diff options
Diffstat (limited to 'advanced_opengl')
-rwxr-xr-x | advanced_opengl/1.depth/depth | bin | 1282544 -> 1283928 bytes | |||
-rw-r--r-- | advanced_opengl/1.depth/depth.c | 433 | ||||
-rw-r--r-- | advanced_opengl/1.depth/shaders/depth.frag (renamed from advanced_opengl/1.depth/shaders/depth.fs) | 10 | ||||
-rw-r--r-- | advanced_opengl/1.depth/shaders/depth.vert (renamed from advanced_opengl/2.stencil/shaders/stencil.vs) | 7 | ||||
-rwxr-xr-x | advanced_opengl/10.antialiasing/anti_aliasing_msaa | bin | 1277808 -> 1279192 bytes | |||
-rw-r--r-- | advanced_opengl/10.antialiasing/anti_aliasing_msaa.c | 309 | ||||
-rwxr-xr-x | advanced_opengl/10.antialiasing/anti_aliasing_offscreen | bin | 1278840 -> 1284864 bytes | |||
-rw-r--r-- | advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c | 453 | ||||
-rw-r--r-- | advanced_opengl/10.antialiasing/shaders/color.frag (renamed from advanced_opengl/2.stencil/shaders/outline.fs) | 3 | ||||
-rw-r--r-- | advanced_opengl/10.antialiasing/shaders/color.vert (renamed from advanced_opengl/10.antialiasing/shaders/color.vs) | 7 | ||||
-rw-r--r-- | advanced_opengl/10.antialiasing/shaders/screen.frag (renamed from advanced_opengl/10.antialiasing/shaders/screen.fs) | 21 | ||||
-rw-r--r-- | advanced_opengl/10.antialiasing/shaders/screen.vert (renamed from advanced_opengl/10.antialiasing/shaders/screen.vs) | 3 | ||||
-rw-r--r-- | advanced_opengl/2.stencil/shaders/outline.frag (renamed from advanced_opengl/10.antialiasing/shaders/color.fs) | 3 | ||||
-rw-r--r-- | advanced_opengl/2.stencil/shaders/stencil.frag (renamed from advanced_opengl/2.stencil/shaders/stencil.fs) | 0 | ||||
-rw-r--r-- | advanced_opengl/2.stencil/shaders/stencil.vert (renamed from advanced_opengl/1.depth/shaders/depth.vs) | 7 | ||||
-rwxr-xr-x | advanced_opengl/2.stencil/stencil | bin | 1282928 -> 1284368 bytes | |||
-rw-r--r-- | advanced_opengl/2.stencil/stencil.c | 486 | ||||
-rwxr-xr-x | advanced_opengl/3.blending/blending | bin | 1287936 -> 1289368 bytes | |||
-rw-r--r-- | advanced_opengl/3.blending/blending.c | 625 | ||||
-rw-r--r-- | advanced_opengl/3.blending/shaders/blending.frag (renamed from advanced_opengl/6.cubemaps/shaders/cube.fs) | 3 | ||||
-rw-r--r-- | advanced_opengl/3.blending/shaders/blending.vert (renamed from advanced_opengl/4.face_culling/shaders/face_culling.vs) | 7 | ||||
-rw-r--r-- | advanced_opengl/3.blending/shaders/grass.frag (renamed from advanced_opengl/3.blending/shaders/grass.fs) | 6 | ||||
-rwxr-xr-x | advanced_opengl/4.face_culling/face_culling | bin | 1283016 -> 1288616 bytes | |||
-rw-r--r-- | advanced_opengl/4.face_culling/face_culling.c | 515 | ||||
-rw-r--r-- | advanced_opengl/4.face_culling/shaders/face_culling.frag (renamed from advanced_opengl/5.framebuffers/shaders/cube.fs) | 3 | ||||
-rw-r--r-- | advanced_opengl/4.face_culling/shaders/face_culling.vert (renamed from advanced_opengl/3.blending/shaders/blending.vs) | 7 | ||||
-rwxr-xr-x | advanced_opengl/5.framebuffers/framebuffers | bin | 1288768 -> 1294320 bytes | |||
-rw-r--r-- | advanced_opengl/5.framebuffers/framebuffers.c | 735 | ||||
-rw-r--r-- | advanced_opengl/5.framebuffers/shaders/cube.frag (renamed from advanced_opengl/4.face_culling/shaders/face_culling.fs) | 3 | ||||
-rw-r--r-- | advanced_opengl/5.framebuffers/shaders/cube.vert (renamed from advanced_opengl/5.framebuffers/shaders/cube.vs) | 7 | ||||
-rw-r--r-- | advanced_opengl/5.framebuffers/shaders/screen.frag (renamed from advanced_opengl/5.framebuffers/shaders/screen.fs) | 24 | ||||
-rw-r--r-- | advanced_opengl/5.framebuffers/shaders/screen.vert (renamed from advanced_opengl/5.framebuffers/shaders/screen.vs) | 3 | ||||
-rwxr-xr-x | advanced_opengl/6.cubemaps/cubemaps | bin | 1288160 -> 1293704 bytes | |||
-rw-r--r-- | advanced_opengl/6.cubemaps/cubemaps.c | 774 | ||||
-rw-r--r-- | advanced_opengl/6.cubemaps/shaders/cube.frag (renamed from advanced_opengl/3.blending/shaders/blending.fs) | 3 | ||||
-rw-r--r-- | advanced_opengl/6.cubemaps/shaders/cube.vert (renamed from advanced_opengl/6.cubemaps/shaders/cube.vs) | 7 | ||||
-rw-r--r-- | advanced_opengl/6.cubemaps/shaders/reflection.frag (renamed from advanced_opengl/6.cubemaps/shaders/reflection.fs) | 3 | ||||
-rw-r--r-- | advanced_opengl/6.cubemaps/shaders/reflection.vert (renamed from advanced_opengl/6.cubemaps/shaders/reflection.vs) | 7 | ||||
-rw-r--r-- | advanced_opengl/6.cubemaps/shaders/refraction.frag (renamed from advanced_opengl/6.cubemaps/shaders/refraction.fs) | 3 | ||||
-rw-r--r-- | advanced_opengl/6.cubemaps/shaders/refraction.vert (renamed from advanced_opengl/6.cubemaps/shaders/refraction.vs) | 7 | ||||
-rw-r--r-- | advanced_opengl/6.cubemaps/shaders/skybox.frag (renamed from advanced_opengl/6.cubemaps/shaders/skybox.fs) | 3 | ||||
-rw-r--r-- | advanced_opengl/6.cubemaps/shaders/skybox.vert (renamed from advanced_opengl/6.cubemaps/shaders/skybox.vs) | 7 | ||||
-rw-r--r-- | advanced_opengl/7.uniform_buffer/shaders/color_cube.frag (renamed from advanced_opengl/8.geometry_shader/shaders/normals.fs) | 3 | ||||
-rw-r--r-- | advanced_opengl/7.uniform_buffer/shaders/color_cube.vert (renamed from advanced_opengl/7.uniform_buffer/shaders/color_cube.vs) | 7 | ||||
-rw-r--r-- | advanced_opengl/7.uniform_buffer/shaders/cube.frag | 12 | ||||
-rw-r--r-- | advanced_opengl/7.uniform_buffer/shaders/cube.fs | 13 | ||||
-rw-r--r-- | advanced_opengl/7.uniform_buffer/shaders/cube.vert (renamed from advanced_opengl/7.uniform_buffer/shaders/cube.vs) | 7 | ||||
-rw-r--r-- | advanced_opengl/7.uniform_buffer/shaders/skybox.frag (renamed from advanced_opengl/7.uniform_buffer/shaders/skybox.fs) | 3 | ||||
-rw-r--r-- | advanced_opengl/7.uniform_buffer/shaders/skybox.vert (renamed from advanced_opengl/7.uniform_buffer/shaders/skybox.vs) | 7 | ||||
-rwxr-xr-x | advanced_opengl/7.uniform_buffer/uniform_buffer | bin | 1288448 -> 1289904 bytes | |||
-rw-r--r-- | advanced_opengl/7.uniform_buffer/uniform_buffer.c | 667 | ||||
-rwxr-xr-x | advanced_opengl/8.geometry_shader/geometry_shader | bin | 1282768 -> 1288776 bytes | |||
-rw-r--r-- | advanced_opengl/8.geometry_shader/geometry_shader.c | 611 | ||||
-rw-r--r-- | advanced_opengl/8.geometry_shader/shaders/base.frag (renamed from advanced_opengl/8.geometry_shader/shaders/base.fs) | 3 | ||||
-rw-r--r-- | advanced_opengl/8.geometry_shader/shaders/base.geom (renamed from advanced_opengl/8.geometry_shader/shaders/base.gs) | 3 | ||||
-rw-r--r-- | advanced_opengl/8.geometry_shader/shaders/base.vert (renamed from advanced_opengl/8.geometry_shader/shaders/base.vs) | 3 | ||||
-rw-r--r-- | advanced_opengl/8.geometry_shader/shaders/basic.frag | 12 | ||||
-rw-r--r-- | advanced_opengl/8.geometry_shader/shaders/basic.fs | 13 | ||||
-rw-r--r-- | advanced_opengl/8.geometry_shader/shaders/basic.vert (renamed from advanced_opengl/8.geometry_shader/shaders/basic.vs) | 7 | ||||
-rw-r--r-- | advanced_opengl/8.geometry_shader/shaders/explosion.frag (renamed from advanced_opengl/8.geometry_shader/shaders/explosion.fs) | 3 | ||||
-rw-r--r-- | advanced_opengl/8.geometry_shader/shaders/explosion.geom (renamed from advanced_opengl/8.geometry_shader/shaders/explosion.gs) | 9 | ||||
-rw-r--r-- | advanced_opengl/8.geometry_shader/shaders/explosion.vert (renamed from advanced_opengl/8.geometry_shader/shaders/explosion.vs) | 7 | ||||
-rw-r--r-- | advanced_opengl/8.geometry_shader/shaders/normals.frag (renamed from advanced_opengl/7.uniform_buffer/shaders/color_cube.fs) | 3 | ||||
-rw-r--r-- | advanced_opengl/8.geometry_shader/shaders/normals.geom (renamed from advanced_opengl/8.geometry_shader/shaders/normals.gs) | 16 | ||||
-rw-r--r-- | advanced_opengl/8.geometry_shader/shaders/normals.vert (renamed from advanced_opengl/8.geometry_shader/shaders/normals.vs) | 3 | ||||
-rwxr-xr-x | advanced_opengl/9.instancing/instancing | bin | 1065104 -> 1065224 bytes | |||
-rw-r--r-- | advanced_opengl/9.instancing/instancing.c | 672 | ||||
-rw-r--r-- | advanced_opengl/9.instancing/shaders/default.frag (renamed from advanced_opengl/9.instancing/shaders/default.fs) | 5 | ||||
-rw-r--r-- | advanced_opengl/9.instancing/shaders/default.vert (renamed from advanced_opengl/9.instancing/shaders/default.vs) | 7 | ||||
-rw-r--r-- | advanced_opengl/9.instancing/shaders/instanced_arrays.frag (renamed from advanced_opengl/9.instancing/shaders/instanced_arrays.fs) | 3 | ||||
-rw-r--r-- | advanced_opengl/9.instancing/shaders/instanced_arrays.vert (renamed from advanced_opengl/9.instancing/shaders/instanced_arrays.vs) | 3 | ||||
-rw-r--r-- | advanced_opengl/9.instancing/shaders/instanced_mat4.frag (renamed from advanced_opengl/9.instancing/shaders/instanced_mat4.fs) | 3 | ||||
-rw-r--r-- | advanced_opengl/9.instancing/shaders/instanced_mat4.vert (renamed from advanced_opengl/9.instancing/shaders/instanced_mat4.vs) | 7 | ||||
-rw-r--r-- | advanced_opengl/9.instancing/shaders/instancing_uniform_array.frag (renamed from advanced_opengl/9.instancing/shaders/instancing_uniform_array.fs) | 3 | ||||
-rw-r--r-- | advanced_opengl/9.instancing/shaders/instancing_uniform_array.vert (renamed from advanced_opengl/9.instancing/shaders/instancing_uniform_array.vs) | 3 |
75 files changed, 2808 insertions, 3804 deletions
