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-rw-r--r--advanced_lighting/1.blinn_phong/blinn_phong.c364
1 files changed, 120 insertions, 244 deletions
diff --git a/advanced_lighting/1.blinn_phong/blinn_phong.c b/advanced_lighting/1.blinn_phong/blinn_phong.c
index 6bbd70a..404df05 100644
--- a/advanced_lighting/1.blinn_phong/blinn_phong.c
+++ b/advanced_lighting/1.blinn_phong/blinn_phong.c
@@ -1,258 +1,134 @@
-#include "pwyazh.h"
-
#include "GL/glew.h"
#include "GLFW/glfw3.h"
+#include "pwyazh.h"
#include "pwyazh_GL.h"
#include "common.h"
-static S32 global_width = 1024, global_height = 768;
-static Input global_input;
-static V3F camera_dp = (V3F){ 0.0f, 0.0f, 0.0f };
-static V3F light_pos = (V3F){ 0.0f, 0.0f, 0.0f };
-static S32 blinn = 0;
-
-void
-key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+int main(void)
{
- switch (action)
- {
- case GLFW_PRESS: {
- switch (key)
- {
- case GLFW_KEY_D: {
- global_input.move_right.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_W: {
- global_input.move_forward.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_A: {
- global_input.move_left.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_S: {
- global_input.move_backward.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_E: {
- global_input.move_up.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_Q: {
- global_input.move_down.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_SPACE: {
- global_input.jump.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_RIGHT: {
- global_input.action_right.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_UP: {
- global_input.action_up.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_LEFT: {
- global_input.action_left.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_ESCAPE: {
- global_input.exit.state = KeyState_PRESS;
- } break;
- }
- } break;
-
- case GLFW_RELEASE: {
- switch (key)
- {
- case GLFW_KEY_D: {
- global_input.move_right.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_W: {
- global_input.move_forward.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_A: {
- global_input.move_left.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_S: {
- global_input.move_backward.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_E: {
- global_input.move_up.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_Q: {
- global_input.move_down.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_SPACE: {
- global_input.jump.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_RIGHT: {
- global_input.action_right.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_UP: {
- global_input.action_up.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_LEFT: {
- global_input.action_left.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_ESCAPE: {
- global_input.exit.state = KeyState_RELEASE;
- } break;
- }
- } break;
- }
-}
+ GLFWwindow *window;
+ State state;
+ S32 width, height;
+ Input input;
+ Arena *arena;
+ F64 time, last_time;
+ U32 texture;
+ S32 blinn = 0;
+ V3F light_pos = (V3F){ 0.0f, 0.0f, 0.0f };
-void
-resize_callback(GLFWwindow* window, int width, int height)
-{
- global_width = width;
- global_height = height;
- glViewport(0, 0, global_width, global_height);
-}
+ glfwSetErrorCallback(error_callback);
-void
-error_callback(int error, const char *desc)
-{
- fprintf(stderr, "[ERROR] GLFW: %s\n", desc);
-}
+ if (glfwInit() == GLFW_FALSE)
+ return(1);
-void
-update(State *state)
-{
- V3F camera_dv = get_dv_camera_orbital(&global_input, state->camera.pos,
- v3f_zero(), state->dt, 2.0f);
- if (key_is_pressed(global_input.action_up)) {
