diff options
author | pryazha <pryadeiniv@mail.ru> | 2025-01-23 19:39:54 +0500 |
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committer | pryazha <pryadeiniv@mail.ru> | 2025-01-23 19:39:54 +0500 |
commit | bf1c59565096ac9774493846cfb15e259d3b0e66 (patch) | |
tree | 82e8182af128580b6f38437feccba8c0f48abdc1 /framebuffers/framebuffers.c | |
parent | 1ee094199af9c169e1ccaa53c7b0c186c4a3639e (diff) |
restructure
Diffstat (limited to 'framebuffers/framebuffers.c')
-rw-r--r-- | framebuffers/framebuffers.c | 422 |
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); -} |