diff options
author | pryazha <pryadeiniv@mail.ru> | 2025-01-19 17:33:44 +0500 |
---|---|---|
committer | pryazha <pryadeiniv@mail.ru> | 2025-01-19 17:33:44 +0500 |
commit | bd49bd525f4c6c6c15c4142bf42d1dd38be6fc16 (patch) | |
tree | 9e69f473c34b53e9e57d8af1873c39698bf5c80e /framebuffers/framebuffers.c |
initial commit
Diffstat (limited to 'framebuffers/framebuffers.c')
-rw-r--r-- | framebuffers/framebuffers.c | 422 |
1 files changed, 422 insertions, 0 deletions
diff --git a/framebuffers/framebuffers.c b/framebuffers/framebuffers.c new file mode 100644 index 0000000..e71c95c --- /dev/null +++ b/framebuffers/framebuffers.c @@ -0,0 +1,422 @@ +#include "GL/glew.h" +#include "GLFW/glfw3.h" + +#include "pwyazh.h" + +#include "common.h" + +#include <unistd.h> + +#define WIDTH 1024 +#define HEIGHT 768 + +static V3F camera_pos; +static F32 dt; +static Input input; + +void +key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + switch (action) + { + case GLFW_PRESS: { + switch (key) + { + case GLFW_KEY_D: { + input.move_right.state = KeyState_PRESS; + } break; + case GLFW_KEY_W: { + input.move_forward.state = KeyState_PRESS; + } break; + case GLFW_KEY_A: { + input.move_left.state = KeyState_PRESS; + } break; + case GLFW_KEY_S: { + input.move_backward.state = KeyState_PRESS; + } break; + case GLFW_KEY_E: { + input.move_up.state = KeyState_PRESS; + } break; + case GLFW_KEY_Q: { + input.move_down.state = KeyState_PRESS; + } break; + } + } break; + + case GLFW_RELEASE: { + switch (key) + { + case GLFW_KEY_D: { + input.move_right.state = KeyState_RELEASE; + } break; + case GLFW_KEY_W: { + input.move_forward.state = KeyState_RELEASE; + } break; + case GLFW_KEY_A: { + input.move_left.state = KeyState_RELEASE; + } break; + case GLFW_KEY_S: { + input.move_backward.state = KeyState_RELEASE; + } break; + case GLFW_KEY_E: { + input.move_up.state = KeyState_RELEASE; + } break; + case GLFW_KEY_Q: { + input.move_down.state = KeyState_RELEASE; + } break; + } + } break; + } +} + +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); + } + + U32 screen_shader = create_shader_program("shaders/screen.vs", "shaders/screen.fs"); + U32 cube_shader = create_shader_program("shaders/cube.vs", "shaders/cube.fs"); + U32 marble_texture = load_texture("../data/textures/marble.jpg"); + U32 metal_texture = load_texture("../data/textures/metal.png"); + U32 window_texture = load_texture("../data/textures/window.png"); + + U32 fbo; + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + + U32 texture_colorbuffer; + glGenTextures(1, &texture_colorbuffer); + glBindTexture(GL_TEXTURE_2D, texture_colorbuffer); + 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); + glBindTexture(GL_TEXTURE_2D, 0); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, + texture_colorbuffer, 0); + + U32 rbo; + glGenRenderbuffers(1, &rbo); + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorage(GL_RENDERBUFFER, 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"); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + F32 a = 0.5f; + F32 vertices[] = { + -a, -a, -a, 0.0f, 0.0f, + a, -a, -a, 1.0f, 0.0f, + a, a, -a, 1.0f, 1.0f, + a, a, -a, 1.0f, 1.0f, + -a, a, -a, 0.0f, 1.0f, + -a, -a, -a, 0.0f, 0.0f, + + -a, -a, a, 0.0f, 0.0f, + a, -a, a, 1.0f, 0.0f, + a, a, a, 1.0f, 1.0f, + a, a, a, 1.0f, 1.0f, + -a, a, a, 0.0f, 1.0f, + -a, -a, a, 0.0f, 0.0f, + + -a, a, a, 1.0f, 0.0f, + -a, a, -a, 1.0f, 1.0f, + -a, -a, -a, 0.0f, 1.0f, + -a, -a, -a, 0.0f, 1.0f, + -a, -a, a, 0.0f, 0.0f, + -a, a, a, 1.0f, 0.0f, + + a, a, a, 1.0f, 0.0f, + a, a, -a, 1.0f, 1.0f, + a, -a, -a, 