diff --git a/advanced_opengl/1.depth/depth b/advanced_opengl/1.depth/depth Binary files differindex 68f04d6..80da145 100755 --- a/advanced_opengl/1.depth/depth +++ b/advanced_opengl/1.depth/depth diff --git a/advanced_opengl/1.depth/depth.c b/advanced_opengl/1.depth/depth.c index eb79c1c..03092df 100644 --- a/advanced_opengl/1.depth/depth.c +++ b/advanced_opengl/1.depth/depth.c @@ -2,273 +2,184 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include <unistd.h> +int main(void) +{ + GLFWwindow *window; + State state; + S32 width, height; + Input input; -#define WIDTH 1280 -#define HEIGHT 720 + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } -static V3F camera_pos; -static F32 dt; -static Input input; + width = 1024; + height = 768; -void -key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) -{ - switch (action) - { - case GLFW_PRESS: { - switch (key) - { - case GLFW_KEY_D: { - input.move_right.state = KeyState_PRESS; - } break; - case GLFW_KEY_W: { - input.move_forward.state = KeyState_PRESS; - } break; - case GLFW_KEY_A: { - input.move_left.state = KeyState_PRESS; - } break; - case GLFW_KEY_S: { - input.move_backward.state = KeyState_PRESS; - } break; - case GLFW_KEY_E: { - input.move_up.state = KeyState_PRESS; - } break; - case GLFW_KEY_Q: { - input.move_down.state = KeyState_PRESS; - } break; - } - } break; - - case GLFW_RELEASE: { - switch (key) - { - case GLFW_KEY_D: { - input.move_right.state = KeyState_RELEASE; - } break; - case GLFW_KEY_W: { - input.move_forward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_A: { - input.move_left.state = KeyState_RELEASE; - } break; - case GLFW_KEY_S: { - input.move_backward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_E: { - input.move_up.state = KeyState_RELEASE; - } break; - case GLFW_KEY_Q: { - input.move_down.state = KeyState_RELEASE; - } break; - } - } break; - } -} + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(width, height, "Depth testing.", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } -int -main(void) -{ - GLFWwindow *window; - - if (glfwInit() == GLFW_FALSE) - { - fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); - return(1); - } - - glfwWindowHint(GLFW_RESIZABLE, 0); - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - window = glfwCreateWindow(WIDTH, HEIGHT, "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); + glfwMakeContextCurrent(window); + + 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.vert", "shaders/depth.frag"); + 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)) + }; + + V3F platform_pos = v3f(10.0f, 0.2f, 10.0f); + V3F platform_scale = v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f); + Transform platform_transform = transform_make_scale_translate(platform_pos, platform_scale); + + U32 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); + + state.camera = (Camera) { + v3f(0.0f, 0.0f, 3.0f), + 90.0f, 0.1f, 100.0f, + 0.0f, 0.0f + }; + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + process_glfw_keyboard(window, &input); + glfwGetFramebufferSize(window, &width, &height); + + /* INFO(pryazha): Update */ + V3F target = v3f_zero(); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + V3F dv = get_dv_camera_orbital(&input, state.camera.pos, + target, state.dt, 3.0f); + state.camera.pos = v3f_add(state.camera.pos, dv); + + input_update_last_state(&input); + + /* INFO(pryazha): Render */ + MAT4 model, view, proj; + view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f)); + /* proj = ortho(-5.0f, 5.0f, -5.0f, 5.0f, 0.1f, 100.0f); */ + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + + glViewport(0, 0, width, height); + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glUseProgram(shader); + shader_set_mat4fv(shader, "view", view); + shader_set_mat4fv(shader, "proj", proj); + glBindTexture(GL_TEXTURE_2D, marble_texture); + glBindVertexArray(VAO); + for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) { + model = transform_apply(cube_positions[i]); + shader_set_mat4fv(shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + glBindTexture(GL_TEXTURE_2D, metal_texture); + model = transform_apply(platform_transform); + shader_set_mat4fv(shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + + glfwSwapBuffers(window); + + F32 elapsed = glfwGetTime()-last_time; + if (elapsed < target_spf) { + U32 sleep_time = (U32)(target_spf-elapsed); + if (sleep_time > 0) + sleep(sleep_time); + } + F32 current_time = glfwGetTime(); + state.dt = current_time-last_time; + last_time = current_time; + } + + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/1.depth/shaders/depth.fs b/advanced_opengl/1.depth/shaders/depth.frag index a515c15..710b0d2 100644 --- a/advanced_opengl/1.depth/shaders/depth.fs +++ b/advanced_opengl/1.depth/shaders/depth.frag @@ -9,19 +9,15 @@ uniform sampler2D our_texture; float near = 0.1; float far = 100.0; -float -linearize_depth(float depth) +float linearize_depth(float depth) { float ndc_z = 2.0*depth-1.0; return((2.0*near*far)/(far+near-ndc_z*(far-near))); } -void -main(void) +void main(void) { - /* - frag_color = texture(our_texture, tex_coords); - */ + /* frag_color = texture(our_texture, tex_coords); */ float depth = linearize_depth(gl_FragCoord.z)/far; frag_color = vec4(vec3(depth), 1.0); } diff --git a/advanced_opengl/2.stencil/shaders/stencil.vs b/advanced_opengl/1.depth/shaders/depth.vert index 62e71a2..68b8fe2 100644 --- a/advanced_opengl/2.stencil/shaders/stencil.vs +++ b/advanced_opengl/1.depth/shaders/depth.vert @@ -4,13 +4,12 @@ layout(location = 1) in vec2 atex_coords; uniform mat4 model; uniform mat4 view; -uniform mat4 projection; +uniform mat4 proj; out vec2 tex_coords; -void -main(void) +void main(void) { - gl_Position = projection*view*model*vec4(apos, 1.0); + gl_Position = proj*view*model*vec4(apos, 1.0); tex_coords = atex_coords; } diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_msaa b/advanced_opengl/10.antialiasing/anti_aliasing_msaa Binary files differindex 36811f7..694aa7d 100755 --- a/advanced_opengl/10.antialiasing/anti_aliasing_msaa +++ b/advanced_opengl/10.antialiasing/anti_aliasing_msaa diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c b/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c index 65a5b01..250ab97 100644 --- a/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c +++ b/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c @@ -2,207 +2,126 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include <unistd.h> +int main(void) +{ + GLFWwindow *window; + Arena *arena = 0; + Mesh *cube; + Input input; + F32 target_fps, target_spf, last_time; + MAT4 proj, view, model; + State state; + S32 width, height; + U32 color_shader; -static S32 global_width = 1024, global_height = 768; -static Input global_input; + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } -void -key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) -{ - switch (action) - { - case GLFW_PRESS: { - switch (key) - { - case GLFW_KEY_D: { - global_input.move_right.state = KeyState_PRESS; - } break; - case GLFW_KEY_W: { - global_input.move_forward.state = KeyState_PRESS; - } break; - case GLFW_KEY_A: { - global_input.move_left.state = KeyState_PRESS; - } break; - case GLFW_KEY_S: { - global_input.move_backward.state = KeyState_PRESS; - } break; - case GLFW_KEY_E: { - global_input.move_up.state = KeyState_PRESS; - } break; - case GLFW_KEY_Q: { - global_input.move_down.state = KeyState_PRESS; - } break; - case GLFW_KEY_SPACE: { - global_input.jump.state = KeyState_PRESS; - } break; - case GLFW_KEY_RIGHT: { - global_input.action_right.state = KeyState_PRESS; - } break; - case GLFW_KEY_LEFT: { - global_input.action_left.state = KeyState_PRESS; - } break; - case GLFW_KEY_ESCAPE: { - global_input.exit.state = KeyState_PRESS; - } break; - } - } break; - - case GLFW_RELEASE: { - switch (key) - { - case GLFW_KEY_D: { - global_input.move_right.state = KeyState_RELEASE; - } break; - case GLFW_KEY_W: { - global_input.move_forward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_A: { - global_input.move_left.state = KeyState_RELEASE; - } break; - case GLFW_KEY_S: { - global_input.move_backward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_E: { - global_input.move_up.state = KeyState_RELEASE; - } break; - case GLFW_KEY_Q: { - global_input.move_down.state = KeyState_RELEASE; - } break; - case GLFW_KEY_SPACE: { - global_input.jump.state = KeyState_RELEASE; - } break; - case GLFW_KEY_RIGHT: { - global_input.action_right.state = KeyState_RELEASE; - } break; - case GLFW_KEY_LEFT: { - global_input.action_left.state = KeyState_RELEASE; - } break; - case GLFW_KEY_ESCAPE: { - global_input.exit.state = KeyState_RELEASE; - } break; - } - } break; - } -} + width = 1024; + height = 768; -void -window_resize_callback(GLFWwindow* window, int width, int height) -{ - global_width = width; - global_height = height; - glViewport(0, 0, global_width, global_height); -} + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_SAMPLES, 4); + window = glfwCreateWindow(width, height, "Anti Aliasing (MSAA)", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } -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); - - V3F camera_dv = get_dv_camera_orbital(&global_input, camera_pos, - v3f_zero(), dt, camera_speed); - camera_pos = v3f_add(camera_pos, camera_dv); - - projection = perspective(fovx, (F32)global_width/(F32)global_height, near, far); - 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); + glfwMakeContextCurrent(window); + + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + if (glewInit() != GLEW_OK) { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + glEnable(GL_DEPTH_TEST); + glEnable(GL_MULTISAMPLE); + + arena = arena_alloc(Kilobytes(4)); + + cube = mesh_load_obj(arena, "../../data/models/cube.obj"); + color_shader = create_shader_program("shaders/color.vert", + "shaders/color.frag"); + + state.camera = (Camera) { + v3f(0.0f, 0.0f, 3.0f), + 90.0f, 0.1f, 1000.0f, + 0.0f, 0.0f + }; + input = input_init(); + + target_fps = 60.0f; + target_spf = 1.0f/target_fps; + last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + /* NOTE(pryazha): Update */ + glfwGetFramebufferSize(window, &width, &height); + process_glfw_keyboard(window, &input); + process_glfw_mouse_pos(window, &input); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + