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-rwxr-xr-xadvanced_opengl/1.depth/build.sh5
-rwxr-xr-xadvanced_opengl/1.depth/depthbin0 -> 1282576 bytes
-rw-r--r--advanced_opengl/1.depth/depth.c274
-rw-r--r--advanced_opengl/1.depth/shaders/depth.fs27
-rw-r--r--advanced_opengl/1.depth/shaders/depth.vs16
-rwxr-xr-xadvanced_opengl/10.antialiasing/anti_aliasing_msaabin0 -> 1277808 bytes
-rw-r--r--advanced_opengl/10.antialiasing/anti_aliasing_msaa.c208
-rwxr-xr-xadvanced_opengl/10.antialiasing/anti_aliasing_offscreenbin0 -> 1278840 bytes
-rw-r--r--advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c276
-rwxr-xr-xadvanced_opengl/10.antialiasing/build.sh5
-rw-r--r--advanced_opengl/10.antialiasing/shaders/color.fs9
-rw-r--r--advanced_opengl/10.antialiasing/shaders/color.vs12
-rw-r--r--advanced_opengl/10.antialiasing/shaders/screen.fs122
-rw-r--r--advanced_opengl/10.antialiasing/shaders/screen.vs12
-rwxr-xr-xadvanced_opengl/2.stencil/build.sh5
-rw-r--r--advanced_opengl/2.stencil/shaders/outline.fs9
-rw-r--r--advanced_opengl/2.stencil/shaders/stencil.fs13
-rw-r--r--advanced_opengl/2.stencil/shaders/stencil.vs16
-rwxr-xr-xadvanced_opengl/2.stencil/stencilbin0 -> 1282960 bytes
-rw-r--r--advanced_opengl/2.stencil/stencil.c299
-rwxr-xr-xadvanced_opengl/3.blending/blendingbin0 -> 1287968 bytes
-rw-r--r--advanced_opengl/3.blending/blending.c373
-rwxr-xr-xadvanced_opengl/3.blending/build.sh5
-rw-r--r--advanced_opengl/3.blending/shaders/blending.fs13
-rw-r--r--advanced_opengl/3.blending/shaders/blending.vs16
-rw-r--r--advanced_opengl/3.blending/shaders/grass.fs17
-rwxr-xr-xadvanced_opengl/4.face_culling/build.sh5
-rwxr-xr-xadvanced_opengl/4.face_culling/face_cullingbin0 -> 1283048 bytes
-rw-r--r--advanced_opengl/4.face_culling/face_culling.c306
-rw-r--r--advanced_opengl/4.face_culling/shaders/face_culling.fs13
-rw-r--r--advanced_opengl/4.face_culling/shaders/face_culling.vs16
-rwxr-xr-xadvanced_opengl/5.framebuffers/build.sh5
-rwxr-xr-xadvanced_opengl/5.framebuffers/framebuffersbin0 -> 1288800 bytes
-rw-r--r--advanced_opengl/5.framebuffers/framebuffers.c424
-rw-r--r--advanced_opengl/5.framebuffers/shaders/cube.fs13
-rw-r--r--advanced_opengl/5.framebuffers/shaders/cube.vs17
-rw-r--r--advanced_opengl/5.framebuffers/shaders/screen.fs119
-rw-r--r--advanced_opengl/5.framebuffers/shaders/screen.vs14
-rwxr-xr-xadvanced_opengl/6.cubemaps/build.sh5
-rwxr-xr-xadvanced_opengl/6.cubemaps/cubemapsbin0 -> 1288192 bytes
-rw-r--r--advanced_opengl/6.cubemaps/cubemaps.c451
-rw-r--r--advanced_opengl/6.cubemaps/shaders/cube.fs13
-rw-r--r--advanced_opengl/6.cubemaps/shaders/cube.vs17
-rw-r--r--advanced_opengl/6.cubemaps/shaders/reflection.fs17
-rw-r--r--advanced_opengl/6.cubemaps/shaders/reflection.vs19
-rw-r--r--advanced_opengl/6.cubemaps/shaders/refraction.fs18
-rw-r--r--advanced_opengl/6.cubemaps/shaders/refraction.vs19
-rw-r--r--advanced_opengl/6.cubemaps/shaders/skybox.fs13
-rw-r--r--advanced_opengl/6.cubemaps/shaders/skybox.vs16
-rwxr-xr-xadvanced_opengl/7.uniform_buffer/build.sh5
-rw-r--r--advanced_opengl/7.uniform_buffer/shaders/color_cube.fs9
-rw-r--r--advanced_opengl/7.uniform_buffer/shaders/color_cube.vs16
-rw-r--r--advanced_opengl/7.uniform_buffer/shaders/cube.fs13
-rw-r--r--advanced_opengl/7.uniform_buffer/shaders/cube.vs21
-rw-r--r--advanced_opengl/7.uniform_buffer/shaders/skybox.fs13
-rw-r--r--advanced_opengl/7.uniform_buffer/shaders/skybox.vs19
-rwxr-xr-xadvanced_opengl/7.uniform_buffer/uniform_bufferbin0 -> 1288480 bytes
-rw-r--r--advanced_opengl/7.uniform_buffer/uniform_buffer.c392
-rwxr-xr-xadvanced_opengl/8.geometry_shader/build.sh5
-rwxr-xr-xadvanced_opengl/8.geometry_shader/geometry_shaderbin0 -> 1282800 bytes
-rw-r--r--advanced_opengl/8.geometry_shader/geometry_shader.c339
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/base.fs11
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/base.gs27
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/base.vs14
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/basic.fs13
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/basic.vs16
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/explosion.fs13
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/explosion.gs44
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/explosion.vs18
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/normals.fs9
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/normals.gs44
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/normals.vs18
-rwxr-xr-xadvanced_opengl/9.instancing/build.sh5
-rwxr-xr-xadvanced_opengl/9.instancing/instancingbin0 -> 1284168 bytes
-rw-r--r--advanced_opengl/9.instancing/instancing.c402
-rw-r--r--advanced_opengl/9.instancing/shaders/default.fs13
-rw-r--r--advanced_opengl/9.instancing/shaders/default.vs18
-rw-r--r--advanced_opengl/9.instancing/shaders/instanced_arrays.fs11
-rw-r--r--advanced_opengl/9.instancing/shaders/instanced_arrays.vs14
-rw-r--r--advanced_opengl/9.instancing/shaders/instanced_mat4.fs14
-rw-r--r--advanced_opengl/9.instancing/shaders/instanced_mat4.vs16
-rw-r--r--advanced_opengl/9.instancing/shaders/instancing_uniform_array.fs11
-rw-r--r--advanced_opengl/9.instancing/shaders/instancing_uniform_array.vs14
83 files changed, 4829 insertions, 0 deletions
diff --git a/advanced_opengl/1.depth/build.sh b/advanced_opengl/1.depth/build.sh
new file mode 100755
index 0000000..837b21c
--- /dev/null
+++ b/advanced_opengl/1.depth/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+TARGET='depth'
+set -x
+gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS && ./$TARGET
diff --git a/advanced_opengl/1.depth/depth b/advanced_opengl/1.depth/depth
new file mode 100755
index 0000000..db67630
--- /dev/null
+++ b/advanced_opengl/1.depth/depth
Binary files differ
diff --git a/advanced_opengl/1.depth/depth.c b/advanced_opengl/1.depth/depth.c
new file mode 100644
index 0000000..eb79c1c
--- /dev/null
+++ b/advanced_opengl/1.depth/depth.c
@@ -0,0 +1,274 @@
+#include "GL/glew.h"
+#include "GLFW/glfw3.h"
+
+#include "pwyazh.h"
+
+#include "pwyazh_GL.h"
+
+#include "common.h"
+
+#include <unistd.h>
+
+#define WIDTH 1280
+#define HEIGHT 720
+
+static V3F camera_pos;
+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_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;
+ }
+}
+
+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);
+ glDepthFunc(GL_LESS);
+
+ U32 shader = create_shader_program("shaders/depth.vs", "shaders/depth.fs");
+ U32 marble_texture = load_texture("../../data/textures/marble.jpg");
+ U32 metal_texture = load_texture("../../data/textures/metal.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*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 VAO, VBO;
+ glGenVertexArrays(1, &VAO);
+ glBindVertexArray(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 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);
+
+ /* INFO(pryazha): render */
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glUseProgram(shader);
+ MAT4 model, view, projection;
+
+ view = look_at(camera_pos, v3f(0.0f, 0.0f, 0.0f), v3f(0.0f, 1.0f, 0.0f));
+ shader_set_mat4fv(shader, "view", view);
+
+ /* projection = ortho(-5.0f, 5.0f, -5.0f, 5.0f, 0.1f, 100.0f); */
+ F32 fovx = 90.0f;
+ F32 near = 0.1f;
+ F32 far = 100.0f;
+ projection = perspective(fovx, (F32)WIDTH/(F32)HEIGHT, near, far);
+
+ shader_set_mat4fv(shader, "projection", projection);
+
+ glBindTexture(GL_TEXTURE_2D, marble_texture);
+ glBindVertexArray(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);
+
+ 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);
+}
diff --git a/advanced_opengl/1.depth/shaders/depth.fs b/advanced_opengl/1.depth/shaders/depth.fs
new file mode 100644
index 0000000..2f3d9ca
--- /dev/null
+++ b/advanced_opengl/1.depth/shaders/depth.fs
@@ -0,0 +1,27 @@
+#version 330 core
+
+out vec4 frag_color;
+
+in vec2 tex_coords;
+
+uniform sampler2D our_texture;
+
+float near = 0.1f;
+float far = 100.0f;
+
+float
