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Diffstat (limited to 'advanced_opengl/9.instancing/instancing.c')
-rw-r--r--advanced_opengl/9.instancing/instancing.c672
1 files changed, 281 insertions, 391 deletions
diff --git a/advanced_opengl/9.instancing/instancing.c b/advanced_opengl/9.instancing/instancing.c
index f24a258..e77c693 100644
--- a/advanced_opengl/9.instancing/instancing.c
+++ b/advanced_opengl/9.instancing/instancing.c
@@ -2,403 +2,293 @@
#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;
+ Arena *arena = 0;
+ B32 move_camera;
-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);
+ window = glfwCreateWindow(width, height, "Instancing", 0, 0);
+ if (!window) {
+ fprintf(stderr, "[ERROR] Failed to create window.\n");
+ glfwTerminate();
+ return(1);
+ }
-int
-main(void)
-{
- GLFWwindow *window;
- Arena *arena = 0;
-
- 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(global_width, global_height, "Instancing", 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);
-
- U32 instancing_uniform_array_shader =
- create_shader_program("shaders/instancing_uniform_array.vs",
- "shaders/instancing_uniform_array.fs");
- U32 instanced_arrays_shader =
- create_shader_program("shaders/instanced_arrays.vs",
- "shaders/instanced_arrays.fs");
-
- F32 quad_vertices[] = {
- -0.05f, 0.05f, 1.0f, 0.0f, 0.0f,
- 0.05f, -0.05f, 0.0f, 1.0f, 0.0f,
- -0.05f, -0.05f, 0.0f, 0.0f, 1.0f,
-
- -0.05f, 0.05f, 1.0f, 0.0f, 0.0f,
- 0.05f, -0.05f, 0.0f, 1.0f, 0.0f,
- 0.05f, 0.05f, 0.0f, 1.0f, 1.0f,
- };
-
- GLuint quad_vao, vbo;
- 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, 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);
-
- V2F translations[100];
- S32 index = 0;
- F32 offset = 0.1f;
- for (S32 y = -10;
- y < 10;
- y += 2)
- {
- for (S32 x = -10;
- x < 10;
- x += 2)
- {
- V2F translation = v2f((F32)x, (F32)y);
- translation = v2f_scalef(translation, 1.0f/10.0f);
- translation = v2f_add(translation, v2f(offset, offset));
- translations[index++] = translation;
- }
- }
-
- U32 instance_vbo;
- glBindVertexArray(quad_vao);
- glGenBuffers(1, &instance_vbo);
- glBindBuffer(GL_ARRAY_BUFFER, instance_vbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(translations), translations, GL_STATIC_DRAW);
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(V2F), (void *)0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glVertexAttribDivisor(2, 1);
- glBindVertexArray(0);
-
- arena = arena_alloc(Megabytes(64));
-
- U32 default_shader = create_shader_program("shaders/default.vs", "shaders/default.fs");
- U32 instanced_shader = create_shader_program("shaders/instanced_mat4.vs",
- "shaders/instanced_mat4.fs");
- Mesh *planet_mesh = mesh_load_obj(arena, "../../data/models/planet/planet.obj");
- U32 planet_texture = load_texture("../../data/models/planet/mars.png");
- Mesh *rock_mesh = mesh_load_obj(arena, "../../data/models/rock/rock.obj");
- U32 rock_texture = load_texture("../../data/models/rock/rock.png");
-
- S32 amount = 80000;
- F32 radius = 150.0f;
- offset = 25.0f;
- MAT4 trns[amount];
- for (S32 i = 0; i < amount; ++i)
- {
- F32 angle, displacement, x, y, z, scale;
- MAT4 model = mat4_identity();
-
- angle = rand()%360;
- model = mat4_rotate_angles(model, v3f(angle, angle, angle));
-
- scale = (rand()%20)/100.0f+0.05f;
- model = mat4_scale(model, v3f(scale, scale, scale));
-
- angle = ((F32)i/(F32)amount)*360.0f;
- displacement = (rand()%(S32)(2.0f*offset))-offset;
- x = f32_sin(DEG2RAD*angle)*radius+displacement;
- displacement = (rand()%(S32)(2.0f*offset))-offset;
- y = 0.4f*displacement;
- displacement = (rand()%(S32)(2.0f*offset))-offset;
- z = f32_cos(DEG2RAD*angle)*radius;
