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/8.geometry_shader/geometry_shader.c | |
parent | 926cbd0d49890772f911e6a6bedb7835605ced89 (diff) |
quite a lot of changes that I, of course, are not going to describe;)
Diffstat (limited to 'advanced_opengl/8.geometry_shader/geometry_shader.c')
-rw-r--r-- | advanced_opengl/8.geometry_shader/geometry_shader.c | 611 |
1 files changed, 286 insertions, 325 deletions
diff --git a/advanced_opengl/8.geometry_shader/geometry_shader.c b/advanced_opengl/8.geometry_shader/geometry_shader.c index 678708c..f242709 100644 --- a/advanced_opengl/8.geometry_shader/geometry_shader.c +++ b/advanced_opengl/8.geometry_shader/geometry_shader.c @@ -2,338 +2,299 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include <unistd.h> - -#define WIDTH 1024 -#define HEIGHT 768 - -static F32 dt; -static Input input; - -void -key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +void draw_cube(U32 cube_vao, U32 texture) { - switch (action) - { - case GLFW_PRESS: { - switch (key) - { - case GLFW_KEY_SPACE: { - input.jump.state = KeyState_PRESS; - } break; - } - } break; - - case GLFW_RELEASE: { - switch (key) - { - case GLFW_KEY_SPACE: { - input.jump.state = KeyState_RELEASE; - } break; - } - } break; - } + glBindVertexArray(cube_vao); + glBindTexture(GL_TEXTURE_2D, texture); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindTexture(GL_TEXTURE_2D, 0); + glBindVertexArray(0); } -void -draw_cube(U32 cube_vao, U32 texture) +int main(void) { - glBindVertexArray(cube_vao); - glBindTexture(GL_TEXTURE_2D, texture); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindTexture(GL_TEXTURE_2D, 0); - glBindVertexArray(0); -} + GLFWwindow *window; + State state; + S32 width, height; + Input input; -int -main(void) -{ - GLFWwindow *window; - - if (glfwInit() == GLFW_FALSE) - { - fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); - return(1); - } - - glfwWindowHint(GLFW_RESIZABLE, 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, "depth testing", 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); - } - - glEnable(GL_DEPTH_TEST); - - U32 shader = create_shader_program_geom("shaders/base.vs", - "shaders/base.fs", - "shaders/base.gs"); - U32 explosion_shader = create_shader_program_geom("shaders/explosion.vs", - "shaders/explosion.fs", - "shaders/explosion.gs"); - U32 normals_shader = create_shader_program_geom("shaders/normals.vs", - "shaders/normals.fs", - "shaders/normals.gs"); - U32 basic_shader = create_shader_program("shaders/basic.vs", "shaders/basic.fs"); - - U32 grid_texture = load_texture("../../data/textures/grid.png"); - - F32 points[] = { - -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, - 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, - 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, - -0.5f, -0.5f, 1.0f, 1.0f, 0.0f - }; - - GLuint points_vao, vbo; - glGenVertexArrays(1, &points_vao); - glBindVertexArray(points_vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(2*sizeof(F32))); - glBindVertexArray(0); - - F32 a = 0.5f; - /* NOTE(pryazha): Counter-clockwise order */ - F32 cube_vertices[] = { - /* NOTE(pryazha): Back face */ - a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - -a, a, -a, 1.0f, 1.0f, /* top-right */ - a, a, -a, 0.0f, 1.0f, /* top-left */ - a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - -a, -a, -a, 1.0f, 0.0f, /* bottom-right */ - -a, a, -a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Front face */ - -a, -a, a, 0.0f, 0.0f, /* bottom-left */ - a, a, a, 1.0f, 1.0f, /* top-right */ - -a, a, a, 0.0f, 1.0f, /* top-left */ - -a, -a, a, 0.0f, 0.0f, /* bottom-left */ - a, -a, a, 1.0f, 0.0f, /* bottom-right */ - a, a, a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Left face */ - -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - -a, a, a, 1.0f, 1.0f, /* top-right */ - -a, a, -a, 0.0f, 1.0f, /* top-left */ - -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - -a, -a, a, 1.0f, 0.0f, /* bottom-right */ - -a, a, a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Right face */ - a, -a, a, 0.0f, 0.0f, /* bottom-left */ - a, a, -a, 1.0f, 1.0f, /* top-right */ - a, a, a, 0.0f, 1.0f, /* top-left */ - a, -a, a, 0.0f, 0.0f, /* bottom-left */ - a, -a, -a, 1.0f, 0.0f, /* bottom-right */ - a, a, -a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Top face */ - -a, a, a, 0.0f, 0.0f, /* bottom-left */ - a, a, -a, 1.0f, 1.0f, /* top-right */ - -a, a, -a, 0.0f, 1.0f, /* top-left */ - -a, a, a, 0.0f, 0.0f, /* bottom-left */ - a, a, a, 1.0f, 0.0f, /* bottom-right */ - a, a, -a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Bottom face */ - -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - a, -a, a, 1.0f, 1.0f, /* top-right */ - -a, -a, a, 0.0f, 1.0f, /* top-left */ - -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - a, -a, -a, 1.0f, 0.0f, /* bottom-right */ - a, -a, a, 1.0f, 1.0f, /* top-right */ - }; - - U32 cube_vao; - glGenVertexArrays(1, &cube_vao); - glBindVertexArray(cube_vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_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); - - F32 vertices[] = { - -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, - 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, - 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, - 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, - -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, - -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, - - -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, - 