+linearize_depth(float depth)
+{
+ float ndc_z = 2.0f*depth-1.0f;
+ return((2.0f*near*far)/(far+near-ndc_z*(far-near)));
+}
+
+void
+main(void)
+{
+ /*
+ frag_color = texture(our_texture, tex_coords);
+ */
+ float depth = linearize_depth(gl_FragCoord.z)/far;
+ frag_color = vec4(vec3(depth), 1.0f);
+}
diff --git a/advanced_opengl/1.depth/shaders/depth.vs b/advanced_opengl/1.depth/shaders/depth.vs
new file mode 100644
index 0000000..d3d92d1
--- /dev/null
+++ b/advanced_opengl/1.depth/shaders/depth.vs
@@ -0,0 +1,16 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec2 atex_coords;
+
+uniform mat4 model;
+uniform mat4 view;
+uniform mat4 projection;
+
+out vec2 tex_coords;
+
+void
+main(void)
+{
+ gl_Position = projection*view*model*vec4(apos, 1.0f);
+ tex_coords = atex_coords;
+}
diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_msaa b/advanced_opengl/10.antialiasing/anti_aliasing_msaa
new file mode 100755
index 0000000..d0afd7e
--- /dev/null
+++ 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
new file mode 100644
index 0000000..9fcb645
--- /dev/null
+++ b/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c
@@ -0,0 +1,208 @@
+#include "GL/glew.h"
+#include "GLFW/glfw3.h"
+
+#include "pwyazh.h"
+
+#include "pwyazh_GL.h"
+
+#include "common.h"
+
+#include <unistd.h>
+
+static S32 global_width = 1024, global_height = 768;
+static Input global_input;
+
+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;
+ }
+}
+
+void
+window_resize_callback(GLFWwindow* window, int width, int height)
+{
+ global_width = width;
+ global_height = height;
+ glViewport(0, 0, global_width, global_height);
+}
+
+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);
+
+ camera_pos = update_camera_orbital(global_input,
+ camera_pos, v3f_zero(),
+ dt, camera_speed);
+
+ 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);
+}
diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen
new file mode 100755
index 0000000..72be7e2
--- /dev/null
+++ 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
new file mode 100644
index 0000000..91a26f9
--- /dev/null
+++ b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c
@@ -0,0 +1,276 @@
+#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 Input global_input;
+
+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;
+ }
+}
+
+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);
+
+ camera_pos = update_camera_orbital(global_input,
+ camera_pos, v3f_zero(),
+ dt, camera_speed);
+
+ 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);
+}
diff --git a/advanced_opengl/10.antialiasing/build.sh b/advanced_opengl/10.antialiasing/build.sh
new file mode 100755
index 0000000..9d1011a
--- /dev/null
+++ b/advanced_opengl/10.antialiasing/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+set -x
+gcc -o anti_aliasing_msaa $CFLAGS $INCLUDE $LFLAGS anti_aliasing_msaa.c $LIBS
+gcc -o anti_aliasing_offscreen $CFLAGS $INCLUDE $LFLAGS anti_aliasing_offscreen.c $LIBS
diff --git a/advanced_opengl/10.antialiasing/shaders/color.fs b/advanced_opengl/10.antialiasing/shaders/color.fs
new file mode 100644
index 0000000..b935555
--- /dev/null
+++ b/advanced_opengl/10.antialiasing/shaders/color.fs
@@ -0,0 +1,9 @@
+#version 330 core
+
+out vec4 frag_color;
+
+void
+main(void)
+{
+ frag_color = vec4(0.76f, 0.47f, 0.84f, 1.0f);
+}
diff --git a/advanced_opengl/10.antialiasing/shaders/color.vs b/advanced_opengl/10.antialiasing/shaders/color.vs
new file mode 100644
index 0000000..ade669b
--- /dev/null
+++ b/advanced_opengl/10.antialiasing/shaders/color.vs
@@ -0,0 +1,12 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+
+uniform mat4 projection;
+uniform mat4 view;
+uniform mat4 model;
+
+void
+main(void)
+{
+ gl_Position = projection*view*model*vec4(apos, 1.0);
+}
diff --git a/advanced_opengl/10.antialiasing/shaders/screen.fs b/advanced_opengl/10.antialiasing/shaders/screen.fs
new file mode 100644
index 0000000..8fefa24
--- /dev/null
+++ b/advanced_opengl/10.antialiasing/shaders/screen.fs
@@ -0,0 +1,122 @@
+#version 330 core
+
+out vec4 frag_color;
+
+in vec2 tex_coords;
+
+uniform sampler2D texture1;
+
+vec4
+inversion()
+{
+ vec4 result = vec4(1.0f-vec3(texture(texture1, tex_coords)), 1.0f);
+ return(result);
+}
+
+vec4
+grayscale_average()
+{
+ vec4 tex_color = texture(texture1, tex_coords);
+ float average = (tex_color.r+tex_color.g+tex_color.b)/3.0f;
+ vec4 result = vec4(average, average, average, 1.0f);
+ return(result);
+}
+
+vec4
+grayscale_weights()
+{
+ vec4 tex_color = texture(texture1, tex_coords);
+ float average = 0.2126*tex_color.r+0.7152*tex_color.g+0.0722f*tex_color.b;
+ vec4 result = vec4(average, average, average, 1.0f);
+ return(result);
+}
+
+const float offset = 1.0f/300.0f;
+
+vec4
+kernel_effect(float[9] kernel)
+{
+ vec2 offsets[9] = vec2[](
+ vec2(-offset, offset), /* top-left */
+ vec2(0.0f, offset), /* top-center */
+ vec2(offset, offset), /* top-right */
+ vec2(-offset, 0.0f), /* center-left */
+ vec2(0.0f, 0.0f), /* center-center */
+ vec2(offset, 0.0f), /* center-right */
+ vec2(-offset, -offset), /* bottom-left */
+ vec2(0.0f, -offset), /* bottom-center */
+ vec2(offset, -offset) /* bottom-right */
+ );
+
+ 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]));
+ }
+
+ vec3 color = vec3(0.0f);
+ for (int i = 0; i < 9; ++i)
+ color += sample_texture[i]*kernel[i];
+
+ return(vec4(color, 1.0f));
+}
+
+void
+main(void)
+{
+ float strange_kernel[9] = float[](
+ -1, -1, -1,
+ -1, 9, -1,
+ -1, -1, -1
+ );
+
+ float gaussian_blur_kernel[9] = float[](
+ 1.0f/16.0f, 2.0f/16.0f, 1.0f/16.0f,
+ 2.0f/16.0f, 4.0f/16.0f, 2.0f/16.0f,
+ 1.0f/16.0f, 2.0f/16.0f, 1.0f/16.0f
+ );
+
+ float box_blur_kernel[9] = float[](
+ 1.0f/9.0f, 1.0f/9.0f, 1.0f/9.0f,
+ 1.0f/9.0f, 1.0f/9.0f, 1.0f/9.0f,
+ 1.0f/9.0f, 1.0f/9.0f, 1.0f/9.0f
+ );
+
+ float edge_detection_kernel[9] = float[](
+ 1.0f, 1.0f, 1.0f,
+ 1.0f, -8.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f
+ );
+
+ float sharpening_kernel[9] = float[](
+ 0.0f, -1.0f, 0.0f,
+ -1.0f, 5.0f, -1.0f,
+ 0.0f, -1.0f, 0.0f
+ );
+
+ float sobel_kernel_vertical[9] = float[](
+ -1.0f, 0.0f, 1.0f,
+ -2.0f, 0.0f, 2.0f,
+ -1.0f, 0.0f, 0.0f
+ );
+ float sobel_kernel_horizontal[9] = float[](
+ -1.0f, -2.0f, -1.0f,
+ 0.0f, 0.0f, 0.0f,
+ 1.0f, 2.0f, 1.0f
+ );
+
+ float funny_kernel[9] = float[](
+ 1.0f, 1.0f, 1.0f,
+ 1.0f, -4.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f
+ );
+
+ /*
+ frag_color = kernel_effect(funny_kernel);
+ frag_color *= vec4(0.76f, 0.47f, 0.84f, 1.0f);
+ */
+ frag_color = grayscale_weights();
+}
diff --git a/advanced_opengl/10.antialiasing/shaders/screen.vs b/advanced_opengl/10.antialiasing/shaders/screen.vs
new file mode 100644
index 0000000..0a5213b
--- /dev/null
+++ b/advanced_opengl/10.antialiasing/shaders/screen.vs
@@ -0,0 +1,12 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec2 atex_coords;
+
+out vec2 tex_coords;
+
+void
+main(void)
+{
+ gl_Position = vec4(apos, 1.0f);
+ tex_coords = atex_coords;
+}
diff --git a/advanced_opengl/2.stencil/build.sh b/advanced_opengl/2.stencil/build.sh
new file mode 100755
index 0000000..335dd5d
--- /dev/null
+++ b/advanced_opengl/2.stencil/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+TARGET='stencil'
+set -x
+gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS && ./$TARGET
diff --git a/advanced_opengl/2.stencil/shaders/outline.fs b/advanced_opengl/2.stencil/shaders/outline.fs
new file mode 100644
index 0000000..b935555
--- /dev/null
+++ b/advanced_opengl/2.stencil/shaders/outline.fs
@@ -0,0 +1,9 @@
+#version 330 core
+
+out vec4 frag_color;
+
+void
+main(void)
+{
+ frag_color = vec4(0.76f, 0.47f, 0.84f, 1.0f);
+}
diff --git a/advanced_opengl/2.stencil/shaders/stencil.fs b/advanced_opengl/2.stencil/shaders/stencil.fs
new file mode 100644
index 0000000..ff7dd9b
--- /dev/null
+++ b/advanced_opengl/2.stencil/shaders/stencil.fs
@@ -0,0 +1,13 @@
+#version 330 core
+
+out vec4 frag_color;
+
+in vec2 tex_coords;
+
+uniform sampler2D our_texture;