0.0f, 1.0f, + a, -a, -a, 0.0f, 1.0f, + a, -a, a, 0.0f, 0.0f, + a, a, a, 1.0f, 0.0f, + + -a, -a, -a, 0.0f, 1.0f, + a, -a, -a, 1.0f, 1.0f, + a, -a, a, 1.0f, 0.0f, + a, -a, a, 1.0f, 0.0f, + -a, -a, a, 0.0f, 0.0f, + -a, -a, -a, 0.0f, 1.0f, + + -a, a, -a, 0.0f, 1.0f, + a, a, -a, 1.0f, 1.0f, + a, a, a, 1.0f, 0.0f, + a, a, a, 1.0f, 0.0f, + -a, a, a, 0.0f, 0.0f, + -a, a, -a, 0.0f, 1.0f + }; + + Transform cube_positions[] = { + transform_default(), + transform_make_translate(v3f(a, 0.0f, -4.0f*a)) + }; + + Transform platform_position = + transform_make_scale_translate(v3f(10.0f, 0.2f, 10.0f), + v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f)); + + U32 cube_vao, quad_vao, vbo; + + glGenVertexArrays(1, &cube_vao); + glBindVertexArray(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, 5*sizeof(F32), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32))); + glBindVertexArray(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); + + Transform window_transforms[] = { + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, 0.0f, a+0.1f)), + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, 0.0f, 2.0f)), + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(1.0f, 0.0f, -1.0f)), + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-2.0f, 0.0f, 0.5f)), + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-3.0f, 0.0f, -3.0f)), + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(3.0f, 0.0f, 0.2)), + }; + + F32 angle = 0.0f; + for (S32 window_index = 0; + window_index < (S32)ArrayCount(window_transforms); + ++window_index) + { + Transform *transform = window_transforms+window_index; + *transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f)); + angle += 30.0f; + } + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + camera_pos = v3f(0.0f, 1.0f, 3.0f); + + F32 last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) + { + glfwPollEvents(); + + /* INFO(pryazha): update */ + V3F left, up, forward; + V3F world_up = v3f(0.0f, 1.0f, 0.0f); + + forward = v3f_norm(v3f_sub(v3f(0.0f, 0.0f, 0.0f), camera_pos)); + left = v3f_norm(v3f_cross(world_up, forward)); + up = v3f_cross(forward, left); + + V3F dp = v3f_zero(); + F32 speed = 2.0f; + if (key_is_pressed(input.move_right)) + dp = v3f_add(dp, v3f_scalef(left, -speed*dt)); + if (key_is_pressed(input.move_forward)) + dp = v3f_add(dp, v3f_scalef(forward, speed*dt)); + if (key_is_pressed(input.move_left)) + dp = v3f_add(dp, v3f_scalef(left, speed*dt)); + if (key_is_pressed(input.move_backward)) + dp = v3f_add(dp, v3f_scalef(forward, -speed*dt)); + if (key_is_pressed(input.move_up)) + dp = v3f_add(dp, v3f_scalef(up, speed*dt)); + if (key_is_pressed(input.move_down)) + dp = v3f_add(dp, v3f_scalef(up, -speed*dt)); + + input_update_last_state(&input); + + camera_pos = v3f_add(camera_pos, dp); + + Transform sorted_window_transforms[ArrayCount(window_transforms)]; + MemoryCopyArray(sorted_window_transforms, window_transforms); + for (S32 i = 0; i < (S32)ArrayCount(sorted_window_transforms); ++i) { + for (S32 pos_index = 1; + pos_index < (S32)ArrayCount(sorted_window_transforms); + ++pos_index) + { + F32 distance_left = v3f_length(v3f_sub(sorted_window_transforms[pos_index-1].translate, camera_pos)); + F32 distance_right = v3f_length(v3f_sub(sorted_window_transforms[pos_index].translate, camera_pos)); + if (distance_left < distance_right) { + Transform temp = sorted_window_transforms[pos_index]; + sorted_window_transforms[pos_index] = sorted_window_transforms[pos_index-1]; + sorted_window_transforms[pos_index-1] = temp; + } + } + } + + /* INFO(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); + MAT4 