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authorpryazha <pryadeiniv@mail.ru>2025-02-19 22:26:48 +0500
committerpryazha <pryadeiniv@mail.ru>2025-02-19 22:26:48 +0500
commitf9ad6fa902c1167d7622ee7af2617d14b62bee21 (patch)
tree9d78792cf360ed871616a9ea66c4237018292aa7 /advanced_opengl/10.antialiasing/anti_aliasing_msaa.c
parent926cbd0d49890772f911e6a6bedb7835605ced89 (diff)
quite a lot of changes that I, of course, are not going to describe;)
Diffstat (limited to 'advanced_opengl/10.antialiasing/anti_aliasing_msaa.c')
-rw-r--r--advanced_opengl/10.antialiasing/anti_aliasing_msaa.c309
1 files changed, 114 insertions, 195 deletions
diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c b/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c
index 65a5b01..250ab97 100644
--- a/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c
+++ b/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c
@@ -2,207 +2,126 @@
#include "GLFW/glfw3.h"
#include "pwyazh.h"
-
#include "pwyazh_GL.h"
#include "common.h"
-#include <unistd.h>
+int main(void)
+{
+ GLFWwindow *window;
+ Arena *arena = 0;
+ Mesh *cube;
+ Input input;
+ F32 target_fps, target_spf, last_time;
+ MAT4 proj, view, model;
+ State state;
+ S32 width, height;
+ U32 color_shader;
-static S32 global_width = 1024, global_height = 768;
-static Input global_input;
+ if (glfwInit() == GLFW_FALSE) {
+ fprintf(stderr, "[ERROR] Failed to initialize glfw.\n");
+ return(1);
+ }
-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_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_LEFT: {
- global_input.action_left.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_ESCAPE: {
- global_input.exit.state = KeyState_RELEASE;
- } break;
- }
- } break;
- }
-}
+ width = 1024;
+ height = 768;
-void
-window_resize_callback(GLFWwindow* window, int width, int height)
-{
- global_width = width;
- global_height = height;
- glViewport(0, 0, global_width, global_height);
-}
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_SAMPLES, 4);
+ window = glfwCreateWindow(width, height, "Anti Aliasing (MSAA)", 0, 0);
+ if (!window) {
+ fprintf(stderr, "[ERROR] Failed to create window.\n");
+ glfwTerminate();
+ return(1);
+ }
-int
-main(void)
-{
- GLFWwindow *window;
- Arena *arena = 0;
- F32 target_fps, target_spf,
- last_time, dt;
- MAT4 projection, view, model;
- V3F camera_pos;
- F32 camera_speed, fovx, near, far;
- U32 color_shader;
-
- if (glfwInit() == GLFW_FALSE)
- {
- fprintf(stderr, "[ERROR] Failed to initialize glfw.\n");
- return(1);
- }
-
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- glfwWindowHint(GLFW_SAMPLES, 4);
- window = glfwCreateWindow(global_width, global_height, "Anti Aliasing (MSAA)", 0, 0);
- if (!window)
- {
- fprintf(stderr, "[ERROR] Failed to create window.\n");
- glfwTerminate();
- return(1);
- }
-
- glfwMakeContextCurrent(window);
-
- glfwSetKeyCallback(window, key_callback);
- glfwSetWindowSizeCallback(window, window_resize_callback);
-
- if (glewInit() != GLEW_OK)
- {
- fprintf(stderr, "[ERROR] Failed to initialize glew.\n");
- glfwTerminate();
- return(1);
- }
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_MULTISAMPLE);
-
- arena = arena_alloc(Megabytes(64));
-
- Mesh *cube_mesh = mesh_load_obj(arena, "../../data/models/cube.obj");
- color_shader = create_shader_program("shaders/color.vs",
- "shaders/color.fs");
-
- target_fps = 60.0f;
- target_spf = 1.0f/target_fps;
-
- camera_pos = v3f(0.0f, 0.0f, 3.0f);
- camera_speed = 2.0f;
- fovx = 90.0f;
- near = 0.1f;
- far = 1000.0f;
-
