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-rwxr-xr-xadvanced_opengl/10.antialiasing/anti_aliasing_msaabin1277808 -> 1279192 bytes
-rw-r--r--advanced_opengl/10.antialiasing/anti_aliasing_msaa.c309
-rwxr-xr-xadvanced_opengl/10.antialiasing/anti_aliasing_offscreenbin1278840 -> 1284864 bytes
-rw-r--r--advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c453
-rw-r--r--advanced_opengl/10.antialiasing/shaders/color.frag (renamed from advanced_opengl/10.antialiasing/shaders/color.fs)3
-rw-r--r--advanced_opengl/10.antialiasing/shaders/color.vert (renamed from advanced_opengl/10.antialiasing/shaders/color.vs)7
-rw-r--r--advanced_opengl/10.antialiasing/shaders/screen.frag (renamed from advanced_opengl/10.antialiasing/shaders/screen.fs)21
-rw-r--r--advanced_opengl/10.antialiasing/shaders/screen.vert (renamed from advanced_opengl/10.antialiasing/shaders/screen.vs)3
8 files changed, 314 insertions, 482 deletions
diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_msaa b/advanced_opengl/10.antialiasing/anti_aliasing_msaa
index 36811f7..694aa7d 100755
--- a/advanced_opengl/10.antialiasing/anti_aliasing_msaa
+++ b/advanced_opengl/10.antialiasing/anti_aliasing_msaa
Binary files differ
diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c b/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c
index 65a5b01..250ab97 100644
--- a/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c
+++ b/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c
@@ -2,207 +2,126 @@
#include "GLFW/glfw3.h"
#include "pwyazh.h"
-
#include "pwyazh_GL.h"
#include "common.h"
-#include <unistd.h>
+int main(void)
+{
+ GLFWwindow *window;
+ Arena *arena = 0;
+ Mesh *cube;
+ Input input;
+ F32 target_fps, target_spf, last_time;
+ MAT4 proj, view, model;
+ State state;
+ S32 width, height;
+ U32 color_shader;
-static S32 global_width = 1024, global_height = 768;
-static Input global_input;
+ if (glfwInit() == GLFW_FALSE) {
+ fprintf(stderr, "[ERROR] Failed to initialize glfw.\n");
+ return(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: {
- 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_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_LEFT: {
- global_input.action_left.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_ESCAPE: {
- global_input.exit.state = KeyState_RELEASE;
- } break;
- }
- } break;
- }
-}
+ width = 1024;
+ height = 768;
-void
-window_resize_callback(GLFWwindow* window, int width, int height)
-{
- global_width = width;
- global_height = height;
- glViewport(0, 0, global_width, global_height);
-}
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_SAMPLES, 4);
+ window = glfwCreateWindow(width, height, "Anti Aliasing (MSAA)", 0, 0);
+ if (!window) {
+ fprintf(stderr, "[ERROR] Failed to create window.\n");
+ glfwTerminate();
+ return(1);
+ }
-int
-main(void)
-{
- GLFWwindow *window;
- Arena *arena = 0;
- F32 target_fps, target_spf,
- last_time, dt;
- MAT4 projection, view, model;
- V3F camera_pos;
- F32 camera_speed, fovx, near, far;
- U32 color_shader;
-
- if (glfwInit() == GLFW_FALSE)
- {
- fprintf(stderr, "[ERROR] Failed to initialize glfw.\n");
- return(1);
- }
-
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- glfwWindowHint(GLFW_SAMPLES, 4);
- window = glfwCreateWindow(global_width, global_height, "Anti Aliasing (MSAA)", 0, 0);
- if (!window)
- {
- fprintf(stderr, "[ERROR] Failed to create window.\n");
- glfwTerminate();
- return(1);
- }
-
- glfwMakeContextCurrent(window);
-
- glfwSetKeyCallback(window, key_callback);
- glfwSetWindowSizeCallback(window, window_resize_callback);
-
- if (glewInit() != GLEW_OK)
- {
- fprintf(stderr, "[ERROR] Failed to initialize glew.\n");
- glfwTerminate();
- return(1);
- }
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_MULTISAMPLE);
-
