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authorpryazha <pryadeiniv@mail.ru>2025-01-23 19:39:54 +0500
committerpryazha <pryadeiniv@mail.ru>2025-01-23 19:39:54 +0500
commitbf1c59565096ac9774493846cfb15e259d3b0e66 (patch)
tree82e8182af128580b6f38437feccba8c0f48abdc1 /framebuffers/framebuffers.c
parent1ee094199af9c169e1ccaa53c7b0c186c4a3639e (diff)
restructure
Diffstat (limited to 'framebuffers/framebuffers.c')
-rw-r--r--framebuffers/framebuffers.c422
1 files changed, 0 insertions, 422 deletions
diff --git a/framebuffers/framebuffers.c b/framebuffers/framebuffers.c
deleted file mode 100644
index e71c95c..0000000
--- a/framebuffers/framebuffers.c
+++ /dev/null
@@ -1,422 +0,0 @@
-#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);
-}