diff options
Diffstat (limited to 'advanced_opengl/8.geometry_shader/geometry_shader.c')
-rw-r--r-- | advanced_opengl/8.geometry_shader/geometry_shader.c | 339 |
1 files changed, 339 insertions, 0 deletions
diff --git a/advanced_opengl/8.geometry_shader/geometry_shader.c b/advanced_opengl/8.geometry_shader/geometry_shader.c new file mode 100644 index 0000000..678708c --- /dev/null +++ b/advanced_opengl/8.geometry_shader/geometry_shader.c @@ -0,0 +1,339 @@ +#include "GL/glew.h" +#include "GLFW/glfw3.h" + +#include "pwyazh.h" + +#include "pwyazh_GL.h" + +#include "common.h" + +#include <unistd.h> + +#define WIDTH 1024 +#define HEIGHT 768 + +static F32 dt; +static Input input; + +void +key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + switch (action) + { + case GLFW_PRESS: { + switch (key) + { + case GLFW_KEY_SPACE: { + input.jump.state = KeyState_PRESS; + } break; + } + } break; + + case GLFW_RELEASE: { + switch (key) + { + case GLFW_KEY_SPACE: { + input.jump.state = KeyState_RELEASE; + } break; + } + } break; + } +} + +void +draw_cube(U32 cube_vao, U32 texture) +{ + glBindVertexArray(cube_vao); + glBindTexture(GL_TEXTURE_2D, texture); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindTexture(GL_TEXTURE_2D, 0); + glBindVertexArray(0); +} + +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, "depth testing", 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); + + U32 shader = create_shader_program_geom("shaders/base.vs", + "shaders/base.fs", + "shaders/base.gs"); + U32 explosion_shader = create_shader_program_geom("shaders/explosion.vs", + "shaders/explosion.fs", + "shaders/explosion.gs"); + U32 normals_shader = create_shader_program_geom("shaders/normals.vs", + "shaders/normals.fs", + "shaders/normals.gs"); + U32 basic_shader = create_shader_program("shaders/basic.vs", "shaders/basic.fs"); + + U32 grid_texture = load_texture("../../data/textures/grid.png"); + + F32 points[] = { + -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, + 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, + 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, + -0.5f, -0.5f, 1.0f, 1.0f, 0.0f + }; + + GLuint points_vao, vbo; + glGenVertexArrays(1, &points_vao); + glBindVertexArray(points_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(2*sizeof(F32))); + glBindVertexArray(0); + + F32 a = 0.5f; + /* NOTE(pryazha): Counter-clockwise order */ + F32 cube_vertices[] = { + /* NOTE(pryazha): Back face */ + a, -a, -a, 0.0f, 0.0f, /* bottom-left */ + -a, a, -a, 1.0f, 1.0f, /* top-right */ + a, a, -a, 0.0f, 1.0f, /* top-left */ + a, -a, -a, 0.0f, 0.0f, /* bottom-left */ + -a, -a, -a, 1.0f, 0.0f, /* bottom-right */ + -a, a, -a, 1.0f, 1.0f, /* top-right */ + + /* NOTE(pryazha): Front face */ + -a, -a, a, 0.0f, 0.0f, /* bottom-left */ + a, a, a, 1.0f, 1.0f, /* top-right */ + -a, a, a, 0.0f, 1.0f, /* top-left */ + -a, -a, a, 0.0f, 0.0f, /* bottom-left */ + a, -a, a, 1.0f, 0.0f, /* bottom-right */ + a, a, a, 1.0f, 1.0f, /* top-right */ + + /* NOTE(pryazha): Left face */ + -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ + -a, a, a, 1.0f, 1.0f, /* top-right */ + -a, a, -a, 0.0f, 1.0f, /* top-left */ + -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ + -a, -a, a, 1.0f, 0.0f, /* bottom-right */ + -a, a, a, 1.0f, 1.0f, /* top-right */ + + /* NOTE(pryazha): Right face */ + a, -a, a, 0.0f, 0.0f, /* bottom-left */ + a, a, -a, 1.0f, 1.0f, /* top-right */ + a, a, a, 0.0f, 1.0f, /* top-left */ + a, -a, a, 0.0f, 0.0f, /* bottom-left */ + a, -a, -a, 1.0f, 0.0f, /* bottom-right */ + a, a, -a, 1.0f, 1.0f, /* top-right */ + + /* NOTE(pryazha): Top face */ + -a, a, a, 0.0f, 0.0f, /* bottom-left */ + a, a, -a, 1.0f, 1.0f, /* top-right */ + -a, a, -a, 0.0f, 1.0f, /* top-left */ + -a, a, a, 0.0f, 0.0f, /* bottom-left */ + a, a, a, 1.0f, 0.0f, /* bottom-right */ + a, a, -a, 1.0f, 1.0f, /* top-right */ + + /* NOTE(pryazha): Bottom face */ + -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ + a, -a, a, 1.0f, 1.0f, /* top-right */ + -a, -a, a, 0.0f, 1.0f, /* top-left */ + -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ + a, -a, -a, 1.0f, 