- arena = arena_alloc(Megabytes(64));
-
- Mesh *cube_mesh = mesh_load_obj(arena, "../../data/models/cube.obj");
- color_shader = create_shader_program("shaders/color.vs",
- "shaders/color.fs");
-
- target_fps = 60.0f;
- target_spf = 1.0f/target_fps;
-
- camera_pos = v3f(0.0f, 0.0f, 3.0f);
- camera_speed = 2.0f;
- fovx = 90.0f;
- near = 0.1f;
- far = 1000.0f;
-
- last_time = glfwGetTime();
-
- while (!glfwWindowShouldClose(window))
- {
- glfwPollEvents();
-
- /* NOTE(pryazha): Update */
- if (key_is_pressed(global_input.exit))
- glfwSetWindowShouldClose(window, GLFW_TRUE);
-
- V3F camera_dv = get_dv_camera_orbital(&global_input, camera_pos,
- v3f_zero(), dt, camera_speed);
- camera_pos = v3f_add(camera_pos, camera_dv);
-
- projection = perspective(fovx, (F32)global_width/(F32)global_height, near, far);
- view = look_at(camera_pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
- model = mat4_identity();
-
- input_update_last_state(&global_input);
-
- /* NOTE(pryazha): Render */
- glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glUseProgram(color_shader);
- shader_set_mat4fv(color_shader, "projection", projection);
- shader_set_mat4fv(color_shader, "view", view);
- shader_set_mat4fv(color_shader, "model", model);
- mesh_draw(cube_mesh);
-
- 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;
- }
-
- arena_release(arena);
- glfwTerminate();
- return(0);
+ glfwMakeContextCurrent(window);
+
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+
+ if (glewInit() != GLEW_OK) {
+ fprintf(stderr, "[ERROR] Failed to initialize glew.\n");
+ glfwTerminate();
+ return(1);
+ }
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_MULTISAMPLE);
+
+ arena = arena_alloc(Kilobytes(4));
+
+ cube = mesh_load_obj(arena, "../../data/models/cube.obj");
+ color_shader = create_shader_program("shaders/color.vert",
+ "shaders/color.frag");
+
+ state.camera = (Camera) {
+ v3f(0.0f, 0.0f, 3.0f),
+ 90.0f, 0.1f, 1000.0f,
+ 0.0f, 0.0f
+ };
+ input = input_init();
+
+ target_fps = 60.0f;
+ target_spf = 1.0f/target_fps;
+ last_time = glfwGetTime();
+
+ while (!glfwWindowShouldClose(window)) {
+ glfwPollEvents();
+
+ /* NOTE(pryazha): Update */
+ glfwGetFramebufferSize(window, &width, &height);
+ process_glfw_keyboard(window, &input);
+ process_glfw_mouse_pos(window, &input);
+
+ if (key_first_press(input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+
+ V3F dv = get_dv_camera_first_person(&input, &state.camera,
+ 4.0f, state.dt);
+ state.camera.pos = v3f_add(state.camera.pos, dv);
+
+ F32 sensitivity = 0.1f;
+ input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity);
+ state.camera.yaw += input.mouse_offset.x;
+ state.camera.pitch += input.mouse_offset.y;
+ if (state.camera.pitch > 89.0f)
+ state.camera.pitch = 89.0f;
+ if (state.camera.pitch < -89.0f)
+ state.camera.pitch = -89.0f;
+
+ input_update_last_state(&input);
+
+ view = get_view_matrix(&state.camera);
+ proj = perspective(state.camera.fovx, (F32)width/(F32)height,
+ state.camera.near, state.camera.far);
+ model = mat4_identity();
+
+ /* NOTE(pryazha): Render */
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glUseProgram(color_shader);
+ shader_set_mat4fv(color_shader, "proj", proj);
+ shader_set_mat4fv(color_shader, "view", view);
+ shader_set_mat4fv(color_shader, "model", model);
+ mesh_draw(cube);
+
+ 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();
+ state.dt = current_time-last_time;
+ last_time = current_time;
+ }
+
+ arena_release(arena);
+ glfwTerminate();
+ return(0);
}
diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen
index c8a241c..db7f6ec 100755
--- a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen
+++ b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen
Binary files differ
diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c