- camera_dv = v3f_scalef(camera_dv, 3.0f);
- }
- camera_dp = v3f_add(camera_dp, camera_dv);
- camera_dp = v3f_scalef(camera_dp, 0.7f);
- state->camera.pos = v3f_add(state->camera.pos, camera_dp);
-
- if (key_first_press(global_input.jump))
- blinn = blinn ? 0 : 1;
-
- input_update_last_state(&global_input);
-}
+ width = 1024;
+ height = 768;
-void
-render(State *state, U32 *shaders, U32 texture, Mesh **meshes)
-{
- MAT4 projection, view, model;
- U32 shader;
- Mesh *mesh;
-
- glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- projection = perspective(state->camera.fovx, (F32)global_width/(F32)global_height,
- state->camera.near, state->camera.far);
- view = look_at(state->camera.pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
- model = mat4_identity();
-
- U32 mesh_index = 0;
- shader = shaders[mesh_index];
- mesh = meshes[mesh_index];
- glUseProgram(shader);
- shader_set_mat4fv(shader, "projection", projection);
- shader_set_mat4fv(shader, "view", view);
- shader_set_mat4fv(shader, "model", model);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, texture);
- shader_set_3fv(shader, "light_pos", light_pos);
- shader_set_3fv(shader, "view_pos", state->camera.pos);
- shader_set_1i(shader, "blinn", blinn);
- mesh_draw(mesh);
- mesh_index++;
-
- shader = shaders[mesh_index];
- mesh = meshes[mesh_index];
- glUseProgram(shader);
- shader_set_mat4fv(shader, "projection", projection);
- shader_set_mat4fv(shader, "view", view);
- model = mat4_make_scale(v3f(0.1f, 0.1f, 0.1f));
- shader_set_mat4fv(shader, "model", model);
- mesh_draw(mesh);
-
- glBindTexture(GL_TEXTURE_2D, 0);
-}
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_SAMPLES, 4);
+ window = glfwCreateWindow(width, height, "Blinn-Phong shading", 0, 0);
+ if (!window)
+ goto error;
-int
-main(void)
-{
- GLFWwindow *window;
- Arena *arena;
- State state;
- Mesh *meshes[2];
- U32 shaders[2];
- F64 time, last_time;
- U32 texture;
-
- glfwSetErrorCallback(error_callback);
-
- if (glfwInit() == GLFW_FALSE)
- return(1);
-
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_SAMPLES, 4);
- window = glfwCreateWindow(global_width, global_height, "Blinn-Phong shading", 0, 0);
- if (!window)
- goto error;
-
- glfwSetKeyCallback(window, key_callback);
- glfwSetWindowSizeCallback(window, resize_callback);
-
- glfwMakeContextCurrent(window);
-
- if (glewInit() != GLEW_OK)
- goto error;
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_MULTISAMPLE);
-
- /* NOTE(pryazha): init */
- arena = arena_alloc(Megabytes(64));
-
- state.camera = (Camera){ v3f(0.0f, 0.0f, 3.0f), 90.0f, 0.1f, 1000.0f };
-
- Vertex vertices[] = {
- // positions // normals // texcoords
- vertex(v3f( 10.0f, -0.5f, 10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 0.0f)),
- vertex(v3f(-10.0f, -0.5f, 10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 0.0f)),
- vertex(v3f(-10.0f, -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 10.0f)),
-
- vertex(v3f( 10.0f, -0.5f, 10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 0.0f)),
- vertex(v3f(-10.0f, -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 10.0f)),
- vertex(v3f( 10.0f, -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 10.0f))
- };
- U32 indices[] = { 0, 1, 2, 3, 4, 5 };
- meshes[0] = mesh_init(arena, vertices, 6, indices, 6);
- meshes[1] = mesh_load_obj(arena, "../../data/models/cube.obj");
-
- shaders[0] = create_shader_program("shaders/blinn_phong.vs", "shaders/blinn_phong.fs");
- shaders[1] = create_shader_program("shaders/light.vs", "shaders/light.fs");
-
- texture = load_texture("../../data/textures/wood.png");
-
- last_time = glfwGetTime();