0.0f, /* bottom-right */ + a, -a, a, 1.0f, 1.0f, /* top-right */ + }; + + U32 cube_vao; + glGenVertexArrays(1, &cube_vao); + glBindVertexArray(cube_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_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 vertices[] = { + -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, + 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, + 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, + 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, + -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, + -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, + + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, + 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, + + -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, + -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + + -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, + 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, + 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, + 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, + -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, + -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, + + -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, + 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, + 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, + -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, + -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f + }; + + U32 normals_cube_vao; + glGenVertexArrays(1, &normals_cube_vao); + glBindVertexArray(normals_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, 8*sizeof(F32), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(3*sizeof(F32))); + glEnableVertexAttribArray(2); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(6*sizeof(F32))); + glBindVertexArray(0); + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + + F32 last_time = glfwGetTime(); + F32 time = last_time; + + S32 scene = 0; + + while (!glfwWindowShouldClose(window)) + { + glfwPollEvents(); + + /* NOTE(pryazha): Update */ + if (key_first_press(input.jump)) + { + scene++; + scene %= 3; + } + + input_update_last_state(&input); + + /* NOTE(pryazha): Render */ + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + if (scene == 0) + { + glUseProgram(shader); + glBindVertexArray(points_vao); + glDrawArrays(GL_POINTS, 0, 4); + glBindVertexArray(0); + } + else if (scene == 1) + { + F32 radius = 2.0f; + F32 x = f32_sin(0.5*time)*radius; + F32 z = f32_cos(0.5*time)*radius; + MAT4 projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f); + MAT4 view = look_at(v3f(x, 1.0f, z), v3f_zero(), v3f(0.0f, 1.0f, 0.0f)); + MAT4 model = mat4_identity(); + glUseProgram(explosion_shader); + shader_set_mat4fv(explosion_shader, "projection", projection); + shader_set_mat4fv(explosion_shader, "view", view); + shader_set_mat4fv(explosion_shader, "model", model); + shader_set_1f(explosion_shader, "time", time); + glBindVertexArray(cube_vao); + glBindTexture(GL_TEXTURE_2D, grid_texture); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + } + else + { + MAT4 projection, view, model; + F32 radius, x, z; + + radius = 2.0f; + x = f32_sin(0.5*time)*radius; + z = f32_cos(0.5*time)*radius; + + projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f); + view = look_at(v3f(x, 1.0f, z), v3f_zero(), v3f(0.0f, 1.0f, 0.0f)); + model = mat4_identity(); + + glUseProgram(basic_shader); + shader_set_mat4fv(basic_shader, "projection", projection); + shader_set_mat4fv(basic_shader, "view", view); + shader_set_mat4fv(basic_shader, "model", model); + draw_cube(normals_cube_vao, grid_texture); + + glUseProgram(normals_shader); + shader_set_mat4fv(normals_shader, "projection", projection); + shader_set_mat4fv(normals_shader, "view", view); + shader_set_mat4fv(normals_shader, "model", model); + draw_cube(normals_cube_vao, grid_texture); + } + + 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; + time += dt; + last_time = current_time; + } + + glDeleteBuffers(1, &vbo); + glDeleteVertexArrays(1, &points_vao); + + glfwTerminate(); + return(0); +} |