_depth = texture(shadow_map, proj_coords.xy+vec2(x, y)*texel_size).r; + shadow += (current_depth-bias > pcf_depth) ? 1.0 : 0.0; + } + } + shadow /= 9.0; + + if (proj_coords.z > 1.0) + shadow = 0.0; + + return(shadow); +} + +void +main(void) +{ + vec3 color = texture(diffuse_texture, fs_in.tex_coords).rgb; + vec3 normal = normalize(fs_in.normal); + vec3 light_color = vec3(0.3); + + float ambient_strength = 0.01; + vec3 ambient = color*ambient_strength; + + vec3 light_dir = normalize(light_pos-fs_in.frag_pos); + float diff = max(dot(light_dir, normal), 0.0); + vec3 diffuse = diff*color; + + vec3 view_dir = normalize(view_pos-fs_in.frag_pos); + vec3 halfway_dir = normalize(light_dir+view_dir); + float spec = pow(max(dot(halfway_dir, normal), 0.0), 64.0); + vec3 specular = spec*color; + + float shadow = calculate_shadow(); + vec3 lighting = ambient+((diffuse+specular)*(1.0-shadow)*light_color); + + float gamma = 2.2; + lighting = pow(lighting, vec3(1.0/gamma)); + + frag_color = vec4(lighting, 1.0); +} diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/shadow.vs b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.vs new file mode 100644 index 0000000..3ecd5b1 --- /dev/null +++ b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.vs @@ -0,0 +1,26 @@ +#version 330 core +layout(location = 0) in vec3 apos; +layout(location = 1) in vec3 anormal; +layout(location = 2) in vec2 atex_coords; + +out VS_OUT { + vec4 frag_pos_light_space; + vec3 frag_pos; + vec3 normal; + vec2 tex_coords; +} vs_out; + +uniform mat4 projection; +uniform mat4 view; +uniform mat4 model; +uniform mat4 light_space_matrix; + +void +main(void) +{ + vs_out.frag_pos = vec3(model*vec4(apos, 1.0)); + vs_out.frag_pos_light_space = light_space_matrix*vec4(vs_out.frag_pos, 1.0); + vs_out.normal = mat3(transpose(inverse(model)))*anormal; + vs_out.tex_coords = atex_coords; + gl_Position = projection*view*vec4(vs_out.frag_pos, 1.0); +} diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.fs b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.fs new file mode 100644 index 0000000..16b9908 --- /dev/null +++ b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.fs @@ -0,0 +1,6 @@ +#version 330 core + +void +main(void) +{ +} diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vs b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vs new file mode 100644 index 0000000..b9752ed --- /dev/null +++ b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vs @@ -0,0 +1,11 @@ +#version 330 core +layout(location = 0) in vec3 apos; + +uniform mat4 light_space_matrix; +uniform mat4 model; + +void +main(void) +{ + gl_Position = light_space_matrix*model*vec4(apos, 1.0); +} diff --git a/advanced_lighting/3.1.shadow_mapping/shadow_mapping.c b/advanced_lighting/3.1.shadow_mapping/shadow_mapping.c new file mode 100644 index 0000000..7f03415 --- /dev/null +++ b/advanced_lighting/3.1.shadow_mapping/shadow_mapping.c @@ -0,0 +1,417 @@ +#include "pwyazh.h" + +#include "GL/glew.h" +#include "GLFW/glfw3.h" + +#include "pwyazh_GL.h" + +#include "common.h" + +static S32 global_screen_width = 800, global_screen_height = 600; +static U32 global_shadow_width = 1024, global_shadow_height = 1024; + +static Input global_input; + +static V3F camera_dp = (V3F){ 0.0f, 0.0f, 0.0f }; + +static U32 global_depth_map_fbo, global_depth_map; + +static U32 global_debug_quad_shader, global_simple_depth_shader, + global_shadow_shader, global_color_shader; + +static U32 global_wood_texture; + +static U32 global_quad_vao; + +static U32 shadows_ortho = 1; + +static V3F light_pos; + +void +glfw_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_DOWN: { + global_input.action_down.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_DOWN: { + global_input.action_down.