-
- while (!glfwWindowShouldClose(window))
- {
- glfwPollEvents();
- if (key_first_press(global_input.exit))
- glfwSetWindowShouldClose(window, GLFW_TRUE);
- update(&state);
- render(&state, shaders, texture, meshes);
- glfwSwapBuffers(window);
-
- time = glfwGetTime();
- state.dt = time-last_time;
- last_time = time;
-#if 0
- fprintf(stdout, "[INFO]: dt: %f\n", state.dt);
-#endif
- }
-
- glfwTerminate();
- return(0);
-
- error:
- glfwTerminate();
- return(1);
+ glfwMakeContextCurrent(window);
+
+ if (glewInit() != GLEW_OK)
+ goto error;
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_MULTISAMPLE);
+
+ /* NOTE(pryazha): init */
+ arena = arena_alloc(Megabytes(64));
+
+ state.camera = (Camera){ v3f(0.0f, 0.0f, 3.0f), 90.0f, 0.1f, 1000.0f, 0.0f, 0.0f };
+
+ Vertex vertices[] = {
+ // positions // normals // texcoords
+ vertex(v3f( 10.0f, -0.5f, 10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 0.0f)),
+ vertex(v3f(-10.0f, -0.5f, 10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 0.0f)),
+ vertex(v3f(-10.0f, -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 10.0f)),
+
+ vertex(v3f( 10.0f, -0.5f, 10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 0.0f)),
+ vertex(v3f(-10.0f, -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 10.0f)),
+ vertex(v3f( 10.0f, -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 10.0f))
+ };
+ U32 indices[] = { 0, 1, 2, 3, 4, 5 };
+ Mesh *quad = mesh_init(arena, vertices, 6, indices, 6);
+ Mesh *cube = mesh_load_obj(arena, "../../data/models/cube.obj");
+
+ U32 blinn_phong_shader = create_shader_program("shaders/blinn_phong.vert", "shaders/blinn_phong.frag");
+ U32 light_shader = create_shader_program("shaders/light.vert", "shaders/light.frag");
+
+ texture = load_texture("../../data/textures/wood.png");
+
+ last_time = glfwGetTime();
+
+ while (!glfwWindowShouldClose(window)) {
+ glfwPollEvents();
+
+ /* INFO(pryazha): Update */
+ process_glfw_keyboard(window, &input);
+ glfwGetFramebufferSize(window, &width, &height);
+
+ V3F target = v3f_zero();
+
+ if (key_first_press(input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+
+ if (key_first_press(input.jump))
+ blinn = blinn ? 0 : 1;
+
+ V3F dv = get_dv_camera_orbital(&input, state.camera.pos,
+ target, state.dt, 3.0f);
+ state.camera.pos = v3f_add(state.camera.pos, dv);
+
+ input_update_last_state(&input);
+
+ /* NOTE(pryazha): Render */
+ MAT4 proj, view, model;
+
+ view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f));
+ proj = perspective(state.camera.fovx, (F32)width/(F32)height,
+ state.camera.near, state.camera.far);
+ model = mat4_identity();
+
+ glViewport(0, 0, width, height);
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glUseProgram(blinn_phong_shader);
+ shader_set_mat4fv(blinn_phong_shader, "proj", proj);
+ shader_set_mat4fv(blinn_phong_shader, "view", view);
+ shader_set_mat4fv(blinn_phong_shader, "model", model);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texture);
+ shader_set_3fv(blinn_phong_shader, "light_pos", light_pos);
+ shader_set_3fv(blinn_phong_shader, "view_pos", state.camera.pos);
+ shader_set_1i(blinn_phong_shader, "blinn", blinn);
+ mesh_draw(quad);
+
+ glUseProgram(light_shader);
+ shader_set_mat4fv(light_shader, "proj", proj);
+ shader_set_mat4fv(light_shader, "view", view);
+ model = mat4_make_scale(v3f(0.1f, 0.1f, 0.1f));
+ shader_set_mat4fv(light_shader, "model", model);
+ mesh_draw(cube);
+
+ glfwSwapBuffers(window);
+
+ time = glfwGetTime();
+ state.dt = time-last_time;
+ last_time = time;
+ }
+
+ glfwTerminate();
+ return(0);
+
+error:
+ glfwTerminate();
+ return(1);
}