V3F dv = get_dv_camera_first_person(&input, &state.camera, + 4.0f, state.dt); + state.camera.pos = v3f_add(state.camera.pos, dv); + + F32 sensitivity = 0.1f; + input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity); + state.camera.yaw += input.mouse_offset.x; + state.camera.pitch += input.mouse_offset.y; + if (state.camera.pitch > 89.0f) + state.camera.pitch = 89.0f; + if (state.camera.pitch < -89.0f) + state.camera.pitch = -89.0f; + + input_update_last_state(&input); + + view = get_view_matrix(&state.camera); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + model = mat4_identity(); + + /* 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, "proj", proj); + shader_set_mat4fv(color_shader, "view", view); + shader_set_mat4fv(color_shader, "model", model); + mesh_draw(cube); + + glfwSwapBuffers(window); + + F32 elapsed = glfwGetTime()-last_time; + if (elapsed < target_spf) { + U32 sleep_time = (U32)(target_spf-elapsed); + if (sleep_time > 0) + sleep(sleep_time); + } + F32 current_time = glfwGetTime(); + state.dt = current_time-last_time; + last_time = current_time; + } + + arena_release(arena); + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen Binary files differindex c8a241c..db7f6ec 100755 --- a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen +++ b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c index 5c6debb..31f3cae 100644 --- a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c +++ b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c @@ -2,275 +2,200 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include <unistd.h> +int main(void) +{ + GLFWwindow *window; + Arena *arena = 0; + Mesh *cube; + F32 target_fps, target_spf, last_time; + MAT4 proj, view, model; + U32 fbo, intermediate_fbo, color_tex, + screen_texture, rbo, + quad_vao, vbo, color_shader, + screen_shader; + S32 width, height; + State state; + Input input; -#define WIDTH 1024 -#define HEIGHT 768 -static Input global_input; + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } -void -key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) -{ - switch (action) - { - case GLFW_PRESS: { - switch (key) - { - case GLFW_KEY_D: { - global_input.move_right.state = KeyState_PRESS; - } break; - case GLFW_KEY_W: { - global_input.move_forward.state = KeyState_PRESS; - } break; - case GLFW_KEY_A: { - global_input.move_left.state = KeyState_PRESS; - } break; - case GLFW_KEY_S: { - global_input.move_backward.state = KeyState_PRESS; - } break; - case GLFW_KEY_E: { - global_input.move_up.state = KeyState_PRESS; - } break; - case GLFW_KEY_Q: { - global_input.move_down.state = KeyState_PRESS; - } break; - case GLFW_KEY_SPACE: { - global_input.jump.state = KeyState_PRESS; - } break; - case GLFW_KEY_RIGHT: { - global_input.action_right.state = KeyState_PRESS; - } break; - case GLFW_KEY_LEFT: { - global_input.action_left.state = KeyState_PRESS; - } break; - case GLFW_KEY_ESCAPE: { - global_input.exit.state = KeyState_PRESS; - } break; - } - } break; - - case GLFW_RELEASE: { - switch (key) - { - case GLFW_KEY_D: { - global_input.move_right.state = KeyState_RELEASE; - } break; - case GLFW_KEY_W: { - global_input.move_forward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_A: { - global_input.move_left.state = KeyState_RELEASE; - } break; - case GLFW_KEY_S: { - global_input.move_backward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_E: { - global_input.move_up.state = KeyState_RELEASE; - } break; - case GLFW_KEY_Q: { - global_input.move_down.state = KeyState_RELEASE; - } break; - case GLFW_KEY_SPACE: { - global_input.jump.state = KeyState_RELEASE; - } break; - case GLFW_KEY_RIGHT: { - global_input.action_right.state = KeyState_RELEASE; - } break; - case GLFW_KEY_LEFT: { - global_input.action_left.state = KeyState_RELEASE; - } break; - case GLFW_KEY_ESCAPE: { - global_input.exit.state = KeyState_RELEASE; - } break; - } - } break; - } -} + width = 1024; + height = 768; -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); - - V3F camera_dv = get_dv_camera_orbital(&global_input, camera_pos, - v3f_zero(), dt, camera_speed); - camera_pos = v3f_add(camera_pos, camera_dv); - - projection = perspective(fovx, (F32)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); + 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); + + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + if (glewInit() != GLEW_OK) { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + arena = arena_alloc(Kilobytes(4)); + + cube = mesh_load_obj(arena, "../../data/models/cube.obj"); + color_shader = create_shader_program("shaders/color.vert", + "shaders/color.frag"); + screen_shader = create_shader_program("shaders/screen.vert", + "shaders/screen.frag"); + 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); + + state.camera = (Camera) { + v3f(0.0f, 0.0f, 3.0f), + 90.0f, 0.1f, 1000.0f, + 0.0f, 0.0f + }; + input = input_init(); + + target_fps = 60.0f; + target_spf = 1.0f/target_fps; + last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) + { + glfwPollEvents(); + + /* NOTE(pryazha): Update */ + glfwGetFramebufferSize(window, &width, &height); + process_glfw_keyboard(window, &input); + process_glfw_mouse_pos(window, &input); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + V3F dv = get_dv_camera_first_person(&input, &state.camera, + 4.0f, state.dt); + state.camera.pos = v3f_add(state.camera.pos, dv); + + F32 sensitivity = 0.1f; + input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity); + state.camera.yaw += input.mouse_offset.x; + state.camera.pitch += input.mouse_offset.y; + if (state.camera.pitch > 89.0f) + state.camera.pitch = 89.0f; + if (state.camera.pitch < -89.0f) + state.camera.pitch = -89.0f; + + input_update_last_state(&input); + + view = get_view_matrix(&state.camera); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + model = mat4_identity(); + + /* 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, "proj", proj); + shader_set_mat4fv(color_shader, "view", view); + shader_set_mat4fv(color_shader, "model", model); + mesh_draw(cube); + + glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediate_fbo); + 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(); + state.dt = current_time-last_time; + last_time = current_time; + } + + arena_release(arena); + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/2.stencil/shaders/outline.fs b/advanced_opengl/10.antialiasing/shaders/color.frag index 542143e..b4a31df 100644 --- a/advanced_opengl/2.stencil/shaders/outline.fs +++ b/advanced_opengl/10.antialiasing/shaders/color.frag @@ -2,8 +2,7 @@ out vec4 frag_color; -void -main(void) +void main(void) { frag_color = vec4(0.76, 0.47, 0.84, 1.0); } diff --git a/advanced_opengl/10.antialiasing/shaders/color.vs b/advanced_opengl/10.antialiasing/shaders/color.vert index ade669b..a8b1247 100644 --- a/advanced_opengl/10.antialiasing/shaders/color.vs +++ b/advanced_opengl/10.antialiasing/shaders/color.vert @@ -1,12 +1,11 @@ #version 330 core layout(location = 0) in vec3 apos; -uniform mat4 projection; +uniform mat4 proj; uniform mat4 view; uniform mat4 model; -void -main(void) +void main(void) { - gl_Position = projection*view*model*vec4(apos, 1.0); + gl_Position = proj*view*model*vec4(apos, 1.0); } diff --git a/advanced_opengl/10.antialiasing/shaders/screen.fs b/advanced_opengl/10.antialiasing/shaders/screen.frag index 183d490..5ccc843 100644 --- a/advanced_opengl/10.antialiasing/shaders/screen.fs +++ b/advanced_opengl/10.antialiasing/shaders/screen.frag @@ -6,15 +6,13 @@ in vec2 tex_coords; uniform sampler2D texture1; -vec4 -inversion() +vec4 inversion() { vec4 result = vec4(1.0-vec3(texture(texture1, tex_coords)), 1.0); return(result); } -vec4 -grayscale_average() +vec4 grayscale_average() { vec4 tex_color = texture(texture1, tex_coords); float average = (tex_color.r+tex_color.g+tex_color.b)/3.0; @@ -22,8 +20,7 @@ grayscale_average() return(result); } -vec4 -grayscale_weights() +vec4 grayscale_weights() { vec4 tex_color = texture(texture1, tex_coords); float average = 0.2126*tex_color.r+0.7152*tex_color.g+0.0722*tex_color.b; @@ -33,8 +30,7 @@ grayscale_weights() const float offset = 1.0/300.0; -vec4 -kernel_effect(float[9] kernel) +vec4 kernel_effect(float[9] kernel) { vec2 offsets[9] = vec2[]( vec2(-offset, offset), /* top-left */ @@ -49,13 +45,8 @@ kernel_effect(float[9] kernel) ); 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])); - } + for (int i = 0; i < 9; ++i) + sample_texture[i] = vec3(texture(texture1, tex_coords+offsets[i])); vec3 color = vec3(0.0); for (int i = 0; i < 9; ++i) diff --git a/advanced_opengl/10.antialiasing/shaders/screen.vs b/advanced_opengl/10.antialiasing/shaders/screen.vert index 1f233ee..e473ddd 100644 --- a/advanced_opengl/10.antialiasing/shaders/screen.vs +++ b/advanced_opengl/10.antialiasing/shaders/screen.vert @@ -4,8 +4,7 @@ layout(location = 1) in vec2 atex_coords; out vec2 tex_coords; -void -main(void) +void main(void) { gl_Position = vec4(apos, 1.0); tex_coords = atex_coords; diff --git a/advanced_opengl/10.antialiasing/shaders/color.fs b/advanced_opengl/2.stencil/shaders/outline.frag index 542143e..b4a31df 100644 --- a/advanced_opengl/10.antialiasing/shaders/color.fs +++ b/advanced_opengl/2.stencil/shaders/outline.frag @@ -2,8 +2,7 @@ out vec4 frag_color; -void -main(void) +void main(void) { frag_color = vec4(0.76, 0.47, 0.84, 1.0); } diff --git a/advanced_opengl/2.stencil/shaders/stencil.fs b/advanced_opengl/2.stencil/shaders/stencil.frag index ff7dd9b..ff7dd9b 100644 --- a/advanced_opengl/2.stencil/shaders/stencil.fs +++ b/advanced_opengl/2.stencil/shaders/stencil.frag diff --git a/advanced_opengl/1.depth/shaders/depth.vs b/advanced_opengl/2.stencil/shaders/stencil.vert