index 5c6debb..31f3cae 100644
--- a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c
+++ b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c
@@ -2,275 +2,200 @@
#include "GLFW/glfw3.h"
#include "pwyazh.h"
-
#include "pwyazh_GL.h"
#include "common.h"
-#include <unistd.h>
+int main(void)
+{
+ GLFWwindow *window;
+ Arena *arena = 0;
+ Mesh *cube;
+ F32 target_fps, target_spf, last_time;
+ MAT4 proj, view, model;
+ U32 fbo, intermediate_fbo, color_tex,
+ screen_texture, rbo,
+ quad_vao, vbo, color_shader,
+ screen_shader;
+ S32 width, height;
+ State state;
+ Input input;
-#define WIDTH 1024
-#define HEIGHT 768
-static Input global_input;
+ if (glfwInit() == GLFW_FALSE) {
+ fprintf(stderr, "[ERROR] Failed to initialize glfw.\n");
+ return(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: {
- 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_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_LEFT: {
- global_input.action_left.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_ESCAPE: {
- global_input.exit.state = KeyState_RELEASE;
- } break;
- }
- } break;
- }
-}
+ width = 1024;
+ height = 768;
-int
-main(void)
-{
- GLFWwindow *window;
- Arena *arena = 0;
- F32 target_fps, target_spf,
- last_time, dt;
- MAT4 projection, view, model;
- V3F camera_pos;
- F32 camera_speed, fovx, near, far;
- U32 fbo, intermediate_fbo, color_tex,
- screen_texture, rbo,
- quad_vao, vbo,
- color_shader, screen_shader;
-
- if (glfwInit() == GLFW_FALSE)
- {
- fprintf(stderr, "[ERROR] Failed to initialize glfw.\n");
- return(1);
- }
-
- glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- window = glfwCreateWindow(WIDTH, HEIGHT, "Anti Aliasing (Off-screen)", 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);
- }
-
- arena = arena_alloc(Megabytes(64));
-
- Mesh *cube_mesh = mesh_load_obj(arena, "../../data/models/cube.obj");
- color_shader = create_shader_program("shaders/color.vs",
- "shaders/color.fs");
- screen_shader = create_shader_program("shaders/screen.vs",
- "shaders/screen.fs");
- glGenFramebuffers(1, &fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glGenTextures(1, &color_tex);
- glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, color_tex);
- glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB,
- WIDTH, HEIGHT, GL_TRUE);
- glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D_MULTISAMPLE, color_tex, 0);
- glGenRenderbuffers(1, &rbo);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, 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");
- fprintf(stdout, "[INFO]: Multisample fbo complete.\n");
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- glGenFramebuffers(1, &intermediate_fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, intermediate_fbo);
- glGenTextures(1, &screen_texture);
- glBindTexture(GL_TEXTURE_2D, screen_texture);
- 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);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, screen_texture, 0);
- if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
- fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n");
- fprintf(stdout, "[INFO]: Intermediate fbo complete.\n");
- glBindFramebuffer(GL_FRAMEBUFFER, 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);
-
- target_fps = 60.0f;
- target_spf = 1.0f/target_fps;
-
- camera_pos = v3f(0.0f, 0.0f, 3.0f);
- camera_speed = 2.0f;
- fovx = 90.0f;
- near = 0.1f;
- far = 1000.0f;
-
- last_time = glfwGetTime();
-
- while (!glfwWindowShouldClose(window))
- {
- glfwPollEvents();
-
- /* NOTE(pryazha): Update */
- if (key_is_pressed(global_input.exit))
- glfwSetWindowShouldClose(window, GLFW_TRUE);
-
- V3F camera_dv = get_dv_camera_orbital(&global_input, camera_pos,
- v3f_zero(), dt, camera_speed);
- camera_pos = v3f_add(camera_pos, camera_dv);