+
+void
+main(void)
+{
+ frag_color = texture(our_texture, tex_coords);
+}
diff --git a/advanced_opengl/2.stencil/shaders/stencil.vs b/advanced_opengl/2.stencil/shaders/stencil.vs
new file mode 100644
index 0000000..d3d92d1
--- /dev/null
+++ b/advanced_opengl/2.stencil/shaders/stencil.vs
@@ -0,0 +1,16 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec2 atex_coords;
+
+uniform mat4 model;
+uniform mat4 view;
+uniform mat4 projection;
+
+out vec2 tex_coords;
+
+void
+main(void)
+{
+ gl_Position = projection*view*model*vec4(apos, 1.0f);
+ tex_coords = atex_coords;
+}
diff --git a/advanced_opengl/2.stencil/stencil b/advanced_opengl/2.stencil/stencil
new file mode 100755
index 0000000..ad0f48c
--- /dev/null
+++ b/advanced_opengl/2.stencil/stencil
Binary files differ
diff --git a/advanced_opengl/2.stencil/stencil.c b/advanced_opengl/2.stencil/stencil.c
new file mode 100644
index 0000000..9f45048
--- /dev/null
+++ b/advanced_opengl/2.stencil/stencil.c
@@ -0,0 +1,299 @@
+#include "GL/glew.h"
+#include "GLFW/glfw3.h"
+
+#include "pwyazh.h"
+
+#include "pwyazh_GL.h"
+
+#include "common.h"
+
+#include <unistd.h>
+
+#define WIDTH 1280
+#define HEIGHT 720
+
+static V3F camera_pos;
+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_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;
+ }
+}
+
+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, "Stencil 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);
+
+ glEnable(GL_STENCIL_TEST);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+
+ U32 shader = create_shader_program("shaders/stencil.vs", "shaders/stencil.fs");
+ U32 outline_shader = create_shader_program("shaders/stencil.vs", "shaders/outline.fs");
+ U32 marble_texture = load_texture("../../data/textures/marble.jpg");
+ U32 metal_texture = load_texture("../../data/textures/metal.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*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 VAO, VBO;
+ glGenVertexArrays(1, &VAO);
+ glBindVertexArray(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 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);
+
+ /* INFO(pryazha): Render */
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+
+ /* NOTE(pryazha): Update stencil buffer with ones while drawing the cubes */
+ glStencilFunc(GL_ALWAYS, 1, 0xFF);
+ glStencilMask(0xFF);
+
+ 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(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);
+ }
+
+ /* NOTE(pryazha): Don't update stencil buffer while drawing the floor */
+ glStencilMask(0x00);
+
+ glBindTexture(GL_TEXTURE_2D, metal_texture);
+ model = transform_apply(platform_position);
+ shader_set_mat4fv(shader, "model", model);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+
+ glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
+ glStencilMask(0x00);
+ glDisable(GL_DEPTH_TEST);
+
+ glUseProgram(outline_shader);
+ shader_set_mat4fv(outline_shader, "view", view);
+ shader_set_mat4fv(outline_shader, "projection", projection);
+
+ for (S32 transform_index = 0;
+ transform_index < (S32)ArrayCount(cube_positions);
+ ++transform_index)
+ {
+ Transform transform = cube_positions[transform_index];
+ transform = transform_scale(transform, v3f(1.1f, 1.1f, 1.1f));
+ shader_set_mat4fv(outline_shader, "model", transform_apply(transform));
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ }
+
+ glStencilMask(0xFF);
+ glStencilFunc(GL_ALWAYS, 1, 0xFF);
+ glEnable(GL_DEPTH_TEST);
+
+ 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);
+}
diff --git a/advanced_opengl/3.blending/blending b/advanced_opengl/3.blending/blending
new file mode 100755
index 0000000..063ce51
--- /dev/null
+++ 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
new file mode 100644
index 0000000..9ac92ea
--- /dev/null
+++ b/advanced_opengl/3.blending/blending.c
@@ -0,0 +1,373 @@
+#include "GL/glew.h"
+#include "GLFW/glfw3.h"
+
+#include "pwyazh.h"
+
+#include "pwyazh_GL.h"
+
+#include "common.h"
+
+#include <unistd.h>
+
+#define WIDTH 1280
+#define HEIGHT 720
+
+static V3F camera_pos;
+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_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;
+ }
+}
+
+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);
+}
diff --git a/advanced_opengl/3.blending/build.sh b/advanced_opengl/3.blending/build.sh
new file mode 100755
index 0000000..1fb5c9c
--- /dev/null
+++ b/advanced_opengl/3.blending/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+TARGET='blending'
+set -x
+gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS && ./$TARGET
diff --git a/advanced_opengl/3.blending/shaders/blending.fs b/advanced_opengl/3.blending/shaders/blending.fs
new file mode 100644
index 0000000..f58c5d3
--- /dev/null
+++ b/advanced_opengl/3.blending/shaders/blending.fs
@@ -0,0 +1,13 @@
+#version 330 core
+
+out vec4 frag_color;
+
+in vec2 tex_coords;
+
+uniform sampler2D texture1;
+
+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.vs
new file mode 100644
index 0000000..d3d92d1
--- /dev/null
+++ b/advanced_opengl/3.blending/shaders/blending.vs
@@ -0,0 +1,16 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec2 atex_coords;
+
+uniform mat4 model;
+uniform mat4 view;
+uniform mat4 projection;
+
+out vec2 tex_coords;
+
+void
+main(void)
+{
+ gl_Position = projection*view*model*vec4(apos, 1.0f);
+ tex_coords = atex_coords;
+}
diff --git a/advanced_opengl/3.blending/shaders/grass.fs b/advanced_opengl/3.blending/shaders/grass.fs
new file mode 100644
index 0000000..cecb0ce
--- /dev/null
+++ b/advanced_opengl/3.blending/shaders/grass.fs
@@ -0,0 +1,17 @@
+#version 330 core
+
+out vec4 frag_color;
+
+in vec2 tex_coords;
+
+uniform sampler2D texture1;
+
+void
+main(void)
+{
+ vec4 tex_color = texture(texture1, tex_coords);
+ if (tex_color.a <= 0.2) {
+ discard;
+ }
+ frag_color = tex_color;
+}
diff --git a/advanced_opengl/4.face_culling/build.sh b/advanced_opengl/4.face_culling/build.sh
new file mode 100755
index 0000000..e60b2dc
--- /dev/null
+++ b/advanced_opengl/4.face_culling/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+TARGET='face_culling'
+set -x
+gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS && ./$TARGET
diff --git a/advanced_opengl/4.face_culling/face_culling b/advanced_opengl/4.face_culling/face_culling
new file mode 100755
index 0000000..62d75b4
--- /dev/null
+++ b/advanced_opengl/4.face_culling/face_culling
Binary files differ
diff --git a/advanced_opengl/4.face_culling/face_culling.c b/advanced_opengl/4.face_culling/face_culling.c
new file mode 100644
index 0000000..9769b53
--- /dev/null
+++ b/advanced_opengl/4.face_culling/face_culling.c
@@ -0,0 +1,306 @@
+#include "GL/glew.h"
+#include "GLFW/glfw3.h"
+
+#include "pwyazh.h"
+
+#include "pwyazh_GL.h"
+
+#include "common.h"
+
+#include <unistd.h>
+
+#define WIDTH 1280
+#define HEIGHT 720
+
+static V3F camera_pos;
+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_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;
+ }
+}
+
+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, "Face culling", 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_CULL_FACE);
+ glFrontFace(GL_CW);
+ glCullFace(GL_BACK);
+
+ U32 shader = create_shader_program("shaders/face_culling.vs", "shaders/face_culling.fs");
+
+ U32 grid_texture = load_texture("../../data/textures/grid.png");
+
+ F32 a = 0.5f;
+ /* NOTE(pryazha): Counter-clockwise order */
+ F32 cube_vertices_ccw[] = {
+ /* 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 */
+ };
+
+ F32 cube_vertices_cw[] = {
+ /* 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, 1.0f, 0.0f, /* bottom-right */
+ a, -a, -a, 0.0f, 0.0f, /* bottom-left */
+ a, a, -a, 0.0f, 1.0f, /* top-left */
+ -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, 1.0f, 0.0f, /* bottom-right */
+ -a, -a, a, 0.0f, 0.0f, /* bottom-left */
+ -a, a, a, 0.0f, 1.0f, /* top-left */
+ 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, 1.0f, 0.0f, /* bottom-right */