- model = mat4_translate(model, v3f(x, y, z));
-
- trns[i] = model;
- }
-
- U32 buffer;
- glGenBuffers(1, &buffer);
- glBindBuffer(GL_ARRAY_BUFFER, buffer);
- glBufferData(GL_ARRAY_BUFFER, amount*sizeof(MAT4), &trns[0], GL_STATIC_DRAW);
- glBindVertexArray(rock_mesh->vao);
- glEnableVertexAttribArray(3);
- glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)0);
- glEnableVertexAttribArray(4);
- glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)(1*sizeof(V4F)));
- glEnableVertexAttribArray(5);
- glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)(2*sizeof(V4F)));
- glEnableVertexAttribArray(6);
- glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)(3*sizeof(V4F)));
-
- glVertexAttribDivisor(3, 1);
- glVertexAttribDivisor(4, 1);
- glVertexAttribDivisor(5, 1);
- glVertexAttribDivisor(6, 1);
- glBindVertexArray(0);
-
- F32 target_fps = 60.0f;
- F32 target_spf = 1.0f/target_fps;
-
- F32 last_time = glfwGetTime();
- F32 time = last_time;
- F32 dt;
-
- S32 scene = 0;
- S32 number_scene = 4;
-
- MAT4 projection, view, model;
-
- V3F camera_pos = v3f(0.0f, 50.0f, 220.0f);
- F32 camera_speed = 10.0f;
- F32 fovx = 90.0f;
- F32 near = 0.1f;
- F32 far = 1000.0f;
-
- while (!glfwWindowShouldClose(window))
- {
- glfwPollEvents();
-
- /* NOTE(pryazha): Update */
- if (key_is_pressed(global_input.exit))
- {
- glfwSetWindowShouldClose(window, GLFW_TRUE);
- }
- if (key_first_press(global_input.jump) ||
- key_first_press(global_input.action_right))
- {
- scene++;
- }
- else if (key_first_press(global_input.action_left))
- {
- scene--;
- if (scene < 0)
- scene = number_scene-1;
- }
- scene %= number_scene;
-
- /* NOTE(pryazha): Render */
- glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- switch (scene)
- {
- case 0: {
- glUseProgram(instancing_uniform_array_shader);
- for (S32 translation_index = 0;
- translation_index < 100;
- ++translation_index)
- {
- char temp[256];
- snprintf(temp, 256, "offsets[%d]", translation_index);
- shader_set_2fv(instancing_uniform_array_shader,
- temp, translations[translation_index]);
- }
- glBindVertexArray(quad_vao);
- glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 100);
- glBindVertexArray(0);
- } break;
-
- case 1: {
- glUseProgram(instanced_arrays_shader);
- glBindVertexArray(quad_vao);
- glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 100);
- glBindVertexArray(0);
- } break;
-
- case 2: {
- 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);
- V3F world_up = v3f(0.0f, 1.0f, 0.0f);
- view = look_at(camera_pos, v3f_zero(), world_up);
-
- glUseProgram(default_shader);
- shader_set_mat4fv(default_shader, "projection", projection);
- shader_set_mat4fv(default_shader, "view", view);
-
- F32 scale = 5.0f;
- model = mat4_make_scale(v3f(scale, scale, scale));
- shader_set_mat4fv(default_shader, "model", model);
- glBindTexture(GL_TEXTURE_2D, planet_texture);
- mesh_draw(planet_mesh);
-
- glBindTexture(GL_TEXTURE_2D, rock_texture);
- for (S32 i = 0; i < amount; ++i)
- {
- model = trns[i];
- shader_set_mat4fv(default_shader, "model", model);
- mesh_draw(rock_mesh);
- }
- } break;
-
- case 3: {
- 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);
- V3F world_up = v3f(0.0f, 1.0f, 0.0f);
- view = look_at(camera_pos, v3f_zero(), world_up);
-
- glUseProgram(default_shader);
- shader_set_mat4fv(default_shader, "projection", projection);
- shader_set_mat4fv(default_shader, "view", view);
- F32 scale = 5.0f;
- model = mat4_make_scale(v3f(scale, scale, scale));
- shader_set_mat4fv(default_shader, "model", model);
- glBindTexture(GL_TEXTURE_2D, planet_texture);
- mesh_draw(planet_mesh);
- glBindTexture(GL_TEXTURE_2D, 0);
-