-
- projection = perspective(fovx, (F32)WIDTH/(F32)HEIGHT, near, far);
- view = look_at(camera_pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
- model = mat4_identity();
-
- input_update_last_state(&global_input);
-
- /* NOTE(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);
- glUseProgram(color_shader);
- shader_set_mat4fv(color_shader, "projection", projection);
- shader_set_mat4fv(color_shader, "view", view);
- shader_set_mat4fv(color_shader, "model", model);
- mesh_draw(cube_mesh);
-
- glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediate_fbo);
- /* TODO(pryazha): Update width and height */
- glBlitFramebuffer(0, 0, WIDTH, HEIGHT,
- 0, 0, WIDTH, HEIGHT,
- GL_COLOR_BUFFER_BIT, GL_NEAREST);
-
- 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, screen_texture);
- glBindVertexArray(quad_vao);
- 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;
- }
-
- arena_release(arena);
- glfwTerminate();
- return(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, "Anti Aliasing (Off-screen)", 0, 0);
+ if (!window) {
+ fprintf(stderr, "[ERROR] Failed to create window.\n");
+ glfwTerminate();
+ return(1);
+ }
+
+ glfwMakeContextCurrent(window);
+
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+
+ if (glewInit() != GLEW_OK) {
+ fprintf(stderr, "[ERROR] Failed to initialize glew.\n");
+ glfwTerminate();
+ return(1);
+ }
+
+ arena = arena_alloc(Kilobytes(4));
+
+ cube = mesh_load_obj(arena, "../../data/models/cube.obj");
+ color_shader = create_shader_program("shaders/color.vert",
+ "shaders/color.frag");
+ screen_shader = create_shader_program("shaders/screen.vert",
+ "shaders/screen.frag");
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glGenTextures(1, &color_tex);
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, color_tex);
+ glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB,
+ width, height, GL_TRUE);
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D_MULTISAMPLE, color_tex, 0);
+ glGenRenderbuffers(1, &rbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, 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");
+ fprintf(stdout, "[INFO]: Multisample fbo complete.\n");
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ glGenFramebuffers(1, &intermediate_fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, intermediate_fbo);
+ glGenTextures(1, &screen_texture);
+ glBindTexture(GL_TEXTURE_2D, screen_texture);
+ 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);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, screen_texture, 0);
+ if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
+ fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n");
+ fprintf(stdout, "[INFO]: Intermediate fbo complete.\n");
+ glBindFramebuffer(GL_FRAMEBUFFER, 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);
+
+ state.camera = (Camera) {
+ v3f(0.0f, 0.0f, 3.0f),
+ 90.0f, 0.1f, 1000.0f,
+ 0.0f, 0.0f
+ };
+ input = input_init();
+
+ target_fps = 60.0f;
+ target_spf = 1.0f/target_fps;
+ last_time = glfwGetTime();
+
+ while (!glfwWindowShouldClose(window))
+ {
+ glfwPollEvents();
+
+ /* NOTE(pryazha): Update */
+ glfwGetFramebufferSize(window, &width, &height);
+ process_glfw_keyboard(window, &input);
+ process_glfw_mouse_pos(window, &input);
+
+ if (key_first_press(input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+
+ V3F dv = get_dv_camera_first_person(&input, &state.camera,
+ 4.0f, state.dt);
+ state.camera.pos = v3f_add(state.camera.pos, dv);
+
+ F32 sensitivity = 0.1f;
+ input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity);
+ state.camera.yaw += input.mouse_offset.x;
+ state.camera.pitch += input.mouse_offset.y;
+ if (state.camera.pitch > 89.0f)
+ state.camera.pitch = 89.0f;
+ if (state.camera.pitch < -89.0f)
+ state.camera.pitch = -89.0f;
