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authorpryazha <pryadeiniv@mail.ru>2025-01-19 17:33:44 +0500
committerpryazha <pryadeiniv@mail.ru>2025-01-19 17:33:44 +0500
commitbd49bd525f4c6c6c15c4142bf42d1dd38be6fc16 (patch)
tree9e69f473c34b53e9e57d8af1873c39698bf5c80e /uniform_buffer/uniform_buffer.c
initial commit
Diffstat (limited to 'uniform_buffer/uniform_buffer.c')
-rw-r--r--uniform_buffer/uniform_buffer.c390
1 files changed, 390 insertions, 0 deletions
diff --git a/uniform_buffer/uniform_buffer.c b/uniform_buffer/uniform_buffer.c
new file mode 100644
index 0000000..ddd5d33
--- /dev/null
+++ b/uniform_buffer/uniform_buffer.c
@@ -0,0 +1,390 @@
+#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;
+static B32 first_mouse = 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: {
+ 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;
+ }
+}
+
+void
+cursor_pos_callback(GLFWwindow* window, double xpos, double ypos)
+{
+ if (first_mouse)
+ {
+ input.last_mouse_pos = v2f(xpos, ypos);
+ first_mouse = 0;
+ }
+ input.mouse_offset = v2f(input.mouse_offset.x+((F32)xpos-input.last_mouse_pos.x),
+ input.mouse_offset.y+((F32)ypos-input.last_mouse_pos.y));
+ input.last_mouse_pos = v2f((F32)xpos, (F32)ypos);
+}
+
+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);
+
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+
+ glfwSetKeyCallback(window, key_callback);
+ glfwSetCursorPosCallback(window, cursor_pos_callback);
+
+ if (glewInit() != GLEW_OK)
+ {
+ fprintf(stderr, "[ERROR] Failed to initialize glew.\n");
+ glfwTerminate();
+ return(1);
+ }
+
+ U32 skybox_shader = create_shader_program("shaders/skybox.vs", "shaders/skybox.fs");
+ U32 cube_shader = create_shader_program("shaders/cube.vs", "shaders/cube.fs");
+ U32 color_cube_shader = create_shader_program("shaders/color_cube.vs",
+ "shaders/color_cube.fs");
+
+ U32 skybox_matrices = glGetUniformBlockIndex(skybox_shader, "Matrices");
+ U32 cube_matrices = glGetUniformBlockIndex(cube_shader, "Matrices");
+ U32 color_cube_matrices = glGetUniformBlockIndex(color_cube_shader, "Matrices");
+
+ glUniformBlockBinding(skybox_shader, skybox_matrices, 0);
+ glUniformBlockBinding(cube_shader, cube_matrices, 0);
+ glUniformBlockBinding(color_cube_shader, color_cube_matrices, 0);
+
+ U32 matrices_ubo;
+ glGenBuffers(1, &matrices_ubo);
+ glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo);
+ glBufferData(GL_UNIFORM_BUFFER, 2*sizeof(MAT4), 0, GL_STATIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ glBindBufferRange(GL_UNIFORM_BUFFER, 0, matrices_ubo, 0, 2*sizeof(MAT4));
+
+ U32 grid_texture = load_texture("../data/textures/grid.png");
+
+ const char *cube_texture_filenames[6] = {
+ "../data/textures/skybox/right.jpg",
+ "../data/textures/skybox/left.jpg",
+ "../data/textures/skybox/top.jpg",
+ "../data/textures/skybox/bottom.jpg",
+ "../data/textures/skybox/front.jpg",
+ "../data/textures/skybox/back.jpg"
+ };
+ U32 skybox_texture = load_cubemap(cube_texture_filenames);
+
+ 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 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, 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);
+
+ a = 1.0f;
+ F32 skybox_cube_vertices[] = {
+ -a, -a, -a,
+ a, -a, -a,
+ a, a, -a,
+ a, a, -a,
+ -a, a, -a,
+ -a, -a, -a,
+
+ -a, -a, a,
+ a, -a, a,
+ a, a, a,
+ a, a, a,
+ -a, a, a,
+ -a, -a, a,
+
+ -a, a, a,
+ -a, a, -a,
+ -a, -a, -a,
+ -a, -a, -a,
+ -a, -a, a,
+ -a, a, a,
+
+ a, a, a,
+ a, a, -a,
+ a, -a, -a,
+ a, -a, -a,
