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-rw-r--r--advanced_opengl/7.uniform_buffer/shaders/color_cube.frag (renamed from advanced_opengl/7.uniform_buffer/shaders/color_cube.fs)3
-rw-r--r--advanced_opengl/7.uniform_buffer/shaders/color_cube.vert (renamed from advanced_opengl/7.uniform_buffer/shaders/color_cube.vs)7
-rw-r--r--advanced_opengl/7.uniform_buffer/shaders/cube.frag (renamed from advanced_opengl/7.uniform_buffer/shaders/cube.fs)3
-rw-r--r--advanced_opengl/7.uniform_buffer/shaders/cube.vert (renamed from advanced_opengl/7.uniform_buffer/shaders/cube.vs)7
-rw-r--r--advanced_opengl/7.uniform_buffer/shaders/skybox.frag (renamed from advanced_opengl/7.uniform_buffer/shaders/skybox.fs)3
-rw-r--r--advanced_opengl/7.uniform_buffer/shaders/skybox.vert (renamed from advanced_opengl/7.uniform_buffer/shaders/skybox.vs)7
-rwxr-xr-xadvanced_opengl/7.uniform_buffer/uniform_bufferbin1288448 -> 1289904 bytes
-rw-r--r--advanced_opengl/7.uniform_buffer/uniform_buffer.c667
8 files changed, 301 insertions, 396 deletions
diff --git a/advanced_opengl/7.uniform_buffer/shaders/color_cube.fs b/advanced_opengl/7.uniform_buffer/shaders/color_cube.frag
index fbbafbf..d40d866 100644
--- a/advanced_opengl/7.uniform_buffer/shaders/color_cube.fs
+++ b/advanced_opengl/7.uniform_buffer/shaders/color_cube.frag
@@ -2,8 +2,7 @@
out vec4 frag_color;
-void
-main(void)
+void main(void)
{
frag_color = vec4(1.0, 0.0, 0.0, 1.0);
}
diff --git a/advanced_opengl/7.uniform_buffer/shaders/color_cube.vs b/advanced_opengl/7.uniform_buffer/shaders/color_cube.vert
index 17a3448..67226f8 100644
--- a/advanced_opengl/7.uniform_buffer/shaders/color_cube.vs
+++ b/advanced_opengl/7.uniform_buffer/shaders/color_cube.vert
@@ -3,14 +3,13 @@ layout(location = 0) in vec3 apos;
layout(std140) uniform Matrices
{
- mat4 projection;
+ mat4 proj;
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/7.uniform_buffer/shaders/cube.fs b/advanced_opengl/7.uniform_buffer/shaders/cube.frag
index f58c5d3..71892a7 100644
--- a/advanced_opengl/7.uniform_buffer/shaders/cube.fs
+++ b/advanced_opengl/7.uniform_buffer/shaders/cube.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/7.uniform_buffer/shaders/cube.vs b/advanced_opengl/7.uniform_buffer/shaders/cube.vert
index 054164d..ec90f37 100644
--- a/advanced_opengl/7.uniform_buffer/shaders/cube.vs
+++ b/advanced_opengl/7.uniform_buffer/shaders/cube.vert
@@ -5,7 +5,7 @@ layout(location = 1) in vec2 atex_coords;
layout(std140) uniform Matrices
{
- uniform mat4 projection;
+ uniform mat4 proj;
uniform mat4 view;
};
@@ -13,9 +13,8 @@ uniform mat4 model;
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/7.uniform_buffer/shaders/skybox.fs b/advanced_opengl/7.uniform_buffer/shaders/skybox.frag
index bf69c8b..22be301 100644
--- a/advanced_opengl/7.uniform_buffer/shaders/skybox.fs
+++ b/advanced_opengl/7.uniform_buffer/shaders/skybox.frag
@@ -6,8 +6,7 @@ out vec4 frag_color;
uniform samplerCube skybox;
-void
-main(void)
+void main(void)
{
frag_color = texture(skybox, tex_coords);
}
diff --git a/advanced_opengl/7.uniform_buffer/shaders/skybox.vs b/advanced_opengl/7.uniform_buffer/shaders/skybox.vert
index 03b2171..ddbeb21 100644
--- a/advanced_opengl/7.uniform_buffer/shaders/skybox.vs
+++ b/advanced_opengl/7.uniform_buffer/shaders/skybox.vert
@@ -6,14 +6,13 @@ out vec3 tex_coords;
layout(std140) uniform Matrices
{
- uniform mat4 projection;
+ uniform mat4 proj;
uniform mat4 view;
};
-void
-main(void)
+void main(void)
{