+ -a, -a, -a, 0.0f, 0.0f, /* bottom-left */
+ -a, a, -a, 0.0f, 1.0f, /* top-left */
+ -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, 1.0f, 0.0f, /* bottom-right */
+ a, -a, a, 0.0f, 0.0f, /* bottom-left */
+ a, a, a, 0.0f, 1.0f, /* top-left */
+ 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, 1.0f, 0.0f, /* bottom-right */
+ -a, a, a, 0.0f, 0.0f, /* bottom-left */
+ -a, a, -a, 0.0f, 1.0f, /* top-left */
+ 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, 1.0f, 0.0f, /* bottom-right */
+ -a, -a, -a, 0.0f, 0.0f, /* bottom-left */
+ -a, -a, a, 0.0f, 1.0f, /* top-left */
+ a, -a, a, 1.0f, 1.0f, /* top-right */
+ };
+
+ U32 cube_vao, vbo;
+ glGenVertexArrays(1, &cube_vao);
+ glBindVertexArray(cube_vao);
+ glGenBuffers(1, &vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices_cw), cube_vertices_cw, 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 cube_transform = transform_default();
+
+ F32 target_fps = 60.0f;
+ F32 target_spf = 1.0f/target_fps;
+ camera_pos = v3f(0.0f, 1.0f, 3.0f);
+
+ F32 last_time = glfwGetTime();
+
+ F32 d_angle = 45.0f;
+
+ 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);
+
+ /* 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;
+ cube_transform = transform_rotate(cube_transform, v3f(0.0f, d_angle*dt, 0.0f));
+ model = transform_apply(cube_transform);
+ 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);
+ glBindTexture(GL_TEXTURE_2D, grid_texture);
+ shader_set_mat4fv(shader, "model", model);
+ shader_set_mat4fv(shader, "view", view);
+ shader_set_mat4fv(shader, "projection", projection);
+ glBindVertexArray(cube_vao);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+
+ 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);
+}
diff --git a/advanced_opengl/4.face_culling/shaders/face_culling.fs b/advanced_opengl/4.face_culling/shaders/face_culling.fs
new file mode 100644
index 0000000..f58c5d3
--- /dev/null
+++ b/advanced_opengl/4.face_culling/shaders/face_culling.fs
@@ -0,0 +1,13 @@
+#version 330 core
+
+out vec4 frag_color;
+
+in vec2 tex_coords;
+
+uniform sampler2D texture1;
+
+void
+main(void)
+{
+ frag_color = texture(texture1, tex_coords);
+}
diff --git a/advanced_opengl/4.face_culling/shaders/face_culling.vs b/advanced_opengl/4.face_culling/shaders/face_culling.vs
new file mode 100644
index 0000000..d3d92d1
--- /dev/null
+++ b/advanced_opengl/4.face_culling/shaders/face_culling.vs
@@ -0,0 +1,16 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec2 atex_coords;
+
+uniform mat4 model;
+uniform mat4 view;
+uniform mat4 projection;
+
+out vec2 tex_coords;
+
+void
+main(void)
+{
+ gl_Position = projection*view*model*vec4(apos, 1.0f);
+ tex_coords = atex_coords;
+}
diff --git a/advanced_opengl/5.framebuffers/build.sh b/advanced_opengl/5.framebuffers/build.sh
new file mode 100755
index 0000000..58a1162
--- /dev/null
+++ b/advanced_opengl/5.framebuffers/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+TARGET='framebuffers'
+set -x
+gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS && ./$TARGET
diff --git a/advanced_opengl/5.framebuffers/framebuffers b/advanced_opengl/5.framebuffers/framebuffers
new file mode 100755
index 0000000..4b2c4c5
--- /dev/null
+++ b/advanced_opengl/5.framebuffers/framebuffers
Binary files differ
diff --git a/advanced_opengl/5.framebuffers/framebuffers.c b/advanced_opengl/5.framebuffers/framebuffers.c
new file mode 100644
index 0000000..a0523cc
--- /dev/null
+++ b/advanced_opengl/5.framebuffers/framebuffers.c
@@ -0,0 +1,424 @@
+#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 V3F camera_pos;
+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_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;
+ }
+}
+
+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, "Framebuffers", 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);
+ }
+
+ U32 screen_shader = create_shader_program("shaders/screen.vs", "shaders/screen.fs");
+ U32 cube_shader = create_shader_program("shaders/cube.vs", "shaders/cube.fs");
+ U32 marble_texture = load_texture("../../data/textures/marble.jpg");
+ U32 metal_texture = load_texture("../../data/textures/metal.png");
+ U32 window_texture = load_texture("../../data/textures/window.png");
+
+ U32 fbo;
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ U32 texture_colorbuffer;
+ glGenTextures(1, &texture_colorbuffer);
+ glBindTexture(GL_TEXTURE_2D, texture_colorbuffer);
+ 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);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ texture_colorbuffer, 0);
+
+ U32 rbo;
+ glGenRenderbuffers(1, &rbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, 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");
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ 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_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);
+
+ Transform window_transforms[] = {
+ transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, 0.0f, a+0.1f)),
+ transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, 0.0f, 2.0f)),
+ transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(1.0f, 0.0f, -1.0f)),
+ transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-2.0f, 0.0f, 0.5f)),
+ transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-3.0f, 0.0f, -3.0f)),
+ transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(3.0f, 0.0f, 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, 1.0f, 3.0f);
+
+ 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 */
+ 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);
+ MAT4 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(cube_shader);
+ shader_set_mat4fv(cube_shader, "view", view);
+ shader_set_mat4fv(cube_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)
+ {
+ shader_set_mat4fv(cube_shader, "model", transform_apply(cube_positions[transform_index]));
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, metal_texture);
+ shader_set_mat4fv(cube_shader, "model", transform_apply(platform_position));
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glBindVertexArray(0);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ glUseProgram(cube_shader);
+ glBindTexture(GL_TEXTURE_2D, window_texture);
+ shader_set_mat4fv(cube_shader, "view", view);
+ shader_set_mat4fv(cube_shader, "projection", projection);
+ glBindVertexArray(quad_vao);
+ for (S32 window_index = 0;
+ window_index < (S32)ArrayCount(sorted_window_transforms);
+ ++window_index)
+ {
+ shader_set_mat4fv(cube_shader, "model", transform_apply(sorted_window_transforms[window_index]));
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ }
+ glBindVertexArray(0);
+ glDisable(GL_BLEND);
+
+ 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, texture_colorbuffer);
+ glBindVertexArray(quad_vao);
+ shader_set_mat4fv(screen_shader, "model", mat4_identity());
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ glBindVertexArray(0);
+
+ 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);
+ V3F target = v3f_add(camera_pos, v3f_negate(forward));
+ view = look_at(camera_pos, target, v3f(0.0f, 1.0f, 0.0f));
+ glUseProgram(cube_shader);
+ shader_set_mat4fv(cube_shader, "view", view);
+ shader_set_mat4fv(cube_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)
+ {
+ shader_set_mat4fv(cube_shader, "model", transform_apply(cube_positions[transform_index]));
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, metal_texture);
+ shader_set_mat4fv(cube_shader, "model", transform_apply(platform_position));
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glBindVertexArray(0);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ glUseProgram(cube_shader);
+ glBindTexture(GL_TEXTURE_2D, window_texture);
+ shader_set_mat4fv(cube_shader, "view", view);
+ shader_set_mat4fv(cube_shader, "projection", projection);
+ glBindVertexArray(quad_vao);
+ for (S32 window_index = 0;
+ window_index < (S32)ArrayCount(sorted_window_transforms);