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, - 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, - -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, - - -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, - -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, - -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - - 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, - 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, - 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - - -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, - 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, - 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, - 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, - -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, - -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, - - -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, - 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, - 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, - 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, - -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, - -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f - }; - - U32 normals_cube_vao; - glGenVertexArrays(1, &normals_cube_vao); - glBindVertexArray(normals_cube_vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(3*sizeof(F32))); - glEnableVertexAttribArray(2); - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(6*sizeof(F32))); - glBindVertexArray(0); - - F32 target_fps = 60.0f; - F32 target_spf = 1.0f/target_fps; - - F32 last_time = glfwGetTime(); - F32 time = last_time; - - S32 scene = 0; - - while (!glfwWindowShouldClose(window)) - { - glfwPollEvents(); - - /* NOTE(pryazha): Update */ - if (key_first_press(input.jump)) - { - scene++; - scene %= 3; - } - - input_update_last_state(&input); - - /* NOTE(pryazha): Render */ - glClearColor(0.15f, 0.15f, 0.15f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - if (scene == 0) - { - glUseProgram(shader); - glBindVertexArray(points_vao); - glDrawArrays(GL_POINTS, 0, 4); - glBindVertexArray(0); - } - else if (scene == 1) - { - F32 radius = 2.0f; - F32 x = f32_sin(0.5*time)*radius; - F32 z = f32_cos(0.5*time)*radius; - MAT4 projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f); - MAT4 view = look_at(v3f(x, 1.0f, z), v3f_zero(), v3f(0.0f, 1.0f, 0.0f)); - MAT4 model = mat4_identity(); - glUseProgram(explosion_shader); - shader_set_mat4fv(explosion_shader, "projection", projection); - shader_set_mat4fv(explosion_shader, "view", view); - shader_set_mat4fv(explosion_shader, "model", model); - shader_set_1f(explosion_shader, "time", time); - glBindVertexArray(cube_vao); - glBindTexture(GL_TEXTURE_2D, grid_texture); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindVertexArray(0); - } - else - { - MAT4 projection, view, model; - F32 radius, x, z; - - radius = 2.0f; - x = f32_sin(0.5*time)*radius; - z = f32_cos(0.5*time)*radius; - - projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f); - view = look_at(v3f(x, 1.0f, z), v3f_zero(), v3f(0.0f, 1.0f, 0.0f)); - model = mat4_identity(); - - glUseProgram(basic_shader); - shader_set_mat4fv(basic_shader, "projection", projection); - shader_set_mat4fv(basic_shader, "view", view); - shader_set_mat4fv(basic_shader, "model", model); - draw_cube(normals_cube_vao, grid_texture); - - glUseProgram(normals_shader); - shader_set_mat4fv(normals_shader, "projection", projection); - shader_set_mat4fv(normals_shader, "view", view); - shader_set_mat4fv(normals_shader, "model", model); - draw_cube(normals_cube_vao, grid_texture); - } - - 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; - time += dt; - last_time = current_time; - } - - glDeleteBuffers(1, &vbo); - glDeleteVertexArrays(1, &points_vao); - - glfwTerminate(); - return(0); + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } + + width = 1024; + height = 768; + + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(width, height, "depth testing", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } + + glfwMakeContextCurrent(window); + + if (glewInit() != GLEW_OK) { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + glEnable(GL_DEPTH_TEST); + + U32 shader = create_shader_program_geom("shaders/base.vert", + "shaders/base.frag", + "shaders/base.geom"); + U32 explosion_shader = create_shader_program_geom("shaders/explosion.vert", + "shaders/explosion.frag", + "shaders/explosion.geom"); + U32 normals_shader = create_shader_program_geom("shaders/normals.vert", + "shaders/normals.frag", + "shaders/normals.geom"); + U32 basic_shader = create_shader_program("shaders/basic.vert", + "shaders/basic.frag"); + + U32 grid_texture = load_texture("../../data/textures/grid.png"); + + F32 points[] = { + -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, + 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, + 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, + -0.5f, -0.5f, 1.0f, 1.0f, 0.0f + }; + + GLuint points_vao, vbo; + glGenVertexArrays(1, &points_vao); + glBindVertexArray(points_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(2*sizeof(F32))); + glBindVertexArray(0); + + F32 a = 0.5f; + /* NOTE(pryazha): Counter-clockwise order */ + F32 cube_vertices[] = { + /* NOTE(pryazha): Back face */ + a, -a, -a, 0.0f, 0.0f, /* bottom-left */ + -a, a, -a, 1.0f, 