- last_time = glfwGetTime();
-
- while (!glfwWindowShouldClose(window))
- {
- glfwPollEvents();
-
- /* NOTE(pryazha): Update */
- if (key_is_pressed(global_input.exit))
- glfwSetWindowShouldClose(window, GLFW_TRUE);
-
- V3F camera_dv = get_dv_camera_orbital(&global_input, camera_pos,
- v3f_zero(), dt, camera_speed);
- camera_pos = v3f_add(camera_pos, camera_dv);
-
- projection = perspective(fovx, (F32)global_width/(F32)global_height, near, far);
- view = look_at(camera_pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
- model = mat4_identity();
-
- input_update_last_state(&global_input);
-
- /* NOTE(pryazha): Render */
- glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glUseProgram(color_shader);
- shader_set_mat4fv(color_shader, "projection", projection);
- shader_set_mat4fv(color_shader, "view", view);
- shader_set_mat4fv(color_shader, "model", model);
- mesh_draw(cube_mesh);
-
- glfwSwapBuffers(window);
-
- F32 elapsed = glfwGetTime()-last_time;
- if (elapsed < target_spf)
- {
- U32 sleep_time = (U32)(target_spf-elapsed);
- if (sleep_time > 0)
- sleep(sleep_time);
- }
- F32 current_time = glfwGetTime();
- dt = current_time-last_time;
- last_time = current_time;
- }
-
- arena_release(arena);
- glfwTerminate();
- return(0);
+ glfwMakeContextCurrent(window);
+
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+
+ if (glewInit() != GLEW_OK) {
+ fprintf(stderr, "[ERROR] Failed to initialize glew.\n");
+ glfwTerminate();
+ return(1);
+ }
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_MULTISAMPLE);
+
+ arena = arena_alloc(Kilobytes(4));
+
+ cube = mesh_load_obj(arena, "../../data/models/cube.obj");
+ color_shader = create_shader_program("shaders/color.vert",
+ "shaders/color.frag");
+
+ state.camera = (Camera) {
+ v3f(0.0f, 0.0f, 3.0f),
+ 90.0f, 0.1f, 1000.0f,
+ 0.0f, 0.0f
+ };
+ input = input_init();
+
+ target_fps = 60.0f;
+ target_spf = 1.0f/target_fps;
+ last_time = glfwGetTime();
+
+ while (!glfwWindowShouldClose(window)) {
+ glfwPollEvents();
+
+ /* NOTE(pryazha): Update */
+ glfwGetFramebufferSize(window, &width, &height);
+ process_glfw_keyboard(window, &input);
+ process_glfw_mouse_pos(window, &input);
+
+ if (key_first_press(input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+
+ V3F dv = get_dv_camera_first_person(&input, &state.camera,
+ 4.0f, state.dt);
+ state.camera.pos = v3f_add(state.camera.pos, dv);
+
+ F32 sensitivity = 0.1f;
+ input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity);
+ state.camera.yaw += input.mouse_offset.x;
+ state.camera.pitch += input.mouse_offset.y;
+ if (state.camera.pitch > 89.0f)
+ state.camera.pitch = 89.0f;
+ if (state.camera.pitch < -89.0f)
+ state.camera.pitch = -89.0f;
+
+ input_update_last_state(&input);
+
+ view = get_view_matrix(&state.camera);
+ proj = perspective(state.camera.fovx, (F32)width/(F32)height,
+ state.camera.near, state.camera.far);
+ model = mat4_identity();
+
+ /* NOTE(pryazha): Render */
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glUseProgram(color_shader);
+ shader_set_mat4fv(color_shader, "proj", proj);
+ shader_set_mat4fv(color_shader, "view", view);
+ shader_set_mat4fv(color_shader, "model", model);
+ mesh_draw(cube);
+
+ glfwSwapBuffers(window);
+
+ F32 elapsed = glfwGetTime()-last_time;
+ if (elapsed < target_spf) {
+ U32 sleep_time = (U32)(target_spf-elapsed);
+ if (sleep_time > 0)
+ sleep(sleep_time);
+ }
+ F32 current_time = glfwGetTime();
+ state.dt = current_time-last_time;
+ last_time = current_time;
+ }
+
+ arena_release(arena);
+ glfwTerminate();
+ return(0);
}