+ ++window_index)
+ {
+ shader_set_mat4fv(cube_shader, "model", transform_apply(sorted_window_transforms[window_index]));
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ }
+ glBindVertexArray(0);
+ glDisable(GL_BLEND);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glUseProgram(screen_shader);
+ glDisable(GL_DEPTH_TEST);
+ glBindTexture(GL_TEXTURE_2D, texture_colorbuffer);
+ glBindVertexArray(quad_vao);
+ MAT4 model = transform_apply(transform_make_scale_translate(v3f(0.3f, 0.3f, 0.3f), v3f(-0.7f, 0.7f, 0.0f)));
+ shader_set_mat4fv(screen_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);
+}
diff --git a/advanced_opengl/5.framebuffers/shaders/cube.fs b/advanced_opengl/5.framebuffers/shaders/cube.fs
new file mode 100644
index 0000000..f58c5d3
--- /dev/null
+++ b/advanced_opengl/5.framebuffers/shaders/cube.fs
@@ -0,0 +1,13 @@
+#version 330 core
+
+out vec4 frag_color;
+
+in vec2 tex_coords;
+
+uniform sampler2D texture1;
+
+void
+main(void)
+{
+ frag_color = texture(texture1, tex_coords);
+}
diff --git a/advanced_opengl/5.framebuffers/shaders/cube.vs b/advanced_opengl/5.framebuffers/shaders/cube.vs
new file mode 100644
index 0000000..3c11932
--- /dev/null
+++ b/advanced_opengl/5.framebuffers/shaders/cube.vs
@@ -0,0 +1,17 @@
+#version 330 core
+
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec2 atex_coords;
+
+uniform mat4 model;
+uniform mat4 view;
+uniform mat4 projection;
+
+out vec2 tex_coords;
+
+void
+main(void)
+{
+ gl_Position = projection*view*model*vec4(apos, 1.0f);
+ tex_coords = atex_coords;
+}
diff --git a/advanced_opengl/5.framebuffers/shaders/screen.fs b/advanced_opengl/5.framebuffers/shaders/screen.fs
new file mode 100644
index 0000000..8f0b2da
--- /dev/null
+++ b/advanced_opengl/5.framebuffers/shaders/screen.fs
@@ -0,0 +1,119 @@
+#version 330 core
+
+out vec4 frag_color;
+
+in vec2 tex_coords;
+
+uniform sampler2D texture1;
+
+vec4
+inversion()
+{
+ vec4 result = vec4(1.0f-vec3(texture(texture1, tex_coords)), 1.0f);
+ return(result);
+}
+
+vec4
+grayscale_average()
+{
+ vec4 tex_color = texture(texture1, tex_coords);
+ float average = (tex_color.r+tex_color.g+tex_color.b)/3.0f;
+ vec4 result = vec4(average, average, average, 1.0f);
+ return(result);
+}
+
+vec4
+grayscale_weights()
+{
+ vec4 tex_color = texture(texture1, tex_coords);
+ float average = 0.2126*tex_color.r+0.7152*tex_color.g+0.0722f*tex_color.b;
+ vec4 result = vec4(average, average, average, 1.0f);
+ return(result);
+}
+
+const float offset = 1.0f/300.0f;
+
+vec4
+kernel_effect(float[9] kernel)
+{
+ vec2 offsets[9] = vec2[](
+ vec2(-offset, offset), /* top-left */
+ vec2(0.0f, offset), /* top-center */
+ vec2(offset, offset), /* top-right */
+ vec2(-offset, 0.0f), /* center-left */
+ vec2(0.0f, 0.0f), /* center-center */
+ vec2(offset, 0.0f), /* center-right */
+ vec2(-offset, -offset), /* bottom-left */
+ vec2(0.0f, -offset), /* bottom-center */
+ vec2(offset, -offset) /* bottom-right */
+ );
+
+ 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]));
+ }
+
+ vec3 color = vec3(0.0f);
+ for (int i = 0; i < 9; ++i)
+ color += sample_texture[i]*kernel[i];
+
+ return(vec4(color, 1.0f));
+}
+
+void
+main(void)
+{
+ float strange_kernel[9] = float[](
+ -1, -1, -1,
+ -1, 9, -1,
+ -1, -1, -1
+ );
+
+ float gaussian_blur_kernel[9] = float[](
+ 1.0f/16.0f, 2.0f/16.0f, 1.0f/16.0f,
+ 2.0f/16.0f, 4.0f/16.0f, 2.0f/16.0f,
+ 1.0f/16.0f, 2.0f/16.0f, 1.0f/16.0f
+ );
+
+ float box_blur_kernel[9] = float[](
+ 1.0f/9.0f, 1.0f/9.0f, 1.0f/9.0f,
+ 1.0f/9.0f, 1.0f/9.0f, 1.0f/9.0f,
+ 1.0f/9.0f, 1.0f/9.0f, 1.0f/9.0f
+ );
+
+ float edge_detection_kernel[9] = float[](
+ 1.0f, 1.0f, 1.0f,
+ 1.0f, -8.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f
+ );
+
+ float sharpening_kernel[9] = float[](
+ 0.0f, -1.0f, 0.0f,
+ -1.0f, 5.0f, -1.0f,
+ 0.0f, -1.0f, 0.0f
+ );
+
+ float sobel_kernel_vertical[9] = float[](
+ -1.0f, 0.0f, 1.0f,
+ -2.0f, 0.0f, 2.0f,
+ -1.0f, 0.0f, 0.0f
+ );
+ float sobel_kernel_horizontal[9] = float[](
+ -1.0f, -2.0f, -1.0f,
+ 0.0f, 0.0f, 0.0f,
+ 1.0f, 2.0f, 1.0f
+ );
+
+ float funny_kernel[9] = float[](
+ 1.0f, 1.0f, 1.0f,
+ 1.0f, -4.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f
+ );
+
+ frag_color = kernel_effect(funny_kernel);
+ frag_color *= vec4(0.76f, 0.47f, 0.84f, 1.0f);
+}
diff --git a/advanced_opengl/5.framebuffers/shaders/screen.vs b/advanced_opengl/5.framebuffers/shaders/screen.vs
new file mode 100644
index 0000000..157dde2
--- /dev/null
+++ b/advanced_opengl/5.framebuffers/shaders/screen.vs
@@ -0,0 +1,14 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec2 atex_coords;
+
+out vec2 tex_coords;
+
+uniform mat4 model;
+
+void
+main(void)
+{
+ gl_Position = model*vec4(apos, 1.0f);
+ tex_coords = atex_coords;
+}
diff --git a/advanced_opengl/6.cubemaps/build.sh b/advanced_opengl/6.cubemaps/build.sh
new file mode 100755
index 0000000..bf1d66c
--- /dev/null
+++ b/advanced_opengl/6.cubemaps/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+TARGET='cubemaps'
+set -x
+gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS && ./$TARGET
diff --git a/advanced_opengl/6.cubemaps/cubemaps b/advanced_opengl/6.cubemaps/cubemaps
new file mode 100755
index 0000000..661279d
--- /dev/null
+++ b/advanced_opengl/6.cubemaps/cubemaps
Binary files differ
diff --git a/advanced_opengl/6.cubemaps/cubemaps.c b/advanced_opengl/6.cubemaps/cubemaps.c
new file mode 100644
index 0000000..5ea5300
--- /dev/null
+++ b/advanced_opengl/6.cubemaps/cubemaps.c
@@ -0,0 +1,451 @@
+#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 V3F camera_pos;
+static F32 dt;
+static Input input;
+static B32 first_mouse = 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: {
+ 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;
+ }
+}
+
+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);
+}
+
+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, "Cubemaps", 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 reflection_shader = create_shader_program("shaders/reflection.vs", "shaders/reflection.fs");
+ U32 refraction_shader = create_shader_program("shaders/refraction.vs", "shaders/refraction.fs");
+ U32 cube_shader = create_shader_program("shaders/cube.vs", "shaders/cube.fs");
+ 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 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, 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 normals_cube_vertices[] = {
+ -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
+ 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
+ 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
+ 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
+ -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
+ -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
+
+ -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
+ 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
+ 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
+ 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
+ -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
+ -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
+
+ -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
+ -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
+ -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
+ -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
+ -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
+ -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
+
+ 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
+ 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
+ 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
+ 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
+ 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
+ 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
+
+ -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
+ 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
+ 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