tex_coords = apos;
- vec4 pos = projection*view*vec4(apos, 1.0);
+ vec4 pos = proj*view*vec4(apos, 1.0);
gl_Position = pos.xyww;
}
diff --git a/advanced_opengl/7.uniform_buffer/uniform_buffer b/advanced_opengl/7.uniform_buffer/uniform_buffer
index 57aa64d..154fb08 100755
--- a/advanced_opengl/7.uniform_buffer/uniform_buffer
+++ b/advanced_opengl/7.uniform_buffer/uniform_buffer
Binary files differ
diff --git a/advanced_opengl/7.uniform_buffer/uniform_buffer.c b/advanced_opengl/7.uniform_buffer/uniform_buffer.c
index e67b5c9..a27c115 100644
--- a/advanced_opengl/7.uniform_buffer/uniform_buffer.c
+++ b/advanced_opengl/7.uniform_buffer/uniform_buffer.c
@@ -2,391 +2,302 @@
#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 1024
-#define HEIGHT 768
+ if (glfwInit() == GLFW_FALSE) {
+ fprintf(stderr, "[ERROR] Failed to initialize glfw.\n");
+ return(1);
+ }
-static V3F camera_pos;
-static F32 dt;
-static Input input;
-static B32 first_mouse = 1;
+ 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, "Advanced data (uniform buffer)", 0, 0);
+ if (!window) {
+ fprintf(stderr, "[ERROR] Failed to create window.\n");
+ glfwTerminate();
+ return(1);
+ }
-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);
-}
+ glfwMakeContextCurrent(window);
-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, "Advanced data (uniform buffer)", 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);
+ 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);
+ glDepthFunc(GL_LEQUAL);
+
+ U32 skybox_shader = create_shader_program("shaders/skybox.vert", "shaders/skybox.frag");
+ U32 cube_shader = create_shader_program("shaders/cube.vert", "shaders/cube.frag");
+ U32 color_cube_shader = create_shader_program("shaders/color_cube.vert", "shaders/color_cube.frag");
+
+ 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
+ };
+
+ 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, 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);
+
+ state.camera = (Camera) {
+ v3f(0.0f, 1.0f, 3.0f), 100.0f,
+ 0.1f, 100.0f, 0.0f, 0.0f
+ };
+ input = input_init();
+
+ F32 target_fps = 60.0f;
+ F32 target_spf = 1.0f/target_fps;
+ F32 last_time = glfwGetTime();
+
+ while (!glfwWindowShouldClose(window)) {
+ glfwPollEvents();
+
+ /* INFO(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);
+
+ /* NOTE(pryazha): Render */
+ MAT4 view, proj, model;
+ view = get_view_matrix(&state.camera);
+ proj = perspective(state.camera.fovx, (F32)width/(F32)height,
+ state.camera.near, state.camera.far);
+
+ glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(MAT4),
+ (const void *)&proj);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER, sizeof(MAT4),
+ sizeof(MAT4), (const void *)&view);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glUseProgram(cube_shader);
+ model = mat4_make_translate(v3f(-2.0f, 0.0f, 0.0f));
+ shader_set_mat4fv(cube_shader, "model", model);
+ glBindTexture(GL_TEXTURE_2D, grid_texture);
+ glBindVertexArray(cube_vao);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindVertexArray(0);
+
+ glUseProgram(cube_shader);
+ model = transform_apply(platform_transform);
+ shader_set_mat4fv(cube_shader, "model", model);
+ 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);
+ model = mat4_make_translate(v3f(2.0f, 0.0f, 0.0f));
+ shader_set_mat4fv(cube_shader, "model", model);
+ 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();
+ state.dt = current_time-last_time;
+ last_time = current_time;
+ }
+
+ glfwTerminate();
+ return(0);
}