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-rwxr-xr-xadvanced_opengl/3.blending/blendingbin1287936 -> 1289368 bytes
-rw-r--r--advanced_opengl/3.blending/blending.c625
-rw-r--r--advanced_opengl/3.blending/shaders/blending.frag (renamed from advanced_opengl/3.blending/shaders/blending.fs)3
-rw-r--r--advanced_opengl/3.blending/shaders/blending.vert (renamed from advanced_opengl/3.blending/shaders/blending.vs)7
-rw-r--r--advanced_opengl/3.blending/shaders/grass.frag (renamed from advanced_opengl/3.blending/shaders/grass.fs)6
5 files changed, 271 insertions, 370 deletions
diff --git a/advanced_opengl/3.blending/blending b/advanced_opengl/3.blending/blending
index 40fe12a..c7a5ea0 100755
--- a/advanced_opengl/3.blending/blending
+++ b/advanced_opengl/3.blending/blending
Binary files differ
diff --git a/advanced_opengl/3.blending/blending.c b/advanced_opengl/3.blending/blending.c
index 9ac92ea..8142ab3 100644
--- a/advanced_opengl/3.blending/blending.c
+++ b/advanced_opengl/3.blending/blending.c
@@ -2,372 +2,277 @@
#include "GLFW/glfw3.h"
#include "pwyazh.h"
-
#include "pwyazh_GL.h"
#include "common.h"
-#include <unistd.h>
+int main(void)
+{
+ GLFWwindow *window;
+ State state;
+ S32 width, height;
+ Input input;
-#define WIDTH 1280
-#define HEIGHT 720
+ if (glfwInit() == GLFW_FALSE) {
+ fprintf(stderr, "[ERROR] Failed to initialize glfw.\n");
+ return(1);
+ }
-static V3F camera_pos;
-static F32 dt;
-static Input input;
+ width = 1024;
+ height = 768;
-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;
- }
-}
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ window = glfwCreateWindow(width, height, "Stencil testing", 0, 0);
+ if (!window) {
+ fprintf(stderr, "[ERROR] Failed to create window.\n");
+ glfwTerminate();
+ return(1);
+ }
-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, "Blending", 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);
- }
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- U32 shader = create_shader_program("shaders/blending.vs", "shaders/blending.fs");
- U32 grass_shader = create_shader_program("shaders/blending.vs", "shaders/grass.fs");
- U32 marble_texture = load_texture("../../data/textures/marble.jpg");
- U32 metal_texture = load_texture("../../data/textures/metal.png");
- U32 grass_texture = load_texture("../../data/textures/grass.png");
- U32 window_texture = load_texture("../../data/textures/window.png");
-
- 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 cube_positions[] = {
- transform_default(),
- transform_make_translate(v3f(a, 0.0f, -4.0f*a))
- };
-
- 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, quad_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);
-
- F32 quad_side = 1.0f;
- F32 quad_vertices[] = {
- /* NOTE(pryazha): left top triangle */
- -quad_side/2.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -quad_side/2.0f, quad_side, 0.0f, 0.0f, 1.0f,
- quad_side/2.0f, quad_side, 0.0f, 1.0f, 1.0f,
-
- /* NOTE(pryazha): right bottom triangle */
- -quad_side/2.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- quad_side/2.0f, quad_side, 0.0f, 1.0f, 1.0f,
- quad_side/2.0f, 0.0f, 0.0f, 1.0f, 0.0f
- };
-
- 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);
-
- Transform grass_positions[] = {
- transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(1.0f, -0.5f, 0.0f)),
- transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-1.5f, -0.5f, 2.0f)),
- transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, -0.5f, -1.0f)),
- transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(3.0f, -0.5f, 1.0f)),
- transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-2.0f, -0.5f, -3.0f))