view, projection; + view = look_at(camera_pos, v3f(0.0f, 0.0f, 0.0f), v3f(0.0f, 1.0f, 0.0f)); + projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f); + glUseProgram(cube_shader); + shader_set_mat4fv(cube_shader, "view", view); + shader_set_mat4fv(cube_shader, "projection", projection); + glBindTexture(GL_TEXTURE_2D, marble_texture); + glBindVertexArray(cube_vao); + for (S32 transform_index = 0; + transform_index < (S32)ArrayCount(cube_positions); + ++transform_index) + { + shader_set_mat4fv(cube_shader, "model", transform_apply(cube_positions[transform_index])); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + + glBindTexture(GL_TEXTURE_2D, metal_texture); + shader_set_mat4fv(cube_shader, "model", transform_apply(platform_position)); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + + glEnable(GL_BLEND); + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + glUseProgram(cube_shader); + glBindTexture(GL_TEXTURE_2D, window_texture); + shader_set_mat4fv(cube_shader, "view", view); + shader_set_mat4fv(cube_shader, "projection", projection); + glBindVertexArray(quad_vao); + for (S32 window_index = 0; + window_index < (S32)ArrayCount(sorted_window_transforms); + ++window_index) + { + shader_set_mat4fv(cube_shader, "model", transform_apply(sorted_window_transforms[window_index])); + glDrawArrays(GL_TRIANGLES, 0, 6); + } + glBindVertexArray(0); + glDisable(GL_BLEND); + + 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, texture_colorbuffer); + glBindVertexArray(quad_vao); + shader_set_mat4fv(screen_shader, "model", mat4_identity()); + glDrawArrays(GL_TRIANGLES, 0, 6); + glBindVertexArray(0); + + 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); + V3F target = v3f_add(camera_pos, v3f_negate(forward)); + view = look_at(camera_pos, target, v3f(0.0f, 1.0f, 0.0f)); + glUseProgram(cube_shader); + shader_set_mat4fv(cube_shader, "view", view); + shader_set_mat4fv(cube_shader, "projection", projection); + glBindTexture(GL_TEXTURE_2D, marble_texture); + glBindVertexArray(cube_vao); + for (S32 transform_index = 0; + transform_index < (S32)ArrayCount(cube_positions); + ++transform_index) + { + shader_set_mat4fv(cube_shader, "model", transform_apply(cube_positions[transform_index])); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + + glBindTexture(GL_TEXTURE_2D, metal_texture); + shader_set_mat4fv(cube_shader, "model", transform_apply(platform_position)); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + + glEnable(GL_BLEND); + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + glUseProgram(cube_shader); + glBindTexture(GL_TEXTURE_2D, window_texture); + shader_set_mat4fv(cube_shader, "view", view); + shader_set_mat4fv(cube_shader, "projection", projection); + glBindVertexArray(quad_vao); + for (S32 window_index = 0; + window_index < (S32)ArrayCount(sorted_window_transforms); + ++window_index) + { + shader_set_mat4fv(cube_shader, "model", transform_apply(sorted_window_transforms[window_index])); + glDrawArrays(GL_TRIANGLES, 0, 6); + } + glBindVertexArray(0); + glDisable(GL_BLEND); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glUseProgram(screen_shader); + glDisable(GL_DEPTH_TEST); + glBindTexture(GL_TEXTURE_2D, texture_colorbuffer); + glBindVertexArray(quad_vao); + MAT4 model = transform_apply(transform_make_scale_translate(v3f(0.3f, 0.3f, 0.3f), v3f(-0.7f, 0.7f, 0.0f))); + shader_set_mat4fv(screen_shader, "model", model); + 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; + } + + glfwTerminate(); + return(0); +} |