index 62e71a2..68b8fe2 100644 --- a/advanced_opengl/1.depth/shaders/depth.vs +++ b/advanced_opengl/2.stencil/shaders/stencil.vert @@ -4,13 +4,12 @@ layout(location = 1) in vec2 atex_coords; uniform mat4 model; uniform mat4 view; -uniform mat4 projection; +uniform mat4 proj; out vec2 tex_coords; -void -main(void) +void main(void) { - gl_Position = projection*view*model*vec4(apos, 1.0); + gl_Position = proj*view*model*vec4(apos, 1.0); tex_coords = atex_coords; } diff --git a/advanced_opengl/2.stencil/stencil b/advanced_opengl/2.stencil/stencil Binary files differindex eb4eac5..a20d0bb 100755 --- a/advanced_opengl/2.stencil/stencil +++ b/advanced_opengl/2.stencil/stencil diff --git a/advanced_opengl/2.stencil/stencil.c b/advanced_opengl/2.stencil/stencil.c index 9f45048..3b01f5b 100644 --- a/advanced_opengl/2.stencil/stencil.c +++ b/advanced_opengl/2.stencil/stencil.c @@ -2,298 +2,212 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include <unistd.h> +int main(void) +{ + GLFWwindow *window; + State state; + S32 width, height; + Input input; -#define WIDTH 1280 -#define HEIGHT 720 + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } -static V3F camera_pos; -static F32 dt; -static Input input; + width = 1024; + height = 768; -void -key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) -{ - switch (action) - { - case GLFW_PRESS: { - switch (key) - { - case GLFW_KEY_D: { - input.move_right.state = KeyState_PRESS; - } break; - case GLFW_KEY_W: { - input.move_forward.state = KeyState_PRESS; - } break; - case GLFW_KEY_A: { - input.move_left.state = KeyState_PRESS; - } break; - case GLFW_KEY_S: { - input.move_backward.state = KeyState_PRESS; - } break; - case GLFW_KEY_E: { - input.move_up.state = KeyState_PRESS; - } break; - case GLFW_KEY_Q: { - input.move_down.state = KeyState_PRESS; - } break; - } - } break; - - case GLFW_RELEASE: { - switch (key) - { - case GLFW_KEY_D: { - input.move_right.state = KeyState_RELEASE; - } break; - case GLFW_KEY_W: { - input.move_forward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_A: { - input.move_left.state = KeyState_RELEASE; - } break; - case GLFW_KEY_S: { - input.move_backward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_E: { - input.move_up.state = KeyState_RELEASE; - } break; - case GLFW_KEY_Q: { - input.move_down.state = KeyState_RELEASE; - } break; - } - } break; - } -} + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(width, height, "Stencil testing", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } -int -main(void) -{ - GLFWwindow *window; - - if (glfwInit() == GLFW_FALSE) - { - fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); - return(1); - } - - glfwWindowHint(GLFW_RESIZABLE, 0); - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - window = glfwCreateWindow(WIDTH, HEIGHT, "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); + glfwMakeContextCurrent(window); + + 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.vert", "shaders/stencil.frag"); + U32 outline_shader = create_shader_program("shaders/stencil.vert", "shaders/outline.frag"); + 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)) + }; + + V3F platform_pos = v3f(10.0f, 0.2f, 10.0f); + V3F platform_scale = v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f); + Transform platform_transform = transform_make_scale_translate(platform_pos, + platform_scale); + + U32 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); + + state.camera = (Camera) { + v3f(0.0f, 0.0f, 3.0f), + 90.0f, 0.1f, 100.0f, + 0.0f, 0.0f + }; + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + process_glfw_keyboard(window, &input); + glfwGetFramebufferSize(window, &width, &height); + + /* INFO(pryazha): Update */ + V3F target = v3f_zero(); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + V3F dv = get_dv_camera_orbital(&input, state.camera.pos, + target, state.dt, 3.0f); + state.camera.pos = v3f_add(state.camera.pos, dv); + + input_update_last_state(&input); + + /* INFO(pryazha): Render */ + MAT4 model, view, proj; + view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f)); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + + glViewport(0, 0, width, height); + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + + /* NOTE(pryazha): Update stencil buffer with ones while drawing the cubes */ + glStencilFunc(GL_ALWAYS, 1, 0xFF); + glStencilMask(0xFF); + + glUseProgram(shader); + shader_set_mat4fv(shader, "view", view); + shader_set_mat4fv(shader, "proj", proj); + glBindTexture(GL_TEXTURE_2D, marble_texture); + glBindVertexArray(VAO); + for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) { + model = transform_apply(cube_positions[i]); + shader_set_mat4fv(shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + + /* NOTE(pryazha): Don't update stencil buffer while drawing the floor */ + glStencilMask(0x00); + + glBindTexture(GL_TEXTURE_2D, metal_texture); + model = transform_apply(platform_transform); + 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, "proj", proj); + for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) { + Transform transform = cube_positions[i]; + transform = transform_scale(transform, v3f(1.1f, 1.1f, 1.1f)); + model = transform_apply(transform); + shader_set_mat4fv(outline_shader, "model", model); + 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(); + state.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 Binary files differindex 40fe12a..c7a5ea0 100755 --- a/advanced_opengl/3.blending/blending +++ b/advanced_opengl/3.blending/blending diff --git a/advanced_opengl/3.blending/blending.c b/advanced_opengl/3.blending/blending.c index 9ac92ea..8142ab3 100644 --- a/advanced_opengl/3.blending/blending.c +++ b/advanced_opengl/3.blending/blending.c @@ -2,372 +2,277 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include <unistd.h> +int main(void) +{ + GLFWwindow *window; + State state; + S32 width, height; + Input input; -#define WIDTH 1280 -#define HEIGHT 720 + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } -static V3F camera_pos; -static F32 dt; -static Input input; + width = 1024; + height = 768; -void -key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) -{ - switch (action) - { - case GLFW_PRESS: { - switch (key) - { - case GLFW_KEY_D: { - input.move_right.state = KeyState_PRESS; - } break; - case GLFW_KEY_W: { - input.move_forward.state = KeyState_PRESS; - } break; - case GLFW_KEY_A: { - input.move_left.state = KeyState_PRESS; - } break; - case GLFW_KEY_S: { - input.move_backward.state = KeyState_PRESS; - } break; - case GLFW_KEY_E: { - input.move_up.state = KeyState_PRESS; - } break; - case GLFW_KEY_Q: { - input.move_down.state = KeyState_PRESS; - } break; - } - } break; - - case GLFW_RELEASE: { - switch (key) - { - case GLFW_KEY_D: { - input.move_right.state = KeyState_RELEASE; - } break; - case GLFW_KEY_W: { - input.move_forward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_A: { - input.move_left.state = KeyState_RELEASE; - } break; - case GLFW_KEY_S: { - input.move_backward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_E: { - input.move_up.state = KeyState_RELEASE; - } break; - case GLFW_KEY_Q: { - input.move_down.state = KeyState_RELEASE; - } break; - } - } break; - } -} + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(width, height, "Stencil testing", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } -int -main(void) -{ - GLFWwindow *window; - - if (glfwInit() == GLFW_FALSE) - { - fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); - return(1); - } - - glfwWindowHint(GLFW_RESIZABLE, 0); - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - window = glfwCreateWindow(WIDTH, HEIGHT, "Blending", 0, 0); - if (!window) - { - fprintf(stderr, "[ERROR] Failed to create window.\n"); - glfwTerminate(); - return(1); - } - - glfwMakeContextCurrent(window); - - glfwSetKeyCallback(window, key_callback); - - if (glewInit() != GLEW_OK) - { - fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); - glfwTerminate(); - return(1); - } - - glEnable(GL_DEPTH_TEST); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - U32 shader = create_shader_program("shaders/blending.vs", "shaders/blending.fs"); - U32 grass_shader = create_shader_program("shaders/blending.vs", "shaders/grass.fs"); - U32 marble_texture = load_texture("../../data/textures/marble.jpg"); - U32 metal_texture = load_texture("../../data/textures/metal.png"); - U32 grass_texture = load_texture("../../data/textures/grass.png"); - U32 window_texture = load_texture("../../data/textures/window.png"); - - F32 a = 0.5f; - F32 vertices[] = { - -a, -a, -a, 0.0f, 0.0f, - a, -a, -a, 1.0f, 0.0f, - a, a, -a, 1.0f, 1.0f, - a, a, -a, 1.0f, 1.0f, - -a, a, -a, 0.0f, 1.0f, - -a, -a, -a, 0.0f, 0.0f, - - -a, -a, a, 0.0f, 0.0f, - a, -a, a, 1.0f, 0.0f, - a, a, a, 1.0f, 1.0f, - a, a, a, 1.0f, 1.0f, - -a, a, a, 0.0f, 1.0f, - -a, -a, a, 0.0f, 0.0f, - - -a, a, a, 1.0f, 0.0f, - -a, a, -a, 1.0f, 1.0f, - -a, -a, -a, 0.0f, 1.0f, - -a, -a, -a, 0.0f, 1.0f, - -a, -a, a, 0.0f, 0.0f, - -a, a, a, 1.0f, 0.0f, - - a, a, a, 1.0f, 0.0f, - a, a, -a, 1.0f, 1.0f, - a, -a, -a, 0.0f, 1.0f, - a, -a, -a, 0.0f, 1.0f, - a, -a, a, 0.0f, 0.0f, - a, a, a, 1.0f, 0.0f, - - -a, -a, -a, 0.0f, 1.0f, - a, -a, -a, 1.0f, 1.0f, - a, -a, a, 1.0f, 0.0f, - a, -a, a, 1.0f, 0.0f, - -a, -a, a, 0.0f, 0.0f, - -a, -a, -a, 0.0f, 1.0f, - - -a, a, -a, 0.0f, 1.0f, - a, a, -a, 1.0f, 1.0f, - a, a, a, 1.0f, 0.0f, - a, a, a, 1.0f, 0.0f, - -a, a, a, 0.0f, 0.0f, - -a, a, -a, 0.0f, 1.0f - }; - - Transform cube_positions[] = { - transform_default(), - transform_make_translate(v3f(a, 0.0f, -4.0f*a)) - }; - - Transform platform_position = - transform_make_scale_translate(v3f(10.0f, 0.2f, 10.0f), - v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f)); - - U32 