+ 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
+ -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
+ -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
+
+ -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
+ 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
+ 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
+ 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
+ -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
+ -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
+ };
+ 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(normals_cube_vertices), normals_cube_vertices, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(F32), (void *)0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(F32), (void *)(3*sizeof(F32)));
+ 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;
+ view = mat4_make_translate(v3f_negate(camera_pos));
+ view = mat4_rotate_angles(view, v3f(pitch, yaw, 0.0f));
+ projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f);
+
+ 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));
+
+ 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;
+
+ view = mat4_make_translate(v3f_negate(camera_pos));
+ view = mat4_rotate_angles(view, v3f(pitch, yaw, 0.0f));
+
+ 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);
+
+ glUseProgram(cube_shader);
+ shader_set_mat4fv(cube_shader, "view", view);
+ shader_set_mat4fv(cube_shader, "projection", projection);
+ glBindTexture(GL_TEXTURE_2D, grid_texture);
+
+ glBindVertexArray(cube_vao);
+ for (S32 transform_index = 0;
+ transform_index < (S32)ArrayCount(cube_positions);
+ ++transform_index)
+ {
+ shader_set_mat4fv(cube_shader, "model", transform_apply(cube_positions[transform_index]));
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ }
+
+ shader_set_mat4fv(cube_shader, "model", transform_apply(platform_position));
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glBindVertexArray(0);
+
+ glUseProgram(reflection_shader);
+ shader_set_mat4fv(reflection_shader, "model", mat4_make_translate(v3f(0.0f, 2.0f, 0.0f)));
+ shader_set_mat4fv(reflection_shader, "view", view);
+ shader_set_mat4fv(reflection_shader, "projection", projection);
+ shader_set_3fv(reflection_shader, "camera_pos", camera_pos);
+ glBindVertexArray(normals_cube_vao);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_texture);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+ glBindVertexArray(0);
+
+ glUseProgram(refraction_shader);
+ shader_set_mat4fv(refraction_shader, "model", mat4_make_translate(v3f(2.0f, 2.0f, 0.0f)));
+ shader_set_mat4fv(refraction_shader, "view", view);
+ shader_set_mat4fv(refraction_shader, "projection", projection);
+ shader_set_3fv(refraction_shader, "camera_pos", camera_pos);
+ glBindVertexArray(normals_cube_vao);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_texture);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+ 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);
+ shader_set_mat4fv(skybox_shader, "view", rotate_view);
+ shader_set_mat4fv(skybox_shader, "projection", projection);
+ 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);
+}
diff --git a/advanced_opengl/6.cubemaps/shaders/cube.fs b/advanced_opengl/6.cubemaps/shaders/cube.fs
new file mode 100644
index 0000000..f58c5d3
--- /dev/null
+++ b/advanced_opengl/6.cubemaps/shaders/cube.fs
@@ -0,0 +1,13 @@
+#version 330 core
+
+out vec4 frag_color;
+
+in vec2 tex_coords;
+
+uniform sampler2D texture1;
+
+void
+main(void)
+{
+ frag_color = texture(texture1, tex_coords);
+}
diff --git a/advanced_opengl/6.cubemaps/shaders/cube.vs b/advanced_opengl/6.cubemaps/shaders/cube.vs
new file mode 100644
index 0000000..3c11932
--- /dev/null
+++ b/advanced_opengl/6.cubemaps/shaders/cube.vs
@@ -0,0 +1,17 @@
+#version 330 core
+
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec2 atex_coords;
+
+uniform mat4 model;
+uniform mat4 view;
+uniform mat4 projection;
+
+out vec2 tex_coords;
+
+void
+main(void)
+{
+ gl_Position = projection*view*model*vec4(apos, 1.0f);
+ tex_coords = atex_coords;
+}
diff --git a/advanced_opengl/6.cubemaps/shaders/reflection.fs b/advanced_opengl/6.cubemaps/shaders/reflection.fs
new file mode 100644
index 0000000..3723ea9
--- /dev/null
+++ b/advanced_opengl/6.cubemaps/shaders/reflection.fs
@@ -0,0 +1,17 @@
+#version 330 core
+
+in vec3 pos;
+in vec3 normal;
+
+out vec4 frag_color;
+
+uniform vec3 camera_pos;
+uniform samplerCube skybox;
+
+void
+main(void)
+{
+ vec3 i = pos-camera_pos;
+ vec3 r = reflect(i, normalize(normal));
+ frag_color = texture(skybox, r);
+}
diff --git a/advanced_opengl/6.cubemaps/shaders/reflection.vs b/advanced_opengl/6.cubemaps/shaders/reflection.vs
new file mode 100644
index 0000000..34ad142
--- /dev/null
+++ b/advanced_opengl/6.cubemaps/shaders/reflection.vs
@@ -0,0 +1,19 @@
+#version 330 core
+
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec3 anormal;
+
+out vec3 pos;
+out vec3 normal;
+
+uniform mat4 model;
+uniform mat4 view;
+uniform mat4 projection;
+
+void
+main(void)
+{
+ pos = vec3(model*vec4(apos, 1.0f));
+ normal = mat3(transpose(inverse(model)))*anormal;
+ gl_Position = projection*view*model*vec4(apos, 1.0f);
+}
diff --git a/advanced_opengl/6.cubemaps/shaders/refraction.fs b/advanced_opengl/6.cubemaps/shaders/refraction.fs
new file mode 100644
index 0000000..8a8a8c5
--- /dev/null
+++ b/advanced_opengl/6.cubemaps/shaders/refraction.fs
@@ -0,0 +1,18 @@
+#version 330 core
+
+in vec3 pos;
+in vec3 normal;
+
+out vec4 frag_color;
+
+uniform vec3 camera_pos;
+uniform samplerCube skybox;
+
+void
+main(void)
+{
+ float ratio = 1.0f/1.52f;
+ vec3 i = pos-camera_pos;
+ vec3 r = refract(i, normalize(normal), ratio);
+ frag_color = texture(skybox, r);
+}
diff --git a/advanced_opengl/6.cubemaps/shaders/refraction.vs b/advanced_opengl/6.cubemaps/shaders/refraction.vs
new file mode 100644
index 0000000..34ad142
--- /dev/null
+++ b/advanced_opengl/6.cubemaps/shaders/refraction.vs
@@ -0,0 +1,19 @@
+#version 330 core
+
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec3 anormal;
+
+out vec3 pos;
+out vec3 normal;
+
+uniform mat4 model;
+uniform mat4 view;
+uniform mat4 projection;
+
+void
+main(void)
+{
+ pos = vec3(model*vec4(apos, 1.0f));
+ normal = mat3(transpose(inverse(model)))*anormal;
+ gl_Position = projection*view*model*vec4(apos, 1.0f);
+}
diff --git a/advanced_opengl/6.cubemaps/shaders/skybox.fs b/advanced_opengl/6.cubemaps/shaders/skybox.fs
new file mode 100644
index 0000000..bf69c8b
--- /dev/null
+++ b/advanced_opengl/6.cubemaps/shaders/skybox.fs
@@ -0,0 +1,13 @@
+#version 330 core
+
+in vec3 tex_coords;
+
+out vec4 frag_color;
+
+uniform samplerCube skybox;
+
+void
+main(void)
+{
+ frag_color = texture(skybox, tex_coords);
+}
diff --git a/advanced_opengl/6.cubemaps/shaders/skybox.vs b/advanced_opengl/6.cubemaps/shaders/skybox.vs
new file mode 100644
index 0000000..4259dc1
--- /dev/null
+++ b/advanced_opengl/6.cubemaps/shaders/skybox.vs
@@ -0,0 +1,16 @@
+#version 330 core
+
+layout(location = 0) in vec3 apos;
+
+out vec3 tex_coords;
+
+uniform mat4 view;
+uniform mat4 projection;
+
+void
+main(void)
+{
+ tex_coords = apos;
+ vec4 pos = projection*view*vec4(apos, 1.0f);
+ gl_Position = pos.xyww;
+}
diff --git a/advanced_opengl/7.uniform_buffer/build.sh b/advanced_opengl/7.uniform_buffer/build.sh
new file mode 100755
index 0000000..d5620a3
--- /dev/null
+++ b/advanced_opengl/7.uniform_buffer/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+TARGET='uniform_buffer'
+set -x
+gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS && ./$TARGET
diff --git a/advanced_opengl/7.uniform_buffer/shaders/color_cube.fs b/advanced_opengl/7.uniform_buffer/shaders/color_cube.fs
new file mode 100644
index 0000000..8aa5add
--- /dev/null
+++ b/advanced_opengl/7.uniform_buffer/shaders/color_cube.fs
@@ -0,0 +1,9 @@
+#version 330 core
+
+out vec4 frag_color;
+
+void
+main(void)
+{
+ frag_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
+}
