diff options
author | pryazha <pryadeiniv@mail.ru> | 2025-02-19 22:26:48 +0500 |
---|---|---|
committer | pryazha <pryadeiniv@mail.ru> | 2025-02-19 22:26:48 +0500 |
commit | f9ad6fa902c1167d7622ee7af2617d14b62bee21 (patch) | |
tree | 9d78792cf360ed871616a9ea66c4237018292aa7 /advanced_opengl/10.antialiasing/anti_aliasing_offscreen.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_offscreen.c')
-rw-r--r-- | advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c | 453 |
1 files changed, 189 insertions, 264 deletions
diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c index 5c6debb..31f3cae 100644 --- a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c +++ b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c @@ -2,275 +2,200 @@ #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; + F32 target_fps, target_spf, last_time; + MAT4 proj, view, model; + U32 fbo, intermediate_fbo, color_tex, + screen_texture, rbo, + quad_vao, vbo, color_shader, + screen_shader; + S32 width, height; + State state; + Input input; -#define WIDTH 1024 -#define 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; -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 fbo, intermediate_fbo, color_tex, - screen_texture, rbo, - quad_vao, vbo, - color_shader, screen_shader; - - if (glfwInit() == GLFW_FALSE) - { - fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); - return(1); - } - - glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - window = glfwCreateWindow(WIDTH, HEIGHT, "Anti Aliasing (Off-screen)", 0, 0); - if (!window) - { - fprintf(stderr, "[ERROR] Failed to create window.\n"); - glfwTerminate(); - return(1); - } - - glfwMakeContextCurrent(window); - - glfwSetKeyCallback(window, key_callback); - - if (glewInit() != GLEW_OK) - { - fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); - glfwTerminate(); - return(1); - } - - 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"); - screen_shader = create_shader_program("shaders/screen.vs", - "shaders/screen.fs"); - glGenFramebuffers(1, &fbo); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glGenTextures(1, &color_tex); - glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, color_tex); - glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, - WIDTH, HEIGHT, GL_TRUE); - glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D_MULTISAMPLE, color_tex, 0); - glGenRenderbuffers(1, &rbo); - glBindRenderbuffer(GL_RENDERBUFFER, rbo); - glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, - WIDTH, HEIGHT); - glBindRenderbuffer(GL_RENDERBUFFER, 0); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, - GL_RENDERBUFFER, rbo); - if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) - fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n"); - fprintf(stdout, "[INFO]: Multisample fbo complete.\n"); - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - glGenFramebuffers(1, &intermediate_fbo); - glBindFramebuffer(GL_FRAMEBUFFER, intermediate_fbo); - glGenTextures(1, &screen_texture); - glBindTexture(GL_TEXTURE_2D, screen_texture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, - 0, GL_RGB, GL_UNSIGNED_BYTE, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, screen_texture, 0); - if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) - fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n"); - fprintf(stdout, "[INFO]: Intermediate fbo complete.\n"); - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - 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 - }; - - glGenVertexArrays(1, &quad_vao); - glBindVertexArray(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); - - 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)WIDTH/(F32)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 */ - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glClearColor(0.15f, 0.15f, 0.15f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glEnable(GL_DEPTH_TEST); - 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); - - glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediate_fbo); - /* TODO(pryazha): Update width and height */ - glBlitFramebuffer(0, 0, WIDTH, HEIGHT, - 0, 0, WIDTH, HEIGHT, - GL_COLOR_BUFFER_BIT, GL_NEAREST); - - glBindFramebuffer(GL_FRAMEBUFFER, 0); - glClearColor(1.0f, 1.0f, 1.0f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT); - glUseProgram(screen_shader); - glDisable(GL_DEPTH_TEST); - glBindTexture(GL_TEXTURE_2D, screen_texture); - glBindVertexArray(quad_vao); - glDrawArrays(GL_TRIANGLES, 0, 6); - glBindVertexArray(0); - - 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); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(width, height, "Anti Aliasing (Off-screen)", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } + + glfwMakeContextCurrent(window); + + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + if (glewInit() != GLEW_OK) { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + 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"); + screen_shader = create_shader_program("shaders/screen.vert", + "shaders/screen.frag"); + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glGenTextures(1, &color_tex); + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, color_tex); + glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, + width, height, GL_TRUE); + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D_MULTISAMPLE, color_tex, 0); + glGenRenderbuffers(1, &rbo); + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, + width, height); + glBindRenderbuffer(GL_RENDERBUFFER, 0); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, + GL_RENDERBUFFER, rbo); + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) + fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n"); + fprintf(stdout, "[INFO]: Multisample fbo complete.\n"); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + glGenFramebuffers(1, &intermediate_fbo); + glBindFramebuffer(GL_FRAMEBUFFER, intermediate_fbo); + glGenTextures(1, &screen_texture); + glBindTexture(GL_TEXTURE_2D, screen_texture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, + 0, GL_RGB, GL_UNSIGNED_BYTE, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, screen_texture, 0); + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) + fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n"); + fprintf(stdout, "[INFO]: Intermediate fbo complete.\n"); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + 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 + }; + + glGenVertexArrays(1, &quad_vao); + glBindVertexArray(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); + + 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 */ + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glEnable(GL_DEPTH_TEST); + 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); + + glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediate_fbo); + glBlitFramebuffer(0, 0, width, height, + 0, 0, width, height, + GL_COLOR_BUFFER_BIT, GL_NEAREST); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glClearColor(1.0f, 1.0f, 1.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + glUseProgram(screen_shader); + glDisable(GL_DEPTH_TEST); + glBindTexture(GL_TEXTURE_2D, screen_texture); + glBindVertexArray(quad_vao); + glDrawArrays(GL_TRIANGLES, 0, 6); + glBindVertexArray(0); + + 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); } |