cube_vao, quad_vao, vbo; - - glGenVertexArrays(1, &cube_vao); - glBindVertexArray(cube_vao); - - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); - - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32))); - glBindVertexArray(0); - - F32 quad_side = 1.0f; - F32 quad_vertices[] = { - /* NOTE(pryazha): left top triangle */ - -quad_side/2.0f, 0.0f, 0.0f, 0.0f, 0.0f, - -quad_side/2.0f, quad_side, 0.0f, 0.0f, 1.0f, - quad_side/2.0f, quad_side, 0.0f, 1.0f, 1.0f, - - /* NOTE(pryazha): right bottom triangle */ - -quad_side/2.0f, 0.0f, 0.0f, 0.0f, 0.0f, - quad_side/2.0f, quad_side, 0.0f, 1.0f, 1.0f, - quad_side/2.0f, 0.0f, 0.0f, 1.0f, 0.0f - }; - - glGenVertexArrays(1, &quad_vao); - glBindVertexArray(quad_vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32))); - glBindVertexArray(0); - - Transform grass_positions[] = { - transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(1.0f, -0.5f, 0.0f)), - transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-1.5f, -0.5f, 2.0f)), - transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, -0.5f, -1.0f)), - transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(3.0f, -0.5f, 1.0f)), - transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-2.0f, -0.5f, -3.0f)) - }; - - Transform window_transforms[] = { - transform_make_translate(v3f(0.0f, -0.5f, a+0.1f)), - transform_make_translate(v3f(0.0f, -0.5f, 2.0f)), - transform_make_translate(v3f(1.0f, -0.5f, -1.0f)), - transform_make_translate(v3f(-2.0f, -0.5f, 0.5f)), - transform_make_translate(v3f(-3.0f, -0.5f, -3.0f)), - transform_make_translate(v3f(3.0f, -0.5f, 0.2)), - }; - - F32 angle = 0.0f; - for (S32 window_index = 0; - window_index < (S32)ArrayCount(window_transforms); - ++window_index) - { - Transform *transform = window_transforms+window_index; - *transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f)); - angle += 30.0f; - } - - F32 target_fps = 60.0f; - F32 target_spf = 1.0f/target_fps; - camera_pos = v3f(0.0f, 0.0f, 3.0f); - - /* glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); */ - - F32 last_time = glfwGetTime(); - - while (!glfwWindowShouldClose(window)) - { - glfwPollEvents(); - - /* INFO(pryazha): update */ - V3F left, up, forward; - V3F world_up = v3f(0.0f, 1.0f, 0.0f); - - forward = v3f_norm(v3f_sub(v3f(0.0f, 0.0f, 0.0f), camera_pos)); - left = v3f_norm(v3f_cross(world_up, forward)); - up = v3f_cross(forward, left); - - V3F dp = v3f_zero(); - - F32 speed = 2.0f; - if (key_is_pressed(input.move_right)) - dp = v3f_add(dp, v3f_scalef(left, -speed*dt)); - if (key_is_pressed(input.move_forward)) - dp = v3f_add(dp, v3f_scalef(forward, speed*dt)); - if (key_is_pressed(input.move_left)) - dp = v3f_add(dp, v3f_scalef(left, speed*dt)); - if (key_is_pressed(input.move_backward)) - dp = v3f_add(dp, v3f_scalef(forward, -speed*dt)); - if (key_is_pressed(input.move_up)) - dp = v3f_add(dp, v3f_scalef(up, speed*dt)); - if (key_is_pressed(input.move_down)) - dp = v3f_add(dp, v3f_scalef(up, -speed*dt)); - - input_update_last_state(&input); - - camera_pos = v3f_add(camera_pos, dp); - - Transform sorted_window_transforms[ArrayCount(window_transforms)]; - MemoryCopyArray(sorted_window_transforms, window_transforms); - for (S32 i = 0; i < (S32)ArrayCount(sorted_window_transforms); ++i) { - for (S32 pos_index = 1; - pos_index < (S32)ArrayCount(sorted_window_transforms); - ++pos_index) - { - F32 distance_left = v3f_length(v3f_sub(sorted_window_transforms[pos_index-1].translate, camera_pos)); - F32 distance_right = v3f_length(v3f_sub(sorted_window_transforms[pos_index].translate, camera_pos)); - if (distance_left < distance_right) { - Transform temp = sorted_window_transforms[pos_index]; - sorted_window_transforms[pos_index] = sorted_window_transforms[pos_index-1]; - sorted_window_transforms[pos_index-1] = temp; - } - } - } - - /* INFO(pryazha): Render */ - glClearColor(0.15f, 0.15f, 0.15f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - MAT4 model, view, projection; - view = look_at(camera_pos, v3f(0.0f, 0.0f, 0.0f), v3f(0.0f, 1.0f, 0.0f)); - projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f); - - glUseProgram(shader); - shader_set_mat4fv(shader, "view", view); - shader_set_mat4fv(shader, "projection", projection); - - glBindTexture(GL_TEXTURE_2D, marble_texture); - glBindVertexArray(cube_vao); - for (S32 transform_index = 0; - transform_index < (S32)ArrayCount(cube_positions); - ++transform_index) - { - model = transform_apply(cube_positions[transform_index]); - shader_set_mat4fv(shader, "model", model); - glDrawArrays(GL_TRIANGLES, 0, 36); - } - - glBindTexture(GL_TEXTURE_2D, metal_texture); - model = transform_apply(platform_position); - shader_set_mat4fv(shader, "model", model); - glDrawArrays(GL_TRIANGLES, 0, 36); - - glUseProgram(grass_shader); - glBindTexture(GL_TEXTURE_2D, grass_texture); - shader_set_mat4fv(shader, "view", view); - shader_set_mat4fv(shader, "projection", projection); - glBindVertexArray(quad_vao); - - F32 angle = 0.0f; - for (S32 transform_index = 0; - transform_index < (S32)ArrayCount(grass_positions); - ++transform_index) - { - Transform *transform = grass_positions+transform_index; - Transform new_transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f)); - shader_set_mat4fv(shader, "model", transform_apply(new_transform)); - glDrawArrays(GL_TRIANGLES, 0, 6); - angle += 30.0f; - } - - glUseProgram(shader); - glBindTexture(GL_TEXTURE_2D, window_texture); - shader_set_mat4fv(shader, "view", view); - shader_set_mat4fv(shader, "projection", projection); - for (S32 window_index = 0; - window_index < (S32)ArrayCount(sorted_window_transforms); - ++window_index) - { - MAT4 model = transform_apply(sorted_window_transforms[window_index]); - shader_set_mat4fv(shader, "model", model); - glDrawArrays(GL_TRIANGLES, 0, 6); - } - - glBindVertexArray(0); - - glfwSwapBuffers(window); - - F32 elapsed = glfwGetTime()-last_time; - if (elapsed < target_spf) { - U32 sleep_time = (U32)(target_spf-elapsed); - if (sleep_time > 0) { - sleep(sleep_time); - } - } - F32 current_time = glfwGetTime(); - dt = current_time-last_time; - last_time = current_time; - } - - glfwTerminate(); - return(0); + glfwMakeContextCurrent(window); + + if (glewInit() != GLEW_OK) { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + glEnable(GL_DEPTH_TEST); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + U32 shader = create_shader_program("shaders/blending.vert", "shaders/blending.frag"); + U32 grass_shader = create_shader_program("shaders/blending.vert", "shaders/grass.frag"); + U32 marble_texture = load_texture("../../data/textures/marble.jpg"); + U32 metal_texture = load_texture("../../data/textures/metal.png"); + U32 grass_texture = load_texture("../../data/textures/grass.png"); + U32 window_texture = load_texture("../../data/textures/window.png"); + + F32 a = 0.5f; + F32 vertices[] = { + -a, -a, -a, 0.0f, 0.0f, + a, -a, -a, 1.0f, 0.0f, + a, a, -a, 1.0f, 1.0f, + a, a, -a, 1.0f, 1.0f, + -a, a, -a, 0.0f, 1.0f, + -a, -a, -a, 0.0f, 0.0f, + + -a, -a, a, 0.0f, 0.0f, + a, -a, a, 1.0f, 0.0f, + a, a, a, 1.0f, 1.0f, + a, a, a, 1.0f, 1.0f, + -a, a, a, 0.0f, 1.0f, + -a, -a, a, 0.0f, 0.0f, + + -a, a, a, 1.0f, 0.0f, + -a, a, -a, 1.0f, 1.0f, + -a, -a, -a, 0.0f, 1.0f, + -a, -a, -a, 0.0f, 1.0f, + -a, -a, a, 0.0f, 0.0f, + -a, a, a, 1.0f, 0.0f, + + a, a, a, 1.0f, 0.0f, + a, a, -a, 1.0f, 1.0f, + a, -a, -a, 0.0f, 1.0f, + a, -a, -a, 0.0f, 1.0f, + a, -a, a, 0.0f, 0.0f, + a, a, a, 1.0f, 0.0f, + + -a, -a, -a, 0.0f, 1.0f, + a, -a, -a, 1.0f, 1.0f, + a, -a, a, 1.0f, 0.0f, + a, -a, a, 1.0f, 0.0f, + -a, -a, a, 0.0f, 0.0f, + -a, -a, -a, 0.0f, 1.0f, + + -a, a, -a, 0.0f, 1.0f, + a, a, -a, 1.0f, 1.0f, + a, a, a, 1.0f, 0.0f, + a, a, a, 1.0f, 0.0f, + -a, a, a, 0.0f, 0.0f, + -a, a, -a, 0.0f, 1.0f + }; + + Transform cube_positions[] = { + transform_default(), + transform_make_translate(v3f(a, 0.0f, -4.0f*a)) + }; + + V3F platform_pos = v3f(10.0f, 0.2f, 10.0f); + V3F platform_scale = v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f); + Transform platform_transform = transform_make_scale_translate(platform_pos, + platform_scale); + + U32 cube_vao, quad_vao, vbo; + glGenVertexArrays(1, &cube_vao); + glBindVertexArray(cube_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32))); + glBindVertexArray(0); + + F32 quad_side = 1.0f; + F32 quad_vertices[] = { + /* NOTE(pryazha): left top triangle */ + -quad_side/2.0f, 0.0f, 0.0f, 0.0f, 0.0f, + -quad_side/2.0f, quad_side, 0.0f, 0.0f, 1.0f, + quad_side/2.0f, quad_side, 0.0f, 1.0f, 1.0f, + + /* NOTE(pryazha): right bottom triangle */ + -quad_side/2.0f, 0.0f, 0.0f, 0.0f, 0.0f, + quad_side/2.0f, quad_side, 0.0f, 1.0f, 1.0f, + quad_side/2.0f, 0.0f, 0.0f, 1.0f, 0.0f + }; + + glGenVertexArrays(1, &quad_vao); + glBindVertexArray(quad_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32))); + glBindVertexArray(0); + + Transform grass_positions[] = { + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(1.0f, -0.5f, 0.0f)), + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-1.5f, -0.5f, 2.0f)), + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, -0.5f, -1.0f)), + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(3.0f, -0.5f, 1.0f)), + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-2.0f, -0.5f, -3.0f)) + }; + + Transform window_transforms[] = { + transform_make_translate(v3f(0.0f, -0.5f, a+0.1f)), + transform_make_translate(v3f(0.0f, -0.5f, 2.0f)), + transform_make_translate(v3f(1.0f, -0.5f, -1.0f)), + transform_make_translate(v3f(-2.0f, -0.5f, 0.5f)), + transform_make_translate(v3f(-3.0f, -0.5f, -3.0f)), + transform_make_translate(v3f(3.0f, -0.5f, 0.2)), + }; + + F32 angle = 0.0f; + for (S32 i = 0; i < (S32)ArrayCount(window_transforms); ++i) { + Transform *transform = window_transforms+i; + *transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f)); + angle += 30.0f; + } + + state.camera = (Camera) { + v3f(0.0f, 0.0f, 3.0f), + 90.0f, 0.1f, 100.0f, + 0.0f, 0.0f + }; + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + process_glfw_keyboard(window, &input); + glfwGetFramebufferSize(window, &width, &height); + + /* INFO(pryazha): Update */ + V3F target = v3f_zero(); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + V3F dv = get_dv_camera_orbital(&input, state.camera.pos, + target, state.dt, 3.0f); + state.camera.pos = v3f_add(state.camera.pos, dv); + + input_update_last_state(&input); + + Transform sorted[ArrayCount(window_transforms)]; + MemoryCopyArray(sorted, window_transforms); + for (S32 i = 0; i < (S32)ArrayCount(sorted); ++i) { + for (S32 j = 1; j < (S32)ArrayCount(sorted); ++j) { + F32 dist_left = v3f_length(v3f_sub(sorted[j-1].translate, state.camera.pos)); + F32 dist_right = v3f_length(v3f_sub(sorted[j].translate, state.camera.pos)); + if (dist_left < dist_right) { + Transform temp = sorted[j]; + sorted[j] = sorted[j-1]; + sorted[j-1] = temp; + } + } + } + + /* INFO(pryazha): Render */ + MAT4 model, view, proj; + view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f)); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + + glViewport(0, 0, width, height); + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glUseProgram(shader); + shader_set_mat4fv(shader, "view", view); + shader_set_mat4fv(shader, "proj", proj); + glBindTexture(GL_TEXTURE_2D, marble_texture); + glBindVertexArray(cube_vao); + for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) { + model = transform_apply(cube_positions[i]); + shader_set_mat4fv(shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + + glBindTexture(GL_TEXTURE_2D, metal_texture); + model = transform_apply(platform_transform); + shader_set_mat4fv(shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + + glUseProgram(grass_shader); + glBindTexture(GL_TEXTURE_2D, grass_texture); + shader_set_mat4fv(shader, "view", view); + shader_set_mat4fv(shader, "proj", proj); + glBindVertexArray(quad_vao); + F32 angle = 0.0f; + for (S32 i = 0; i < (S32)ArrayCount(grass_positions); ++i) { + Transform *transform = grass_positions+i; + Transform new_transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f)); + model = transform_apply(new_transform); + shader_set_mat4fv(shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 6); + angle += 30.0f; + } + + glUseProgram(shader); + glBindTexture(GL_TEXTURE_2D, window_texture); + shader_set_mat4fv(shader, "view", view); + shader_set_mat4fv(shader, "proj", proj); + for (S32 i = 0; i < (S32)ArrayCount(sorted); ++i) { + MAT4 model = transform_apply(sorted[i]); + shader_set_mat4fv(shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 6); + } + glBindVertexArray(0); + + glfwSwapBuffers(window); + + F32 elapsed = glfwGetTime()-last_time; + if (elapsed < target_spf) { + U32 sleep_time = (U32)(target_spf-elapsed); + if (sleep_time > 0) + sleep(sleep_time); + } + F32 current_time = glfwGetTime(); + state.dt = current_time-last_time; + last_time = current_time; + } + + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/6.cubemaps/shaders/cube.fs b/advanced_opengl/3.blending/shaders/blending.frag index f58c5d3..71892a7 100644 --- a/advanced_opengl/6.cubemaps/shaders/cube.fs +++ b/advanced_opengl/3.blending/shaders/blending.frag @@ -6,8 +6,7 @@ in vec2 tex_coords; uniform sampler2D texture1; -void -main(void) +void main(void) { frag_color = texture(texture1, tex_coords); } diff --git a/advanced_opengl/4.face_culling/shaders/face_culling.vs b/advanced_opengl/3.blending/shaders/blending.vert index 62e71a2..68b8fe2 100644 --- a/advanced_opengl/4.face_culling/shaders/face_culling.vs +++ b/advanced_opengl/3.blending/shaders/blending.vert @@ -4,13 +4,12 @@ layout(location = 1) in vec2 atex_coords; uniform mat4 model; uniform mat4 view; -uniform mat4 projection; +uniform mat4 proj; out vec2 tex_coords; -void -main(void) +void main(void) { - gl_Position = projection*view*model*vec4(apos, 1.0); + gl_Position = proj*view*model*vec4(apos, 1.0); tex_coords = atex_coords; } diff --git a/advanced_opengl/3.blending/shaders/grass.fs b/advanced_opengl/3.blending/shaders/grass.frag index cecb0ce..85c806f 100644 --- a/advanced_opengl/3.blending/shaders/grass.fs +++ b/advanced_opengl/3.blending/shaders/grass.frag @@ -6,12 +6,10 @@ in vec2 tex_coords; uniform sampler2D texture1; -void -main(void) +void main(void) { vec4 tex_color = texture(texture1, tex_coords); - if (tex_color.a <= 0.2) { + if (tex_color.a <= 0.2) discard; - } frag_color = tex_color; } diff --git a/advanced_opengl/4.face_culling/face_culling b/advanced_opengl/4.face_culling/face_culling Binary files differindex eb6e3e9..c00eeaa 100755 --- a/advanced_opengl/4.face_culling/face_culling +++ b/advanced_opengl/4.face_culling/face_culling diff --git a/advanced_opengl/4.face_culling/face_culling.c b/advanced_opengl/4.face_culling/face_culling.c index 9769b53..c3a31c0 100644 --- a/advanced_opengl/4.face_culling/face_culling.c +++ b/advanced_opengl/4.face_culling/face_culling.c @@ -2,305 +2,234 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include <unistd.h> +int main(void) +{ + GLFWwindow *window; + State state; + S32 width, height; + Input input; -#define WIDTH 1280 -#define HEIGHT 720 + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } -static V3F camera_pos; -static F32 dt; -static Input input; + width = 1024; + height = 768; -void -key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) -{ - switch (action) - { - case GLFW_PRESS: { - switch (key) - { - case GLFW_KEY_D: { - input.move_right.state = KeyState_PRESS; - } break; - case GLFW_KEY_W: { - input.move_forward.state = KeyState_PRESS; - } break; - case GLFW_KEY_A: { - input.move_left.state = KeyState_PRESS; - } break; - case GLFW_KEY_S: { - input.move_backward.state = KeyState_PRESS; - } break; - case GLFW_KEY_E: { - input.move_up.state = KeyState_PRESS; - } break; - case GLFW_KEY_Q: { - input.move_down.state = KeyState_PRESS; - } break; - } - } break; - - case GLFW_RELEASE: { - switch (key) - { - case GLFW_KEY_D: { - input.move_right.state = KeyState_RELEASE; - } break; - case GLFW_KEY_W: { - input.move_forward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_A: { - input.move_left.state = KeyState_RELEASE; - } break; - case GLFW_KEY_S: { - input.move_backward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_E: { - input.move_up.state = KeyState_RELEASE; - } break; - case GLFW_KEY_Q: { - input.move_down.state = KeyState_RELEASE; - } break; - } - } break; - } -} + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(width, height, "Face culling", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } -int -main(void) -{ - GLFWwindow *window; - - if (glfwInit() == GLFW_FALSE) - { - fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); - return(1); - } - - glfwWindowHint(GLFW_RESIZABLE, 0); - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - window = glfwCreateWindow(WIDTH, HEIGHT, "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); + glfwMakeContextCurrent(window); + + 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.vert", + "shaders/face_culling.frag"); + + 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(); + + state.camera = (Camera) { + v3f(0.0f, 0.0f, 3.0f), + 90.0f, 0.1f, 100.0f, + 0.0f, 0.0f + }; + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + + F32 d_angle = 45.0f; + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + process_glfw_keyboard(window, &input); + glfwGetFramebufferSize(window, &width, &height); + + /* INFO(pryazha): update */ + V3F target = v3f_zero(); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + V3F dv = get_dv_camera_orbital(&input, state.camera.pos, + target, state.dt, 3.0f); + state.camera.pos = v3f_add(state.camera.pos, dv); + + input_update_last_state(&input); + + /* INFO(pryazha): Render */ + MAT4 model, view, proj; + view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f)); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + cube_transform = transform_rotate(cube_transform, + v3f(0.0f, d_angle*state.dt, 0.0f)); + model = transform_apply(cube_transform); + + glViewport(0, 0, width, height); + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glUseProgram(shader); + glBindTexture(GL_TEXTURE_2D, grid_texture); + shader_set_mat4fv(shader, "model", model); + shader_set_mat4fv(shader, "view", view); + shader_set_mat4fv(shader, "proj", proj); + glBindVertexArray(cube_vao); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + + glfwSwapBuffers(window); + + F32 elapsed = glfwGetTime()-last_time; + if (elapsed < target_spf) { + U32 sleep_time = (U32)(target_spf-elapsed); + if (sleep_time > 0) + sleep(sleep_time); + } + F32 current_time = glfwGetTime(); + state.dt = current_time-last_time; + last_time = current_time; + } + + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/5.framebuffers/shaders/cube.fs b/advanced_opengl/4.face_culling/shaders/face_culling.frag index f58c5d3..71892a7 100644 --- a/advanced_opengl/5.framebuffers/shaders/cube.fs +++ b/advanced_opengl/4.face_culling/shaders/face_culling.frag @@ -6,8 +6,7 @@ in vec2 tex_coords; uniform sampler2D texture1; -void -main(void) +void main(void) { frag_color = texture(texture1, tex_coords); } diff --git a/advanced_opengl/3.blending/shaders/blending.vs b/advanced_opengl/4.face_culling/shaders/face_culling.vert index 62e71a2..68b8fe2 100644 --- a/advanced_opengl/3.blending/shaders/blending.vs +++ b/advanced_opengl/4.face_culling/shaders/face_culling.vert @@ -4,13 +4,12 @@ layout(location = 1) in vec2 atex_coords; uniform mat4 model; uniform mat4 view; -uniform mat4 projection; +uniform