+
+ input_update_last_state(&input);
+
+ view = get_view_matrix(&state.camera);
+ proj = perspective(state.camera.fovx, (F32)width/(F32)height,
+ state.camera.near, state.camera.far);
+ model = mat4_identity();
+
+ /* NOTE(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);
+ glUseProgram(color_shader);
+ shader_set_mat4fv(color_shader, "proj", proj);
+ shader_set_mat4fv(color_shader, "view", view);
+ shader_set_mat4fv(color_shader, "model", model);
+ mesh_draw(cube);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediate_fbo);
+ glBlitFramebuffer(0, 0, width, height,
+ 0, 0, width, height,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+ 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, screen_texture);
+ glBindVertexArray(quad_vao);
+ 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();
+ state.dt = current_time-last_time;
+ last_time = current_time;
+ }
+
+ arena_release(arena);
+ glfwTerminate();
+ return(0);
}
diff --git a/advanced_opengl/10.antialiasing/shaders/color.fs b/advanced_opengl/10.antialiasing/shaders/color.frag
index 542143e..b4a31df 100644
--- a/advanced_opengl/10.antialiasing/shaders/color.fs
+++ b/advanced_opengl/10.antialiasing/shaders/color.frag
@@ -2,8 +2,7 @@
out vec4 frag_color;
-void
-main(void)
+void main(void)
{
frag_color = vec4(0.76, 0.47, 0.84, 1.0);
}
diff --git a/advanced_opengl/10.antialiasing/shaders/color.vs b/advanced_opengl/10.antialiasing/shaders/color.vert
index ade669b..a8b1247 100644
--- a/advanced_opengl/10.antialiasing/shaders/color.vs
+++ b/advanced_opengl/10.antialiasing/shaders/color.vert
@@ -1,12 +1,11 @@
#version 330 core
layout(location = 0) in vec3 apos;
-uniform mat4 projection;
+uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
-void
-main(void)
+void main(void)
{
- gl_Position = projection*view*model*vec4(apos, 1.0);
+ gl_Position = proj*view*model*vec4(apos, 1.0);
}
diff --git a/advanced_opengl/10.antialiasing/shaders/screen.fs b/advanced_opengl/10.antialiasing/shaders/screen.frag
index 183d490..5ccc843 100644
--- a/advanced_opengl/10.antialiasing/shaders/screen.fs
+++ b/advanced_opengl/10.antialiasing/shaders/screen.frag
@@ -6,15 +6,13 @@ in vec2 tex_coords;
uniform sampler2D texture1;
-vec4
-inversion()
+vec4 inversion()
{
vec4 result = vec4(1.0-vec3(texture(texture1, tex_coords)), 1.0);
return(result);
}
-vec4
-grayscale_average()
+vec4 grayscale_average()
{
vec4 tex_color = texture(texture1, tex_coords);
float average = (tex_color.r+tex_color.g+tex_color.b)/3.0;
@@ -22,8 +20,7 @@ grayscale_average()
return(result);
}
-vec4
-grayscale_weights()
+vec4 grayscale_weights()
{
vec4 tex_color = texture(texture1, tex_coords);
float average = 0.2126*tex_color.r+0.7152*tex_color.g+0.0722*tex_color.b;
@@ -33,8 +30,7 @@ grayscale_weights()
const float offset = 1.0/300.0;
-vec4
-kernel_effect(float[9] kernel)
+vec4 kernel_effect(float[9] kernel)
{
vec2 offsets[9] = vec2[](
vec2(-offset, offset), /* top-left */
@@ -49,13 +45,8 @@ kernel_effect(float[9] kernel)
);
vec3 sample_texture[9];
- for (int offset_index = 0;
- offset_index < 9;
- ++offset_index)
- {
- sample_texture[offset_index] =
- vec3(texture(texture1, tex_coords+offsets[offset_index]));
- }
+ for (int i = 0; i < 9; ++i)
+ sample_texture[i] = vec3(texture(texture1, tex_coords+offsets[i]));
vec3 color = vec3(0.0);
for (int i = 0; i < 9; ++i)
diff --git a/advanced_opengl/10.antialiasing/shaders/screen.vs b/advanced_opengl/10.antialiasing/shaders/screen.vert
index 1f233ee..e473ddd 100644
--- a/advanced_opengl/10.antialiasing/shaders/screen.vs
+++ b/advanced_opengl/10.antialiasing/shaders/screen.vert
@@ -4,8 +4,7 @@ layout(location = 1) in vec2 atex_coords;
out vec2 tex_coords;
-void
-main(void)
+void main(void)
{
gl_Position = vec4(apos, 1.0);
tex_coords = atex_coords;