diff --git a/advanced_opengl/7.uniform_buffer/shaders/color_cube.vs b/advanced_opengl/7.uniform_buffer/shaders/color_cube.vs
new file mode 100644
index 0000000..630242d
--- /dev/null
+++ b/advanced_opengl/7.uniform_buffer/shaders/color_cube.vs
@@ -0,0 +1,16 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+
+layout(std140) uniform Matrices
+{
+ mat4 projection;
+ mat4 view;
+};
+
+uniform mat4 model;
+
+void
+main(void)
+{
+ gl_Position = projection*view*model*vec4(apos, 1.0f);
+}
diff --git a/advanced_opengl/7.uniform_buffer/shaders/cube.fs b/advanced_opengl/7.uniform_buffer/shaders/cube.fs
new file mode 100644
index 0000000..f58c5d3
--- /dev/null
+++ b/advanced_opengl/7.uniform_buffer/shaders/cube.fs
@@ -0,0 +1,13 @@
+#version 330 core
+
+out vec4 frag_color;
+
+in vec2 tex_coords;
+
+uniform sampler2D texture1;
+
+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.vs
new file mode 100644
index 0000000..cb0b7bf
--- /dev/null
+++ b/advanced_opengl/7.uniform_buffer/shaders/cube.vs
@@ -0,0 +1,21 @@
+#version 330 core
+
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec2 atex_coords;
+
+layout(std140) uniform Matrices
+{
+ uniform mat4 projection;
+ uniform mat4 view;
+};
+
+uniform mat4 model;
+
+out vec2 tex_coords;
+
+void
+main(void)
+{
+ gl_Position = projection*view*model*vec4(apos, 1.0f);
+ tex_coords = atex_coords;
+}
diff --git a/advanced_opengl/7.uniform_buffer/shaders/skybox.fs b/advanced_opengl/7.uniform_buffer/shaders/skybox.fs
new file mode 100644
index 0000000..bf69c8b
--- /dev/null
+++ b/advanced_opengl/7.uniform_buffer/shaders/skybox.fs
@@ -0,0 +1,13 @@
+#version 330 core
+
+in vec3 tex_coords;
+
+out vec4 frag_color;
+
+uniform samplerCube skybox;
+
+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.vs
new file mode 100644
index 0000000..36a07ed
--- /dev/null
+++ b/advanced_opengl/7.uniform_buffer/shaders/skybox.vs
@@ -0,0 +1,19 @@
+#version 330 core
+
+layout(location = 0) in vec3 apos;
+
+out vec3 tex_coords;
+
+layout(std140) uniform Matrices
+{
+ uniform mat4 projection;
+ uniform mat4 view;
+};
+
+void
+main(void)
+{
+ tex_coords = apos;
+ vec4 pos = projection*view*vec4(apos, 1.0f);
+ gl_Position = pos.xyww;
+}
diff --git a/advanced_opengl/7.uniform_buffer/uniform_buffer b/advanced_opengl/7.uniform_buffer/uniform_buffer
new file mode 100755
index 0000000..e2b3e42
--- /dev/null
+++ 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
new file mode 100644
index 0000000..e67b5c9
--- /dev/null
+++ b/advanced_opengl/7.uniform_buffer/uniform_buffer.c
@@ -0,0 +1,392 @@
+#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 V3F camera_pos;
+static F32 dt;
+static Input input;
+static B32 first_mouse = 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: {
+ 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;
+ }
+}
+
+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);
+}
+
+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);
+}
diff --git a/advanced_opengl/8.geometry_shader/build.sh b/advanced_opengl/8.geometry_shader/build.sh
new file mode 100755
index 0000000..fc81331
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+TARGET='geometry_shader'
+set -x
+gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS && ./$TARGET
diff --git a/advanced_opengl/8.geometry_shader/geometry_shader b/advanced_opengl/8.geometry_shader/geometry_shader
new file mode 100755
index 0000000..f245068
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/geometry_shader
Binary files differ
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);
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/base.fs b/advanced_opengl/8.geometry_shader/shaders/base.fs
new file mode 100644
index 0000000..283d885
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/base.fs
@@ -0,0 +1,11 @@
+#version 330 core
+
+in vec3 fcolor;
+
+out vec4 frag_color;
+
+void
+main(void)
+{
+ frag_color = vec4(fcolor, 1.0f);
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/base.gs b/advanced_opengl/8.geometry_shader/shaders/base.gs
new file mode 100644
index 0000000..6b140c5
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/base.gs
@@ -0,0 +1,27 @@
+#version 330 core
+layout(points) in;
+layout(triangle_strip, max_vertices = 5) out;
+
+in VS_OUT {
+ vec3 color;
+} gs_in[];
+
+out vec3 fcolor;
+
+void
+main(void)
+{
+ fcolor = gs_in[0].color;
+ gl_Position = gl_in[0].gl_Position+vec4(-0.2, -0.2, 0.0, 0.0);
+ EmitVertex();
+ gl_Position = gl_in[0].gl_Position+vec4(0.2, -0.2, 0.0, 0.0);
+ EmitVertex();
+ gl_Position = gl_in[0].gl_Position+vec4(-0.2, 0.2, 0.0, 0.0);
+ EmitVertex();
+ gl_Position = gl_in[0].gl_Position+vec4(0.2, 0.2, 0.0, 0.0);
+ EmitVertex();
+ fcolor = vec3(1.0, 1.0, 1.0);
+ gl_Position = gl_in[0].gl_Position+vec4(0.0, 0.4, 0.0, 0.0);
+ EmitVertex();
+ EndPrimitive();
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/base.vs b/advanced_opengl/8.geometry_shader/shaders/base.vs
new file mode 100644
index 0000000..2924e6c
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/base.vs
@@ -0,0 +1,14 @@
+#version 330 core
+layout(location = 0) in vec2 apos;
+layout(location = 1) in vec3 acolor;
+
+out VS_OUT {
+ vec3 color;
+} vs_out;
+
+void
+main(void)
+{
+ vs_out.color = acolor;
+ gl_Position = vec4(apos, 0.0f, 1.0f);
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/basic.fs b/advanced_opengl/8.geometry_shader/shaders/basic.fs
new file mode 100644
index 0000000..bdd4b9a
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/basic.fs
@@ -0,0 +1,13 @@
+#version 330 core
+
+in vec2 tex_coords;
+
+out vec4 frag_color;
+
+uniform sampler2D texture1;
+
+void
+main(void)
+{
+ frag_color = texture(texture1, tex_coords);
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/basic.vs b/advanced_opengl/8.geometry_shader/shaders/basic.vs
new file mode 100644
index 0000000..9a630b6
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/basic.vs
@@ -0,0 +1,16 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 2) in vec2 atex_coords;
+
+out vec2 tex_coords;
+
+uniform mat4 model;
+uniform mat4 view;
+uniform mat4 projection;
+
+void
+main(void)
+{
+ gl_Position = projection*view*model*vec4(apos, 1.0f);
+ tex_coords = atex_coords;
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.fs b/advanced_opengl/8.geometry_shader/shaders/explosion.fs
new file mode 100644
index 0000000..70e7151
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/explosion.fs
@@ -0,0 +1,13 @@
+#version 330 core
+
+in vec2 ftex_coords;
+
+out vec4 frag_color;
+
+uniform sampler2D texture0;
+
+void
+main(void)
+{
+ frag_color = texture(texture0, ftex_coords);
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.gs b/advanced_opengl/8.geometry_shader/shaders/explosion.gs
new file mode 100644
index 0000000..1883ad2
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/explosion.gs
@@ -0,0 +1,44 @@
+#version 330 core
+layout(triangles) in;
+layout(triangle_strip, max_vertices = 3) out;
+
+in VS_OUT {
+ vec2 gtex_coords;
+} gs_in[];
+
+out vec2 ftex_coords;
+
+uniform float time;
+
+vec3
+get_normal(void)
+{
+ vec3 a = vec3(gl_in[0].gl_Position)-vec3(gl_in[1].gl_Position);
+ vec3 b = vec3(gl_in[2].gl_Position)-vec3(gl_in[1].gl_Position);
+ return(normalize(cross(a, b)));
+}
+
+vec4
+explode(vec4 position, vec3 normal)
+{
+ float magnitude = 0.2f;
+ vec3 direction = normal*magnitude*((sin(time)+1.0f)/2.0f);
+ vec4 result = position+vec4(direction, 0.0f);
+ return(result);
+}
+
+void
+main(void)
+{
+ vec3 normal = get_normal();
+ gl_Position = explode(gl_in[0].gl_Position, normal);
+ ftex_coords = gs_in[0].gtex_coords;
+ EmitVertex();
+ gl_Position = explode(gl_in[1].gl_Position, normal);
+ ftex_coords = gs_in[1].gtex_coords;
+ EmitVertex();
+ gl_Position = explode(gl_in[2].gl_Position, normal);
+ ftex_coords = gs_in[2].gtex_coords;
+ EmitVertex();
+ EndPrimitive();
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.vs b/advanced_opengl/8.geometry_shader/shaders/explosion.vs
new file mode 100644
