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 /uniform_buffer/uniform_buffer.c | |
parent | 1ee094199af9c169e1ccaa53c7b0c186c4a3639e (diff) |
restructure
Diffstat (limited to 'uniform_buffer/uniform_buffer.c')
-rw-r--r-- | uniform_buffer/uniform_buffer.c | 390 |
1 files changed, 0 insertions, 390 deletions
diff --git a/uniform_buffer/uniform_buffer.c b/uniform_buffer/uniform_buffer.c deleted file mode 100644 index ddd5d33..0000000 --- a/uniform_buffer/uniform_buffer.c +++ /dev/null @@ -1,390 +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; -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); -} |