1.0f, /* top-right */ + a, a, -a, 0.0f, 1.0f, /* top-left */ + a, -a, -a, 0.0f, 0.0f, /* bottom-left */ + -a, -a, -a, 1.0f, 0.0f, /* bottom-right */ + -a, a, -a, 1.0f, 1.0f, /* top-right */ + + /* NOTE(pryazha): Front face */ + -a, -a, a, 0.0f, 0.0f, /* bottom-left */ + a, a, a, 1.0f, 1.0f, /* top-right */ + -a, a, a, 0.0f, 1.0f, /* top-left */ + -a, -a, a, 0.0f, 0.0f, /* bottom-left */ + a, -a, a, 1.0f, 0.0f, /* bottom-right */ + a, a, a, 1.0f, 1.0f, /* top-right */ + + /* NOTE(pryazha): Left face */ + -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ + -a, a, a, 1.0f, 1.0f, /* top-right */ + -a, a, -a, 0.0f, 1.0f, /* top-left */ + -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ + -a, -a, a, 1.0f, 0.0f, /* bottom-right */ + -a, a, a, 1.0f, 1.0f, /* top-right */ + + /* NOTE(pryazha): Right face */ + a, -a, a, 0.0f, 0.0f, /* bottom-left */ + a, a, -a, 1.0f, 1.0f, /* top-right */ + a, a, a, 0.0f, 1.0f, /* top-left */ + a, -a, a, 0.0f, 0.0f, /* bottom-left */ + a, -a, -a, 1.0f, 0.0f, /* bottom-right */ + a, a, -a, 1.0f, 1.0f, /* top-right */ + + /* NOTE(pryazha): Top face */ + -a, a, a, 0.0f, 0.0f, /* bottom-left */ + a, a, -a, 1.0f, 1.0f, /* top-right */ + -a, a, -a, 0.0f, 1.0f, /* top-left */ + -a, a, a, 0.0f, 0.0f, /* bottom-left */ + a, a, a, 1.0f, 0.0f, /* bottom-right */ + a, a, -a, 1.0f, 1.0f, /* top-right */ + + /* NOTE(pryazha): Bottom face */ + -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ + a, -a, a, 1.0f, 1.0f, /* top-right */ + -a, -a, a, 0.0f, 1.0f, /* top-left */ + -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ + a, -a, -a, 1.0f, 0.0f, /* bottom-right */ + a, -a, a, 1.0f, 1.0f, /* top-right */ + }; + + U32 cube_vao; + glGenVertexArrays(1, &cube_vao); + glBindVertexArray(cube_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_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); + + F32 vertices[] = { + -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, + 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, + 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, + 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, + -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, + -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, + + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, + 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, + + -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, + -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + + -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, + 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, + 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, + 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, + -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, + -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, + + -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, + 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, + 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, + -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, + -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f + }; + + U32 normals_cube_vao; + glGenVertexArrays(1, &normals_cube_vao); + glBindVertexArray(normals_cube_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(3*sizeof(F32))); + glEnableVertexAttribArray(2); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(6*sizeof(F32))); + glBindVertexArray(0); + + state.camera = (Camera) { + v3f(2.0f, 1.0f, 2.0f), + 90.0f, 0.1f, 100.0f, + 0.0f, 0.0f + }; + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + F32 time = last_time; + + S32 scene = 0; + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + process_glfw_keyboard(window, &input); + glfwGetFramebufferSize(window, &width, &height); + + /* NOTE(pryazha): Update */ + V3F target = v3f_zero(); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + if (key_first_press(input.jump)) { + scene++; + scene %= 3; + } + + input_update_last_state(&input); + + /* NOTE(pryazha): Render */ + MAT4 view, proj, model; + + view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f)); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + + model = mat4_identity(); + + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + if (scene == 0) { + glUseProgram(shader); + glBindVertexArray(points_vao); + glDrawArrays(GL_POINTS, 0, 4); + glBindVertexArray(0); + } else if (scene == 1) { + glUseProgram(explosion_shader); + shader_set_mat4fv(explosion_shader, "proj", proj); + shader_set_mat4fv(explosion_shader, "view", view); + shader_set_mat4fv(explosion_shader, "model", model); + shader_set_1f(explosion_shader, "time", time); + glBindVertexArray(cube_vao); + glBindTexture(GL_TEXTURE_2D, grid_texture); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + } else { + glUseProgram(basic_shader); + shader_set_mat4fv(basic_shader, "proj", proj); + shader_set_mat4fv(basic_shader, "view", view); + shader_set_mat4fv(basic_shader, "model", model); + draw_cube(normals_cube_vao, grid_texture); + + glUseProgram(normals_shader); + shader_set_mat4fv(normals_shader, "proj", proj); + shader_set_mat4fv(normals_shader, "view", view); + shader_set_mat4fv(normals_shader, "model", model); + draw_cube(normals_cube_vao, grid_texture); + } + + 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; + time += state.dt; + last_time = current_time; + } + + glDeleteBuffers(1, &vbo); + glDeleteVertexArrays(1, &points_vao); + + glfwTerminate(); + return(0); } |