diff options
Diffstat (limited to 'advanced_lighting/1.blinn_phong/blinn_phong.c')
-rw-r--r-- | advanced_lighting/1.blinn_phong/blinn_phong.c | 364 |
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); } |