- glUseProgram(instanced_shader);
- shader_set_mat4fv(default_shader, "projection", projection);
- shader_set_mat4fv(default_shader, "view", view);
- glBindTexture(GL_TEXTURE_2D, rock_texture);
- glBindVertexArray(rock_mesh->vao);
- glDrawElementsInstanced(GL_TRIANGLES, rock_mesh->index_count,
- GL_UNSIGNED_INT, 0, amount);
- glBindVertexArray(0);
- glBindTexture(GL_TEXTURE_2D, 0);
- } break;
- }
-
- input_update_last_state(&global_input);
-
- 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;
- }
-
- 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);
+
+ U32 instancing_uniform_array_shader = create_shader_program("shaders/instancing_uniform_array.vert",
+ "shaders/instancing_uniform_array.frag");
+ U32 instanced_arrays_shader = create_shader_program("shaders/instanced_arrays.vert",
+ "shaders/instanced_arrays.frag");
+ U32 default_shader = create_shader_program("shaders/default.vert",
+ "shaders/default.frag");
+ U32 instanced_shader = create_shader_program("shaders/instanced_mat4.vert",
+ "shaders/instanced_mat4.frag");
+
+ F32 quad_vertices[] = {
+ -0.05f, 0.05f, 1.0f, 0.0f, 0.0f,
+ 0.05f, -0.05f, 0.0f, 1.0f, 0.0f,
+ -0.05f, -0.05f, 0.0f, 0.0f, 1.0f,
+
+ -0.05f, 0.05f, 1.0f, 0.0f, 0.0f,
+ 0.05f, -0.05f, 0.0f, 1.0f, 0.0f,
+ 0.05f, 0.05f, 0.0f, 1.0f, 1.0f,
+ };
+
+ GLuint quad_vao, vbo;
+ 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, 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);
+
+ V2F translations[100];
+ S32 index = 0;
+ F32 offset = 0.1f;
+ for (S32 y = -10; y < 10; y += 2) {
+ for (S32 x = -10; x < 10; x += 2) {
+ V2F translation = v2f((F32)x, (F32)y);
+ translation = v2f_scalef(translation, 1.0f/10.0f);
+ translation = v2f_add(translation, v2f(offset, offset));
+ translations[index++] = translation;
+ }
+ }
+
+ U32 instance_vbo;
+ glBindVertexArray(quad_vao);
+ glGenBuffers(1, &instance_vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, instance_vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(translations), translations, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(2);
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(V2F), (void *)0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glVertexAttribDivisor(2, 1);
+ glBindVertexArray(0);
+
+ arena = arena_alloc(Megabytes(64));
+
+ Mesh *planet_mesh = mesh_load_obj(arena, "../../data/models/planet/planet.obj");
+ Mesh *rock_mesh = mesh_load_obj(arena, "../../data/models/rock/rock.obj");
+
+ U32 planet_texture = load_texture("../../data/models/planet/mars.png");
+ U32 rock_texture = load_texture("../../data/models/rock/rock.png");
+
+ S32 amount = 80000;
+ F32 radius = 150.0f;
+ offset = 25.0f;
+ MAT4 trns[amount];
+ for (S32 i = 0; i < amount; ++i) {
+ F32 angle, displacement, x, y, z, scale;
+ MAT4 model = mat4_identity();
+
+ angle = rand()%360;
+ model = mat4_rotate_angles(model, v3f(angle, angle, angle));
+
+ scale = (rand()%20)/100.0f+0.05f;
+ model = mat4_scale(model, v3f(scale, scale, scale));
+
+ angle = ((F32)i/(F32)amount)*360.0f;
+ displacement = (rand()%(S32)(2.0f*offset))-offset;
+ x = f32_sin(DEG2RAD*angle)*radius+displacement;
+ displacement = (rand()%(S32)(2.0f*offset))-offset;
+ y = 0.4f*displacement;
+ displacement = (rand()%(S32)(2.0f*offset))-offset;
+ z = f32_cos(DEG2RAD*angle)*radius;
+ model = mat4_translate(model, v3f(x, y, z));
+
+ trns[i] = model;
+ }
+
+ U32 buffer;
+ glGenBuffers(1, &buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, buffer);
+ glBufferData(GL_ARRAY_BUFFER, amount*sizeof(MAT4), &trns[0], GL_STATIC_DRAW);
+ glBindVertexArray(rock_mesh->vao);
+ glEnableVertexAttribArray(3);
+ glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)0);
