diff options
author | pryazha <pryadeiniv@mail.ru> | 2025-02-19 22:26:48 +0500 |
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committer | pryazha <pryadeiniv@mail.ru> | 2025-02-19 22:26:48 +0500 |
commit | f9ad6fa902c1167d7622ee7af2617d14b62bee21 (patch) | |
tree | 9d78792cf360ed871616a9ea66c4237018292aa7 /advanced_opengl/10.antialiasing/anti_aliasing_msaa.c | |
parent | 926cbd0d49890772f911e6a6bedb7835605ced89 (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.c | 309 |
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); } |