mat4 proj; out vec2 tex_coords; -void -main(void) +void main(void) { - gl_Position = projection*view*model*vec4(apos, 1.0); + gl_Position = proj*view*model*vec4(apos, 1.0); tex_coords = atex_coords; } diff --git a/advanced_opengl/5.framebuffers/framebuffers b/advanced_opengl/5.framebuffers/framebuffers Binary files differindex a1f7170..4a3d49e 100755 --- a/advanced_opengl/5.framebuffers/framebuffers +++ b/advanced_opengl/5.framebuffers/framebuffers diff --git a/advanced_opengl/5.framebuffers/framebuffers.c b/advanced_opengl/5.framebuffers/framebuffers.c index a0523cc..7948a61 100644 --- a/advanced_opengl/5.framebuffers/framebuffers.c +++ b/advanced_opengl/5.framebuffers/framebuffers.c @@ -2,423 +2,336 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include <unistd.h> +int main(void) +{ + GLFWwindow *window; + State state; + S32 width, height; + Input input; -#define WIDTH 1024 -#define HEIGHT 768 + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } -static V3F camera_pos; -static F32 dt; -static Input input; + width = 1024; + height = 768; -void -key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) -{ - switch (action) - { - case GLFW_PRESS: { - switch (key) - { - case GLFW_KEY_D: { - input.move_right.state = KeyState_PRESS; - } break; - case GLFW_KEY_W: { - input.move_forward.state = KeyState_PRESS; - } break; - case GLFW_KEY_A: { - input.move_left.state = KeyState_PRESS; - } break; - case GLFW_KEY_S: { - input.move_backward.state = KeyState_PRESS; - } break; - case GLFW_KEY_E: { - input.move_up.state = KeyState_PRESS; - } break; - case GLFW_KEY_Q: { - input.move_down.state = KeyState_PRESS; - } break; - } - } break; - - case GLFW_RELEASE: { - switch (key) - { - case GLFW_KEY_D: { - input.move_right.state = KeyState_RELEASE; - } break; - case GLFW_KEY_W: { - input.move_forward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_A: { - input.move_left.state = KeyState_RELEASE; - } break; - case GLFW_KEY_S: { - input.move_backward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_E: { - input.move_up.state = KeyState_RELEASE; - } break; - case GLFW_KEY_Q: { - input.move_down.state = KeyState_RELEASE; - } break; - } - } break; - } -} + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(width, height, "Framebuffers", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } -int -main(void) -{ - GLFWwindow *window; - - if (glfwInit() == GLFW_FALSE) - { - fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); - return(1); - } - - glfwWindowHint(GLFW_RESIZABLE, 0); - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - window = glfwCreateWindow(WIDTH, HEIGHT, "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); + glfwMakeContextCurrent(window); + + if (glewInit() != GLEW_OK) { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + U32 screen_shader = create_shader_program("shaders/screen.vert", + "shaders/screen.frag"); + U32 cube_shader = create_shader_program("shaders/cube.vert", + "shaders/cube.frag"); + 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, texture_colorbuffer, rbo; + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + 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); + 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)) + }; + + V3F platform_pos = v3f(10.0f, 0.2f, 10.0f); + V3F platform_scale = v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f); + Transform platform_transform = transform_make_scale_translate(platform_pos, + platform_scale); + U32 cube_vao, quad_vao, vbo; + glGenVertexArrays(1, &cube_vao); + glBindVertexArray(cube_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32))); + glBindVertexArray(0); + + F32 quad_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 i = 0; i < (S32)ArrayCount(window_transforms); ++i) { + Transform *transform = window_transforms+i; + *transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f)); + angle += 30.0f; + } + + state.camera = (Camera) { + v3f(0.0f, 0.0f, 3.0f), + 90.0f, 0.1f, 100.0f, + 0.0f, 0.0f + }; + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + process_glfw_keyboard(window, &input); + glfwGetFramebufferSize(window, &width, &height); + + /* INFO(pryazha): Update */ + V3F target = v3f_zero(); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + V3F dv = get_dv_camera_orbital(&input, state.camera.pos, + target, state.dt, 3.0f); + state.camera.pos = v3f_add(state.camera.pos, dv); + + input_update_last_state(&input); + + Transform sorted[ArrayCount(window_transforms)]; + MemoryCopyArray(sorted, window_transforms); + for (S32 i = 0; i < (S32)ArrayCount(sorted); ++i) { + for (S32 j = 1; j < (S32)ArrayCount(sorted); ++j) { + F32 dist_left = v3f_length(v3f_sub(sorted[j-1].translate, state.camera.pos)); + F32 dist_right = v3f_length(v3f_sub(sorted[j].translate, state.camera.pos)); + if (dist_left < dist_right) { + Transform temp = sorted[j]; + sorted[j] = sorted[j-1]; + sorted[j-1] = temp; + } + } + } + + /* INFO(pryazha): Render */ + MAT4 model, view, proj; + + view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f)); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glViewport(0, 0, width, height); + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glEnable(GL_DEPTH_TEST); + glUseProgram(cube_shader); + shader_set_mat4fv(cube_shader, "view", view); + shader_set_mat4fv(cube_shader, "proj", proj); + glBindTexture(GL_TEXTURE_2D, marble_texture); + glBindVertexArray(cube_vao); + for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) { + model = transform_apply(cube_positions[i]); + shader_set_mat4fv(cube_shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + + glBindTexture(GL_TEXTURE_2D, metal_texture); + model = transform_apply(platform_transform); + shader_set_mat4fv(cube_shader, "model", model); + 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, "proj", proj); + glBindVertexArray(quad_vao); + for (S32 i = 0; i < (S32)ArrayCount(sorted); ++i) { + model = transform_apply(sorted[i]); + shader_set_mat4fv(cube_shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 6); + } + glBindVertexArray(0); + glDisable(GL_BLEND); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glViewport(0, 0, width, height); + 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); + glViewport(0, 0, width, height); + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glEnable(GL_DEPTH_TEST); + V3F f = v3f(view.m2.x, view.m2.y, view.m2.z); + target = v3f_add(state.camera.pos, v3f_negate(f)); + view = look_at(state.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, "proj", proj); + glBindTexture(GL_TEXTURE_2D, marble_texture); + glBindVertexArray(cube_vao); + for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) { + model = transform_apply(cube_positions[i]); + shader_set_mat4fv(cube_shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + + glBindTexture(GL_TEXTURE_2D, metal_texture); + model = transform_apply(platform_transform); + shader_set_mat4fv(cube_shader, "model", model); + 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, "proj", proj); + glBindVertexArray(quad_vao); + for (S32 i = 0; i < (S32)ArrayCount(sorted); ++i) { + model = transform_apply(sorted[i]); + shader_set_mat4fv(cube_shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 6); + } + glBindVertexArray(0); + glDisable(GL_BLEND); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glViewport(0, 0, width, height); + glUseProgram(screen_shader); + glDisable(GL_DEPTH_TEST); + glBindTexture(GL_TEXTURE_2D, texture_colorbuffer); + glBindVertexArray(quad_vao); + 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(); + state.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/5.framebuffers/shaders/cube.frag index f58c5d3..71892a7 100644 --- a/advanced_opengl/4.face_culling/shaders/face_culling.fs +++ b/advanced_opengl/5.framebuffers/shaders/cube.frag @@ -6,8 +6,7 @@ in vec2 tex_coords; uniform sampler2D texture1; -void -main(void) +void main(void) { frag_color = texture(texture1, tex_coords); } diff --git a/advanced_opengl/5.framebuffers/shaders/cube.vs b/advanced_opengl/5.framebuffers/shaders/cube.vert index aea5c2c..2436f35 100644 --- a/advanced_opengl/5.framebuffers/shaders/cube.vs +++ b/advanced_opengl/5.framebuffers/shaders/cube.vert @@ -5,13 +5,12 @@ layout(location = 1) in vec2 atex_coords; uniform mat4 model; uniform mat4 view; -uniform mat4 projection; +uniform mat4 proj; out vec2 tex_coords; -void -main(void) +void main(void) { - gl_Position = projection*view*model*vec4(apos, 1.0); + gl_Position = proj*view*model*vec4(apos, 1.0); tex_coords = atex_coords; } diff --git a/advanced_opengl/5.framebuffers/shaders/screen.fs b/advanced_opengl/5.framebuffers/shaders/screen.frag index 183d490..234b3fc 100644 --- a/advanced_opengl/5.framebuffers/shaders/screen.fs +++ b/advanced_opengl/5.framebuffers/shaders/screen.frag @@ -6,15 +6,13 @@ in vec2 tex_coords; uniform sampler2D texture1; -vec4 -inversion() +vec4 inversion() { vec4 result = vec4(1.0-vec3(texture(texture1, tex_coords)), 1.0); return(result); } -vec4 -grayscale_average() +vec4 grayscale_average() { vec4 tex_color = texture(texture1, tex_coords); float average = (tex_color.r+tex_color.g+tex_color.b)/3.0; @@ -22,8 +20,7 @@ grayscale_average() return(result); } -vec4 -grayscale_weights() +vec4 grayscale_weights() { vec4 tex_color = texture(texture1, tex_coords); float average = 0.2126*tex_color.r+0.7152*tex_color.g+0.0722*tex_color.b; @@ -33,8 +30,7 @@ grayscale_weights() const float offset = 1.0/300.0; -vec4 -kernel_effect(float[9] kernel) +vec4 kernel_effect(float[9] kernel) { vec2 offsets[9] = vec2[]( vec2(-offset, offset), /* top-left */ @@ -49,13 +45,8 @@ kernel_effect(float[9] kernel) ); 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])); - } + for (int i = 0; i < 