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_screen_width = width; + global_screen_height = height; + glViewport(0, 0, global_screen_width, global_screen_height); +} + +void +error_callback(int error, const char *desc) +{ + fprintf(stderr, "[ERROR] GLFW: %s\n", desc); +} + +void +update(State *state, F32 time) +{ + F32 radius; + + 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, 0.8f); + state->camera.pos = v3f_add(state->camera.pos, camera_dp); + + if (key_first_press(global_input.action_down)) + shadows_ortho = !shadows_ortho; + + input_update_last_state(&global_input); + + F32 x, z, angular_speed; + + angular_speed = 1.0f; + radius = 4.0f; + x = f32_sin(time*angular_speed)*radius; + z = f32_cos(time*angular_speed)*radius; + + light_pos = v3f(x, 4.0f, z); +} + +void +render_scene(U32 shader, Mesh *cube, Mesh *plane) +{ + MAT4 model; + + model = mat4_identity(); + shader_set_mat4fv(shader, "model", model); + mesh_draw(plane); + + /* + model = mat4_identity(); + model = mat4_make_scale(v3f(10.0f, 0.1f, 10.0f)); + model = mat4_translate(model, v3f(0.0f, -0.6f, 0.0f)); + shader_set_mat4fv(shader, "model", model); + mesh_draw(cube); + */ + + model = mat4_identity(); + model = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f)); + model = mat4_translate(model, v3f(0.0f, 1.5f, 0.0f)); + shader_set_mat4fv(shader, "model", model); + mesh_draw(cube); + + model = mat4_identity(); + model = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f)); + model = mat4_translate(model, v3f(2.0f, 0.0f, 1.0f)); + shader_set_mat4fv(shader, "model", model); + mesh_draw(cube); + + model = mat4_identity(); + model = mat4_make_scale(v3f(0.25f, 0.25f, 0.25f)); + model = mat4_rotate_angles(model, v3f(60.0f, 0.0f, 0.0f)); + model = mat4_translate(model, v3f(-1.0f, 0.0f, 2.0f)); + shader_set_mat4fv(shader, "model", model); + mesh_draw(cube); +} + +void +render(State *state, Mesh *cube, Mesh *plane) +{ + /* MAT4 projection, view, model; */ + MAT4 light_projection, light_view, model; + F32 near, far, fovx; + V3F target, up; + + if (shadows_ortho) + { + near = 1.0f; + far = 10.0f; + F32 half_side = 10.0f; + light_projection = ortho(-half_side, half_side, -half_side, half_side, near, far); + } + else + { + fovx = 90.0f; + near = 1.0f; + far = 50.0f; + light_projection = perspective(fovx, (F32)global_shadow_width/(F32)global_shadow_height, + near, far); + } + + target = v3f_zero(); + up = v3f(0.0f, 1.0f, 0.0f); + light_view = look_at(light_pos, target, up); + MAT4 light_space_matrix = mat4_mul(light_projection, light_view); + + glUseProgram(global_simple_depth_shader); + shader_set_mat4fv(global_simple_depth_shader, "light_space_matrix", light_space_matrix); + glViewport(0, 0, global_shadow_width, global_shadow_height); + glBindFramebuffer(GL_FRAMEBUFFER, global_depth_map_fbo); + glClear(GL_DEPTH_BUFFER_BIT); + // glCullFace(GL_FRONT); + render_scene(global_simple_depth_shader, cube, plane); + // glCullFace(GL_BACK); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + glViewport(0, 0, global_screen_width, global_screen_height); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + MAT4 projection = perspective(state->camera.fovx, (F32)global_screen_width/(F32)global_screen_height, + state->camera.near, state->camera.far); + MAT4 view = look_at(state->camera.pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f)); + glUseProgram(global_shadow_shader); + shader_set_mat4fv(global_shadow_shader, "projection", projection); + shader_set_mat4fv(global_shadow_shader, "view", view); + + shader_set_3fv(global_shadow_shader, "light_pos", light_pos); + shader_set_3fv(global_shadow_shader, "view_pos", state->camera.pos); + shader_set_mat4fv(global_shadow_shader, "light_space_matrix", light_space_matrix); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, global_wood_texture); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, global_depth_map); + render_scene(global_shadow_shader, cube, plane); + + glUseProgram(global_color_shader); + shader_set_mat4fv(global_shadow_shader, "projection", projection); + shader_set_mat4fv(global_shadow_shader, "view", view); + model = mat4_make_scale(v3f(0.1f, 0.1f, 0.1f)); + model = mat4_translate(model, light_pos); + shader_set_mat4fv(global_shadow_shader, "model", model); + mesh_draw(cube); + + glDisable(GL_DEPTH_TEST); + glUseProgram(global_debug_quad_shader); + F32 scale = 0.3f; + Transform transform = transform_make_scale_translate(v3f(scale, scale, scale), + v3f(1.0f-scale, 1.0f-scale, 0.0f)); + model = transform_apply(transform); + shader_set_mat4fv(global_debug_quad_shader, "model", model); + shader_set_1f(global_debug_quad_shader, "near", near); + shader_set_1f(global_debug_quad_shader, "far", far); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, global_depth_map); + glBindVertexArray(global_quad_vao); + glDrawArrays(GL_TRIANGLES, 0, 6); + glBindVertexArray(0); + glEnable(GL_DEPTH_TEST); +} + +int +main(void) +{ + GLFWwindow *window; + Arena *arena; + State state; + Mesh *cube_mesh, *plane_mesh; + F64 time, last_time; + + 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_screen_width, global_screen_height, "Shadow mapping", 0, 0); + if (!window) + goto error; + + glfwSetKeyCallback(window, glfw_key_callback); + glfwSetWindowSizeCallback(window, resize_callback); + + glfwMakeContextCurrent(window); + + if (glewInit() != GLEW_OK) + goto error; + + glEnable(GL_DEPTH_TEST); + // glEnable(GL_CULL_FACE); + + /* NOTE(pryazha): Init */ + arena = arena_alloc(Megabytes(64)); + + state.camera = (Camera){ v3f(0.0f, 1.0f, 3.0f), 90.0f, 0.1f, 100.0f }; + light_pos = v3f(-2.0f, 4.0f, -2.0f); + + /* NOTE(pryazha): Meshes */ + Vertex plane_vertices[] = { + // positions // normals // texcoords + vertex(v3f(-25.0f, -0.5f, 25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(0.0f, 0.0f)), + vertex(v3f(25.0f, -0.5f, 25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(25.0f, 0.0f)), + vertex(v3f(-25.0f, -0.5f, -25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(0.0f, 25.0f)), + + vertex(v3f(25.0f, -0.5f, 25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(25.0f, 0.0f)), + vertex(v3f(25.0f, -0.5f, -25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(25.0f, 25.0f)), + vertex(v3f(-25.0f, -0.5f, -25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(0.0f, 25.0f)), + }; + U32 indices[] = { 0, 1, 2, 3, 4, 5 }; + plane_mesh = mesh_init(arena, plane_vertices, ArrayCount(plane_vertices), indices, ArrayCount(indices)); + cube_mesh = mesh_load_obj(arena, "../../data/models/cube.obj"); + + F32 quad_vertices[] = { + -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, + 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, + 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, + -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, + 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, + -1.0f, 1.0f, 0.0f, 0.0f, 1.0f + }; + + U32 vbo; + glGenVertexArrays(1, &global_quad_vao); + glBindVertexArray(global_quad_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32))); + glBindVertexArray(0); + + /* NOTE(pryazha): Shaders */ + global_debug_quad_shader = create_shader_program("shaders/debug_quad.vs", + "shaders/debug_quad.fs"); + global_simple_depth_shader = create_shader_program("shaders/simple_depth.vs", + "shaders/simple_depth.fs"); + global_shadow_shader = create_shader_program("shaders/shadow.vs", "shaders/shadow.fs"); + global_color_shader = create_shader_program("shaders/color.vs", "shaders/color.fs"); + + glUseProgram(global_shadow_shader); + shader_set_1i(global_shadow_shader, "diffuse_texture", 0); + shader_set_1i(global_shadow_shader, "shadow_map", 1); + glUseProgram(0); + + global_wood_texture = load_texture_gamma("../../data/textures/wood.png", 1); + + glGenFramebuffers(1, &global_depth_map_fbo); + glGenTextures(1, &global_depth_map); + glBindTexture(GL_TEXTURE_2D, global_depth_map); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, global_shadow_width, + global_shadow_height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); + glBindFramebuffer(GL_FRAMEBUFFER, global_depth_map_fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, + global_depth_map, 0); + V4F border_color = v4f(1.0f, 1.0f, 1.0f, 1.0f); + glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (const F32 *)&border_color); + glDrawBuffer(GL_NONE); + glReadBuffer(GL_NONE); + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) + fprintf(stderr, "[ERROR]: Failed to complete depth map framebuffer.\n"); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) + { + glfwPollEvents(); + if (key_first_press(global_input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + update(&state, time); + render(&state, cube_mesh, plane_mesh); + 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); +} |