+ glEnableVertexAttribArray(4);
+ glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)(1*sizeof(V4F)));
+ glEnableVertexAttribArray(5);
+ glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)(2*sizeof(V4F)));
+ glEnableVertexAttribArray(6);
+ glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)(3*sizeof(V4F)));
+
+ glVertexAttribDivisor(3, 1);
+ glVertexAttribDivisor(4, 1);
+ glVertexAttribDivisor(5, 1);
+ glVertexAttribDivisor(6, 1);
+ glBindVertexArray(0);
+
+ state.camera = (Camera) {
+ v3f(0.0f, 50.0f, 220.0f),
+ 90.0f, 0.1f, 1000.0f,
+ 0.0f, 0.0f
+ };
+ F32 camera_speed = 10.0f;
+
+ F32 target_fps = 60.0f;
+ F32 target_spf = 1.0f/target_fps;
+ F32 last_time = glfwGetTime();
+ F32 time = last_time;
+
+ S32 scene = 0;
+ S32 number_scene = 4;
+
+ while (!glfwWindowShouldClose(window)) {
+ glfwPollEvents();
+
+ /* NOTE(pryazha): Update */
+ glfwGetFramebufferSize(window, &width, &height);
+ process_glfw_keyboard(window, &input);
+ process_glfw_mouse_pos(window, &input);
+
+ if (key_is_pressed(input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+
+ if (key_first_press(input.jump) ||
+ key_first_press(input.action_right)) {
+ scene++;
+ } else if (key_first_press(input.action_left)) {
+ scene--;
+ if (scene < 0)
+ scene = number_scene-1;
+ }
+ scene %= number_scene;
+
+ move_camera = (scene > 1) ? 1 : 0;
+
+ if (move_camera) {
+ 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 proj, view, model;
+ F32 scale = 5.0f;
+
+ view = get_view_matrix(&state.camera);
+ proj = perspective(state.camera.fovx, (F32)width/(F32)height,
+ state.camera.near, state.camera.far);
+
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ switch (scene) {
+ case 0:
+ glUseProgram(instancing_uniform_array_shader);
+ for (S32 i = 0; i < 100; ++i) {
+ char temp[256];
+ snprintf(temp, 256, "offsets[%d]", i);
+ shader_set_2fv(instancing_uniform_array_shader,
+ temp, translations[i]);
+ }
+ glBindVertexArray(quad_vao);
+ glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 100);
+ glBindVertexArray(0);
+ break;
+ case 1:
+ glUseProgram(instanced_arrays_shader);
+ glBindVertexArray(quad_vao);
+ glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 100);
+ glBindVertexArray(0);
+ break;
+ case 2:
+ glUseProgram(default_shader);
+ shader_set_mat4fv(default_shader, "proj", proj);
+ shader_set_mat4fv(default_shader, "view", view);
+
+ model = mat4_make_scale(v3f(scale, scale, scale));
+ shader_set_mat4fv(default_shader, "model", model);
+ glBindTexture(GL_TEXTURE_2D, planet_texture);
+ mesh_draw(planet_mesh);
+
+ glBindTexture(GL_TEXTURE_2D, rock_texture);
+ for (S32 i = 0; i < amount; ++i) {
+ model = trns[i];
+ shader_set_mat4fv(default_shader, "model", model);
+ mesh_draw(rock_mesh);
+ }
+ break;
+ case 3:
+ glUseProgram(default_shader);
+ shader_set_mat4fv(default_shader, "proj", proj);
+ shader_set_mat4fv(default_shader, "view", view);
+ model = mat4_make_scale(v3f(scale, scale, scale));
+ shader_set_mat4fv(default_shader, "model", model);
+ glBindTexture(GL_TEXTURE_2D, planet_texture);
+ mesh_draw(planet_mesh);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ glUseProgram(instanced_shader);
+ shader_set_mat4fv(default_shader, "proj", proj);
+ shader_set_mat4fv(default_shader, "view", view);
+ glBindTexture(GL_TEXTURE_2D, rock_texture);
+ glBindVertexArray(rock_mesh->vao);
+ glDrawElementsInstanced(GL_TRIANGLES, rock_mesh->index_count,
+ GL_UNSIGNED_INT, 0, amount);
+ glBindVertexArray(0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ break;
+ }
+
+ 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;
+ time += state.dt;
+ last_time = current_time;
+ }
+
+ glfwTerminate();
+ return(0);
}