- };
-
- Transform window_transforms[] = {
- transform_make_translate(v3f(0.0f, -0.5f, a+0.1f)),
- transform_make_translate(v3f(0.0f, -0.5f, 2.0f)),
- transform_make_translate(v3f(1.0f, -0.5f, -1.0f)),
- transform_make_translate(v3f(-2.0f, -0.5f, 0.5f)),
- transform_make_translate(v3f(-3.0f, -0.5f, -3.0f)),
- transform_make_translate(v3f(3.0f, -0.5f, 0.2)),
- };
-
- F32 angle = 0.0f;
- for (S32 window_index = 0;
- window_index < (S32)ArrayCount(window_transforms);
- ++window_index)
- {
- Transform *transform = window_transforms+window_index;
- *transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f));
- angle += 30.0f;
- }
-
- F32 target_fps = 60.0f;
- F32 target_spf = 1.0f/target_fps;
- camera_pos = v3f(0.0f, 0.0f, 3.0f);
-
- /* glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); */
-
- F32 last_time = glfwGetTime();
-
- while (!glfwWindowShouldClose(window))
- {
- glfwPollEvents();
-
- /* INFO(pryazha): update */
- V3F left, up, forward;
- V3F world_up = v3f(0.0f, 1.0f, 0.0f);
-
- forward = v3f_norm(v3f_sub(v3f(0.0f, 0.0f, 0.0f), camera_pos));
- left = v3f_norm(v3f_cross(world_up, forward));
- up = v3f_cross(forward, left);
-
- 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);
-
- Transform sorted_window_transforms[ArrayCount(window_transforms)];
- MemoryCopyArray(sorted_window_transforms, window_transforms);
- for (S32 i = 0; i < (S32)ArrayCount(sorted_window_transforms); ++i) {
- for (S32 pos_index = 1;
- pos_index < (S32)ArrayCount(sorted_window_transforms);
- ++pos_index)
- {
- F32 distance_left = v3f_length(v3f_sub(sorted_window_transforms[pos_index-1].translate, camera_pos));
- F32 distance_right = v3f_length(v3f_sub(sorted_window_transforms[pos_index].translate, camera_pos));
- if (distance_left < distance_right) {
- Transform temp = sorted_window_transforms[pos_index];
- sorted_window_transforms[pos_index] = sorted_window_transforms[pos_index-1];
- sorted_window_transforms[pos_index-1] = temp;
- }
- }
- }
-
- /* INFO(pryazha): Render */
- glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- MAT4 model, view, projection;
- view = look_at(camera_pos, v3f(0.0f, 0.0f, 0.0f), v3f(0.0f, 1.0f, 0.0f));
- projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f);
-
- glUseProgram(shader);
- shader_set_mat4fv(shader, "view", view);
- shader_set_mat4fv(shader, "projection", projection);
-
- glBindTexture(GL_TEXTURE_2D, marble_texture);
- glBindVertexArray(cube_vao);
- for (S32 transform_index = 0;
- transform_index < (S32)ArrayCount(cube_positions);
- ++transform_index)
- {
- model = transform_apply(cube_positions[transform_index]);
- shader_set_mat4fv(shader, "model", model);
- glDrawArrays(GL_TRIANGLES, 0, 36);
- }
-
- glBindTexture(GL_TEXTURE_2D, metal_texture);
- model = transform_apply(platform_position);
- shader_set_mat4fv(shader, "model", model);
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- glUseProgram(grass_shader);
- glBindTexture(GL_TEXTURE_2D, grass_texture);
- shader_set_mat4fv(shader, "view", view);
- shader_set_mat4fv(shader, "projection", projection);
- glBindVertexArray(quad_vao);
-
- F32 angle = 0.0f;
- for (S32 transform_index = 0;
- transform_index < (S32)ArrayCount(grass_positions);
- ++transform_index)
- {
- Transform *transform = grass_positions+transform_index;
- Transform new_transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f));
- shader_set_mat4fv(shader, "model", transform_apply(new_transform));
- glDrawArrays(GL_TRIANGLES, 0, 6);
- angle += 30.0f;
- }
-
- glUseProgram(shader);
- glBindTexture(GL_TEXTURE_2D, window_texture);
- shader_set_mat4fv(shader, "view", view);
- shader_set_mat4fv(shader, "projection", projection);