index 0000000..5925b8f
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/explosion.vs
@@ -0,0 +1,18 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec2 atex_coords;
+
+out VS_OUT {
+ vec2 gtex_coords;
+} vs_out;
+
+uniform mat4 projection;
+uniform mat4 view;
+uniform mat4 model;
+
+void
+main(void)
+{
+ vs_out.gtex_coords = atex_coords;
+ gl_Position = projection*view*model*vec4(apos, 1.0f);
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.fs b/advanced_opengl/8.geometry_shader/shaders/normals.fs
new file mode 100644
index 0000000..fbbafbf
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/normals.fs
@@ -0,0 +1,9 @@
+#version 330 core
+
+out vec4 frag_color;
+
+void
+main(void)
+{
+ frag_color = vec4(1.0, 0.0, 0.0, 1.0);
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.gs b/advanced_opengl/8.geometry_shader/shaders/normals.gs
new file mode 100644
index 0000000..3720a5f
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/normals.gs
@@ -0,0 +1,44 @@
+#version 330 core
+layout(triangles) in;
+layout(line_strip, max_vertices = 6) out;
+
+in VS_OUT {
+ vec3 normal;
+} gs_in[];
+
+uniform mat4 projection;
+
+const float MAGNITUDE = 0.4;
+
+void
+generate_line(int index)
+{
+ gl_Position = projection*gl_in[index].gl_Position;
+ EmitVertex();
+ gl_Position = projection*(gl_in[index].gl_Position+
+ vec4(gs_in[index].normal, 0.0)*MAGNITUDE);
+ EmitVertex();
+ EndPrimitive();
+}
+
+void
+main(void)
+{
+ /*
+ vec4 center = (gl_in[0].gl_Position+
+ gl_in[1].gl_Position+
+ gl_in[2].gl_Position)/3.0;
+ vec4 end = center+vec4(((gs_in[0].normal+
+ gs_in[1].normal+
+ gs_in[2].normal)/3.0),
+ 0.0)*MAGNITUDE;
+ gl_Position = projection*center;
+ EmitVertex();
+ gl_Position = projection*end;
+ EmitVertex();
+ EndPrimitive();
+ */
+ generate_line(0);
+ generate_line(1);
+ generate_line(2);
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.vs b/advanced_opengl/8.geometry_shader/shaders/normals.vs
new file mode 100644
index 0000000..3b728e5
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/normals.vs
@@ -0,0 +1,18 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec3 anormal;
+
+out VS_OUT {
+ vec3 normal;
+} vs_out;
+
+uniform mat4 view;
+uniform mat4 model;
+
+void
+main(void)
+{
+ mat3 normal_matrix = mat3(transpose(inverse(view*model)));
+ vs_out.normal = normalize(normal_matrix*anormal);
+ gl_Position = view*model*vec4(apos, 1.0);
+}
diff --git a/advanced_opengl/9.instancing/build.sh b/advanced_opengl/9.instancing/build.sh
new file mode 100755
index 0000000..40b314b
--- /dev/null
+++ b/advanced_opengl/9.instancing/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+TARGET='instancing'
+set -x
+gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS && ./$TARGET
diff --git a/advanced_opengl/9.instancing/instancing b/advanced_opengl/9.instancing/instancing
new file mode 100755
index 0000000..08b099d
--- /dev/null
+++ b/advanced_opengl/9.instancing/instancing
Binary files differ
diff --git a/advanced_opengl/9.instancing/instancing.c b/advanced_opengl/9.instancing/instancing.c
new file mode 100644
index 0000000..90647fb
--- /dev/null
+++ b/advanced_opengl/9.instancing/instancing.c
@@ -0,0 +1,402 @@
+#include "GL/glew.h"
+#include "GLFW/glfw3.h"
+
+#include "pwyazh.h"
+
+#include "pwyazh_GL.h"
+
+#include "common.h"
+
+#include <unistd.h>
+
+static S32 global_width = 1024, global_height = 768;
+static Input global_input;
+
+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;
+ }
+}
+
+void
+window_resize_callback(GLFWwindow* window, int width, int height)
+{
+ global_width = width;
+ global_height = height;
+ glViewport(0, 0, global_width, global_height);
+}
+
+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: {
+ camera_pos = update_camera_orbital(global_input,
+ camera_pos, v3f_zero(),
+ dt, camera_speed);
+
+ 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: {
+ camera_pos = update_camera_orbital(global_input,
+ camera_pos, v3f_zero(),
+ dt, camera_speed);
+
+ 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);
+}
diff --git a/advanced_opengl/9.instancing/shaders/default.fs b/advanced_opengl/9.instancing/shaders/default.fs
new file mode 100644
index 0000000..c655ac8
--- /dev/null
+++ b/advanced_opengl/9.instancing/shaders/default.fs
@@ -0,0 +1,13 @@
+#version 330 core
+
+in vec2 tex_coords;
+
+out vec4 frag_color;
+
+uniform sampler2D texture0;
+
+void
+main(void)
+{
+ frag_color = texture(texture0, tex_coords);
+} \ No newline at end of file
diff --git a/advanced_opengl/9.instancing/shaders/default.vs b/advanced_opengl/9.instancing/shaders/default.vs
new file mode 100644
index 0000000..85d3c19
--- /dev/null
+++ b/advanced_opengl/9.instancing/shaders/default.vs
@@ -0,0 +1,18 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec3 anormal;
+layout(location = 2) in vec2 atex_coords;
+
+out vec3 normal;
+out vec2 tex_coords;
+
+uniform mat4 projection;
+uniform mat4 view;
+uniform mat4 model;
+
+void
+main(void)
+{
+ tex_coords = atex_coords;
+ gl_Position = projection*view*model*vec4(apos, 1.0);
+}
diff --git a/advanced_opengl/9.instancing/shaders/instanced_arrays.fs b/advanced_opengl/9.instancing/shaders/instanced_arrays.fs
new file mode 100644
index 0000000..a32e52e
--- /dev/null
+++ b/advanced_opengl/9.instancing/shaders/instanced_arrays.fs
@@ -0,0 +1,11 @@
+#version 330 core
+
+in vec3 color;
+
+out vec4 frag_color;
+
+void
+main(void)
+{
+ frag_color = vec4(color, 1.0);
+}
diff --git a/advanced_opengl/9.instancing/shaders/instanced_arrays.vs b/advanced_opengl/9.instancing/shaders/instanced_arrays.vs
new file mode 100644
index 0000000..e7bbeb7
--- /dev/null
+++ b/advanced_opengl/9.instancing/shaders/instanced_arrays.vs
@@ -0,0 +1,14 @@
+#version 330 core
+layout(location = 0) in vec2 apos;
+layout(location = 1) in vec3 acolor;
+layout(location = 2) in vec2 aoffset;
+
+out vec3 color;
+
+void
+main(void)
+{
+ color = acolor;
+ vec2 pos = apos*(gl_InstanceID/100.0f);
+ gl_Position = vec4(pos+aoffset, 0.0f, 1.0f);
+}
diff --git a/advanced_opengl/9.instancing/shaders/instanced_mat4.fs b/advanced_opengl/9.instancing/shaders/instanced_mat4.fs
new file mode 100644
index 0000000..ae625b2
--- /dev/null
+++ b/advanced_opengl/9.instancing/shaders/instanced_mat4.fs
@@ -0,0 +1,14 @@
+#version 330 core
+
+in vec2 tex_coords;
+
+out vec4 frag_color;
+
+uniform sampler2D texture1;
+
+void
+main(void)
+{
+ frag_color = texture(texture1, tex_coords);
+}
+
diff --git a/advanced_opengl/9.instancing/shaders/instanced_mat4.vs b/advanced_opengl/9.instancing/shaders/instanced_mat4.vs
new file mode 100644
index 0000000..5ab3a81
--- /dev/null
+++ b/advanced_opengl/9.instancing/shaders/instanced_mat4.vs
@@ -0,0 +1,16 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 2) in vec2 atex_coords;
+layout(location = 3) in mat4 instance_matrix;
+
+out vec2 tex_coords;
+
+uniform mat4 projection;
+uniform mat4 view;
+
+void
+main(void)
+{
+ tex_coords = atex_coords;
+ gl_Position = projection*view*instance_matrix*vec4(apos, 1.0f);
+}
diff --git a/advanced_opengl/9.instancing/shaders/instancing_uniform_array.fs b/advanced_opengl/9.instancing/shaders/instancing_uniform_array.fs
new file mode 100644
index 0000000..a32e52e
--- /dev/null
+++ b/advanced_opengl/9.instancing/shaders/instancing_uniform_array.fs
@@ -0,0 +1,11 @@
+#version 330 core
+
+in vec3 color;
+
+out vec4 frag_color;
+
+void
+main(void)
+{
+ frag_color = vec4(color, 1.0);
+}
diff --git a/advanced_opengl/9.instancing/shaders/instancing_uniform_array.vs b/advanced_opengl/9.instancing/shaders/instancing_uniform_array.vs
new file mode 100644
index 0000000..a77be31
--- /dev/null
+++ b/advanced_opengl/9.instancing/shaders/instancing_uniform_array.vs
@@ -0,0 +1,14 @@
+#version 330 core
+layout(location = 0) in vec2 apos;
+layout(location = 1) in vec3 acolor;
+
+out vec3 color;
+
+uniform vec2 offsets[100];
+
+void
+main(void)
+{
+ color = acolor;
+ gl_Position = vec4(apos+offsets[gl_InstanceID], 0.0, 1.0);
+}