+ a, -a, a,
+ a, a, a,
+
+ -a, -a, -a,
+ a, -a, -a,
+ a, -a, a,
+ a, -a, a,
+ -a, -a, a,
+ -a, -a, -a,
+
+ -a, a, -a,
+ a, a, -a,
+ a, a, a,
+ a, a, a,
+ -a, a, a,
+ -a, a, -a,
+ };
+
+ U32 skybox_cube_vao;
+ glGenVertexArrays(1, &skybox_cube_vao);
+ glBindVertexArray(skybox_cube_vao);
+ glGenBuffers(1, &vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(skybox_cube_vertices), skybox_cube_vertices, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(F32), (void *)0);
+ glBindVertexArray(0);
+
+ F32 target_fps = 60.0f;
+ F32 target_spf = 1.0f/target_fps;
+ camera_pos = v3f(0.0f, 1.0f, 3.0f);
+ F32 yaw = 0.0f, pitch = 0.0f;
+
+ F32 last_time = glfwGetTime();
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LEQUAL);
+
+ MAT4 view, projection;
+ projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f);
+ glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(MAT4), (const void *)&projection);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ view = mat4_make_translate(v3f_negate(camera_pos));
+ view = mat4_rotate_angles(view, v3f(pitch, yaw, 0.0f));
+
+ while (!glfwWindowShouldClose(window))
+ {
+ glfwPollEvents();
+
+ /* INFO(pryazha): update */
+
+ V3F left, up, forward;
+
+ left = v3f(-view.m0.x, -view.m1.x, -view.m2.x);
+ up = v3f(view.m0.y, view.m1.y, view.m2.y);
+ forward = v3f(-view.m0.z, -view.m1.z, -view.m2.z);
+
+ 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);
+
+ /* NOTE(pryazha): Mouse handling */
+ F32 sensitivity = 0.1f;
+ input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity);
+ yaw += input.mouse_offset.x;
+ pitch += input.mouse_offset.y;
+ if (pitch > 89.0f)
+ pitch = 89.0f;
+ if (pitch < -89.0f)
+ pitch = -89.0f;
+ input.mouse_offset = v2f_zero();
+
+ view = mat4_make_translate(v3f_negate(camera_pos));
+ view = mat4_rotate_angles(view, v3f(pitch, yaw, 0.0f));
+ glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER, sizeof(MAT4), sizeof(MAT4), (const void *)&view);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ /* NOTE(pryazha): Render */
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glUseProgram(cube_shader);
+ shader_set_mat4fv(cube_shader, "model", mat4_make_translate(v3f(-2.0f, 0.0f, 0.0f)));
+ glBindTexture(GL_TEXTURE_2D, grid_texture);
+ glBindVertexArray(cube_vao);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindVertexArray(0);
+
+ glUseProgram(cube_shader);
+ shader_set_mat4fv(cube_shader, "model", transform_apply(platform_position));
+ glBindTexture(GL_TEXTURE_2D, grid_texture);
+ glBindVertexArray(cube_vao);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindVertexArray(0);
+
+ glUseProgram(color_cube_shader);
+ shader_set_mat4fv(cube_shader, "model", mat4_make_translate(v3f(2.0f, 0.0f, 0.0f)));
+ glBindVertexArray(cube_vao);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glBindVertexArray(0);
+
+ glUseProgram(skybox_shader);
+ MAT4 rotate_view = mat4_identity();
+ rotate_view.m0 = v4f(view.m0.x, view.m0.y, view.m0.z, 0.0f);
+ rotate_view.m1 = v4f(view.m1.x, view.m1.y, view.m1.z, 0.0f);
+ rotate_view.m2 = v4f(view.m2.x, view.m2.y, view.m2.z, 0.0f);
+ glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER, sizeof(MAT4), sizeof(MAT4), (const void *)&rotate_view);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ glBindVertexArray(skybox_cube_vao);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_texture);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ 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);
+}