- for (S32 window_index = 0;
- window_index < (S32)ArrayCount(sorted_window_transforms);
- ++window_index)
- {
- MAT4 model = transform_apply(sorted_window_transforms[window_index]);
- shader_set_mat4fv(shader, "model", model);
- 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;
- }
-
- glfwTerminate();
- return(0);
+ glfwMakeContextCurrent(window);
+
+ if (glewInit() != GLEW_OK) {
+ fprintf(stderr, "[ERROR] Failed to initialize glew.\n");
+ glfwTerminate();
+ return(1);
+ }
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ U32 shader = create_shader_program("shaders/blending.vert", "shaders/blending.frag");
+ U32 grass_shader = create_shader_program("shaders/blending.vert", "shaders/grass.frag");
+ U32 marble_texture = load_texture("../../data/textures/marble.jpg");
+ U32 metal_texture = load_texture("../../data/textures/metal.png");
+ U32 grass_texture = load_texture("../../data/textures/grass.png");
+ U32 window_texture = load_texture("../../data/textures/window.png");
+
+ 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 cube_positions[] = {
+ transform_default(),
+ transform_make_translate(v3f(a, 0.0f, -4.0f*a))
+ };
+
+ V3F platform_pos = v3f(10.0f, 0.2f, 10.0f);
+ V3F platform_scale = v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f);
+ Transform platform_transform = transform_make_scale_translate(platform_pos,
+ platform_scale);
+
+ U32 cube_vao, quad_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);
+
+ F32 quad_side = 1.0f;
+ F32 quad_vertices[] = {
+ /* NOTE(pryazha): left top triangle */
+ -quad_side/2.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ -quad_side/2.0f, quad_side, 0.0f, 0.0f, 1.0f,
+ quad_side/2.0f, quad_side, 0.0f, 1.0f, 1.0f,
+
+ /* NOTE(pryazha): right bottom triangle */
+ -quad_side/2.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ quad_side/2.0f, quad_side, 0.0f, 1.0f, 1.0f,
+ quad_side/2.0f, 0.0f, 0.0f, 1.0f, 0.0f
+ };
+
+ 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);
+
+ Transform grass_positions[] = {
+ transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(1.0f, -0.5f, 0.0f)),
+ transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-1.5f, -0.5f, 2.0f)),
+ transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, -0.5f, -1.0f)),
+ transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(3.0f, -0.5f, 1.0f)),
+ transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-2.0f, -0.5f, -3.0f))
+ };
+
+ Transform window_transforms[] = {
+ transform_make_translate(v3f(0.0f, -0.5f, a+0.1f)),
+ transform_make_translate(v3f(0.0f, -0.5f, 2.0f)),
+ transform_make_translate(v3f(1.0f, -0.5f, -1.0f)),
+ transform_make_translate(v3f(-2.0f, -0.5f, 0.5f)),
+ transform_make_translate(v3f(-3.0f, -0.5f, -3.0f)),
+ transform_make_translate(v3f(3.0f, -0.5f, 0.2)),
+ };
+
+ F32 angle = 0.0f;
+ for (S32 i = 0; i < (S32)ArrayCount(window_transforms); ++i) {
+ Transform *transform = window_transforms+i;
+ *transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f));
+ angle += 30.0f;
+ }
+
+ state.camera = (Camera) {
+ v3f(0.0f, 0.0f, 3.0f),
+ 90.0f, 0.1f, 100.0f,
+ 0.0f, 0.0f
+ };
+
+ F32 target_fps = 60.0f;
+ F32 target_spf = 1.0f/target_fps;
+ F32 last_time = glfwGetTime();
+
+ while (!glfwWindowShouldClose(window)) {
+ glfwPollEvents();
+
+ process_glfw_keyboard(window, &input);
+ glfwGetFramebufferSize(window, &width, &height);
+
+ /* INFO(pryazha): Update */
+ V3F target = v3f_zero();
+
+ if (key_first_press(input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+
+ 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);
+
+ Transform sorted[ArrayCount(window_transforms)];
+ MemoryCopyArray(sorted, window_transforms);
+ for (S32 i = 0; i < (S32)ArrayCount(sorted); ++i) {
+ for (S32 j = 1; j < (S32)ArrayCount(sorted); ++j) {
+ F32 dist_left = v3f_length(v3f_sub(sorted[j-1].translate, state.camera.pos));
+ F32 dist_right = v3f_length(v3f_sub(sorted[j].translate, state.camera.pos));
+ if (dist_left < dist_right) {
+ Transform temp = sorted[j];
+ sorted[j] = sorted[j-1];
+ sorted[j-1] = temp;
+ }
+ }
+ }
+
+ /* INFO(pryazha): Render */
+ MAT4 model, view, proj;
+ 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);
+
+ glViewport(0, 0, width, height);
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glUseProgram(shader);
+ shader_set_mat4fv(shader, "view", view);
+ shader_set_mat4fv(shader, "proj", proj);
+ glBindTexture(GL_TEXTURE_2D, marble_texture);
+ glBindVertexArray(cube_vao);
+ for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) {
+ model = transform_apply(cube_positions[i]);
+ shader_set_mat4fv(shader, "model", model);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, metal_texture);
+ model = transform_apply(platform_transform);
+ shader_set_mat4fv(shader, "model", model);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glBindVertexArray(0);
+
+ glUseProgram(grass_shader);
+ glBindTexture(GL_TEXTURE_2D, grass_texture);
+ shader_set_mat4fv(shader, "view", view);
+ shader_set_mat4fv(shader, "proj", proj);
+ glBindVertexArray(quad_vao);
+ F32 angle = 0.0f;
+ for (S32 i = 0; i < (S32)ArrayCount(grass_positions); ++i) {
+ Transform *transform = grass_positions+i;
+ Transform new_transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f));
+ model = transform_apply(new_transform);
+ shader_set_mat4fv(shader, "model", model);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ angle += 30.0f;
+ }
+
+ glUseProgram(shader);
+ glBindTexture(GL_TEXTURE_2D, window_texture);
+ shader_set_mat4fv(shader, "view", view);
+ shader_set_mat4fv(shader, "proj", proj);
+ for (S32 i = 0; i < (S32)ArrayCount(sorted); ++i) {
+ MAT4 model = transform_apply(sorted[i]);
+ shader_set_mat4fv(shader, "model", model);
+ 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;
+ }
+
+ glfwTerminate();
+ return(0);
}
diff --git a/advanced_opengl/3.blending/shaders/blending.fs b/advanced_opengl/3.blending/shaders/blending.frag
index f58c5d3..71892a7 100644
--- a/advanced_opengl/3.blending/shaders/blending.fs
+++ b/advanced_opengl/3.blending/shaders/blending.frag
@@ -6,8 +6,7 @@ in vec2 tex_coords;
uniform sampler2D texture1;
-void
-main(void)
+void main(void)
{
frag_color = texture(texture1, tex_coords);
}
diff --git a/advanced_opengl/3.blending/shaders/blending.vs b/advanced_opengl/3.blending/shaders/blending.vert
index 62e71a2..68b8fe2 100644
--- a/advanced_opengl/3.blending/shaders/blending.vs
+++ b/advanced_opengl/3.blending/shaders/blending.vert
@@ -4,13 +4,12 @@ layout(location = 1) in vec2 atex_coords;
uniform mat4 model;
uniform mat4 view;
-uniform mat4 projection;
+uniform mat4 proj;
out vec2 tex_coords;
-void
-main(void)
+void main(void)
{
- gl_Position = projection*view*model*vec4(apos, 1.0);
+ gl_Position = proj*view*model*vec4(apos, 1.0);
tex_coords = atex_coords;
}
diff --git a/advanced_opengl/3.blending/shaders/grass.fs b/advanced_opengl/3.blending/shaders/grass.frag
index cecb0ce..85c806f 100644
--- a/advanced_opengl/3.blending/shaders/grass.fs
+++ b/advanced_opengl/3.blending/shaders/grass.frag
@@ -6,12 +6,10 @@ in vec2 tex_coords;
uniform sampler2D texture1;
-void
-main(void)
+void main(void)
{
vec4 tex_color = texture(texture1, tex_coords);
- if (tex_color.a <= 0.2) {
+ if (tex_color.a <= 0.2)
discard;
- }
frag_color = tex_color;
}