9; ++i) + sample_texture[i] = vec3(texture(texture1, tex_coords+offsets[i])); vec3 color = vec3(0.0); for (int i = 0; i < 9; ++i) @@ -64,8 +55,7 @@ kernel_effect(float[9] kernel) return(vec4(color, 1.0)); } -void -main(void) +void main(void) { float strange_kernel[9] = float[]( -1, -1, -1, diff --git a/advanced_opengl/5.framebuffers/shaders/screen.vs b/advanced_opengl/5.framebuffers/shaders/screen.vert index 8fdea55..92bc378 100644 --- a/advanced_opengl/5.framebuffers/shaders/screen.vs +++ b/advanced_opengl/5.framebuffers/shaders/screen.vert @@ -6,8 +6,7 @@ out vec2 tex_coords; uniform mat4 model; -void -main(void) +void main(void) { gl_Position = model*vec4(apos, 1.0); tex_coords = atex_coords; diff --git a/advanced_opengl/6.cubemaps/cubemaps b/advanced_opengl/6.cubemaps/cubemaps Binary files differindex bdf54f5..bc274ea 100755 --- a/advanced_opengl/6.cubemaps/cubemaps +++ b/advanced_opengl/6.cubemaps/cubemaps diff --git a/advanced_opengl/6.cubemaps/cubemaps.c b/advanced_opengl/6.cubemaps/cubemaps.c index 5ea5300..32a53d1 100644 --- a/advanced_opengl/6.cubemaps/cubemaps.c +++ b/advanced_opengl/6.cubemaps/cubemaps.c @@ -2,450 +2,350 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include <unistd.h> +int main(void) +{ + GLFWwindow *window; + State state; + S32 width, height; + Input input; -#define WIDTH 1024 -#define HEIGHT 768 + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } -static V3F camera_pos; -static F32 dt; -static Input input; -static B32 first_mouse = 1; + width = 1024; + height = 768; -void -key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) -{ - switch (action) - { - case GLFW_PRESS: { - switch (key) - { - case GLFW_KEY_D: { - input.move_right.state = KeyState_PRESS; - } break; - case GLFW_KEY_W: { - input.move_forward.state = KeyState_PRESS; - } break; - case GLFW_KEY_A: { - input.move_left.state = KeyState_PRESS; - } break; - case GLFW_KEY_S: { - input.move_backward.state = KeyState_PRESS; - } break; - case GLFW_KEY_E: { - input.move_up.state = KeyState_PRESS; - } break; - case GLFW_KEY_Q: { - input.move_down.state = KeyState_PRESS; - } break; - } - } break; - - case GLFW_RELEASE: { - switch (key) - { - case GLFW_KEY_D: { - input.move_right.state = KeyState_RELEASE; - } break; - case GLFW_KEY_W: { - input.move_forward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_A: { - input.move_left.state = KeyState_RELEASE; - } break; - case GLFW_KEY_S: { - input.move_backward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_E: { - input.move_up.state = KeyState_RELEASE; - } break; - case GLFW_KEY_Q: { - input.move_down.state = KeyState_RELEASE; - } break; - } - } break; - } -} + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(width, height, "Cubemaps", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } -void -cursor_pos_callback(GLFWwindow* window, double xpos, double ypos) -{ - if (first_mouse) - { - input.last_mouse_pos = v2f(xpos, ypos); - first_mouse = 0; - } - input.mouse_offset = v2f(input.mouse_offset.x+((F32)xpos-input.last_mouse_pos.x), - input.mouse_offset.y+((F32)ypos-input.last_mouse_pos.y)); - input.last_mouse_pos = v2f((F32)xpos, (F32)ypos); -} + glfwMakeContextCurrent(window); -int -main(void) -{ - GLFWwindow *window; - - if (glfwInit() == GLFW_FALSE) - { - fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); - return(1); - } - - glfwWindowHint(GLFW_RESIZABLE, 0); - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - window = glfwCreateWindow(WIDTH, HEIGHT, "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); + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + if (glewInit() != GLEW_OK) { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + + U32 skybox_shader = create_shader_program("shaders/skybox.vert", "shaders/skybox.frag"); + U32 reflection_shader = create_shader_program("shaders/reflection.vert", "shaders/reflection.frag"); + U32 refraction_shader = create_shader_program("shaders/refraction.vert", "shaders/refraction.frag"); + U32 cube_shader = create_shader_program("shaders/cube.vert", "shaders/cube.frag"); + 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)) + }; + + V3F platform_pos = v3f(10.0f, 0.2f, 10.0f); + V3F platform_scale = v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f); + Transform platform_transform = transform_make_scale_translate(platform_pos, platform_scale); + + U32 cube_vao, vbo; + glGenVertexArrays(1, &cube_vao); + glBindVertexArray(cube_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32))); + glBindVertexArray(0); + + a = 1.0f; + F32 skybox_cube_vertices[] = { + -a, -a, -a, + a, -a, -a, + a, a, -a, + a, a, -a, + -a, a, -a, + -a, -a, -a, + + -a, -a, a, + a, -a, a, + a, a, a, + a, a, a, + -a, a, a, + -a, -a, a, + + -a, a, a, + -a, a, -a, + -a, -a, -a, + -a, -a, -a, + -a, -a, a, + -a, a, a, + + a, a, a, + a, a, -a, + a, -a, -a, + a, -a, -a, + a, -a, a, + a, a, a, + + -a, -a, -a, + a, -a, -a, + a, -a, a, + a, -a, a, + -a, -a, a, + -a, -a, -a, + + -a, a, -a, + a, a, -a, + a, a, a, + a, a, a, + -a, a, a, + -a, a, -a, + }; + + U32 skybox_cube_vao; + glGenVertexArrays(1, &skybox_cube_vao); + glBindVertexArray(skybox_cube_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(skybox_cube_vertices), skybox_cube_vertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(F32), (void *)0); + glBindVertexArray(0); + + 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); + + state.camera = (Camera) { + v3f(0.0f, 1.0f, 3.0f), 100.0f, + 0.1f, 100.0f, 0.0f, 0.0f + }; + input = input_init(); + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + /* INFO(pryazha): update */ + glfwGetFramebufferSize(window, &width, &height); + process_glfw_keyboard(window, &input); + process_glfw_mouse_pos(window, &input); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + V3F dv = get_dv_camera_first_person(&input, &state.camera, + 4.0f, state.dt); + state.camera.pos = v3f_add(state.camera.pos, dv); + + F32 sensitivity = 0.1f; + input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity); + state.camera.yaw += input.mouse_offset.x; + state.camera.pitch += input.mouse_offset.y; + if (state.camera.pitch > 89.0f) + state.camera.pitch = 89.0f; + if (state.camera.pitch < -89.0f) + state.camera.pitch = -89.0f; + + input_update_last_state(&input); + + /* NOTE(pryazha): Render */ + MAT4 view, proj, model; + view = get_view_matrix(&state.camera); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + + 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, "proj", proj); + glBindTexture(GL_TEXTURE_2D, grid_texture); + glBindVertexArray(cube_vao); + for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) { + model = transform_apply(cube_positions[i]); + shader_set_mat4fv(cube_shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + + model = transform_apply(platform_transform); + shader_set_mat4fv(cube_shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + + glUseProgram(reflection_shader); + model = mat4_make_translate(v3f(0.0f, 2.0f, 0.0f)); + shader_set_mat4fv(reflection_shader, "model", model); + shader_set_mat4fv(reflection_shader, "view", view); + shader_set_mat4fv(reflection_shader, "proj", proj); + shader_set_3fv(reflection_shader, "camera_pos", state.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); + model = mat4_make_translate(v3f(2.0f, 2.0f, 0.0f)); + shader_set_mat4fv(refraction_shader, "model", model); + shader_set_mat4fv(refraction_shader, "view", view); + shader_set_mat4fv(refraction_shader, "proj", proj); + shader_set_3fv(refraction_shader, "camera_pos", state.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, "proj", proj); + glBindVertexArray(skybox_cube_vao); + glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_texture); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + + glfwSwapBuffers(window); + + F32 elapsed = glfwGetTime()-last_time; + if (elapsed < target_spf) { + U32 sleep_time = (U32)(target_spf-elapsed); + if (sleep_time > 0) + sleep(sleep_time); + } + F32 current_time = glfwGetTime(); + state.dt = current_time-last_time; + last_time = current_time; + } + + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/3.blending/shaders/blending.fs b/advanced_opengl/6.cubemaps/shaders/cube.frag index f58c5d3..71892a7 100644 --- a/advanced_opengl/3.blending/shaders/blending.fs +++ b/advanced_opengl/6.cubemaps/shaders/cube.frag @@ -6,8 +6,7 @@ in vec2 tex_coords; uniform sampler2D texture1; -void -main(void) +void main(void) { frag_color = texture(texture1, tex_coords); } diff --git a/advanced_opengl/6.cubemaps/shaders/cube.vs b/advanced_opengl/6.cubemaps/shaders/cube.vert index aea5c2c..2436f35 100644 --- a/advanced_opengl/6.cubemaps/shaders/cube.vs +++ b/advanced_opengl/6.cubemaps/shaders/cube.vert @@ -5,13 +5,12 @@ layout(location = 1) in vec2 atex_coords; uniform mat4 model; uniform mat4 view; -uniform mat4 projection; +uniform mat4 proj; out vec2 tex_coords; -void -main(void) +void main(void) { - gl_Position = projection*view*model*vec4(apos, 1.0); + gl_Position = proj*view*model*vec4(apos, 1.0); tex_coords = atex_coords; } diff --git a/advanced_opengl/6.cubemaps/shaders/reflection.fs b/advanced_opengl/6.cubemaps/shaders/reflection.frag index 3723ea9..72b1c0d 100644 --- a/advanced_opengl/6.cubemaps/shaders/reflection.fs +++ b/advanced_opengl/6.cubemaps/shaders/reflection.frag @@ -8,8 +8,7 @@ out vec4 frag_color; uniform vec3 camera_pos; uniform samplerCube skybox; -void -main(void) +void main(void) { vec3 i = pos-camera_pos; vec3 r = reflect(i, normalize(normal)); diff --git a/advanced_opengl/6.cubemaps/shaders/reflection.vs b/advanced_opengl/6.cubemaps/shaders/reflection.vert index c9a0698..d7070f2 100644 --- a/advanced_opengl/6.cubemaps/shaders/reflection.vs +++ b/advanced_opengl/6.cubemaps/shaders/reflection.vert @@ -8,12 +8,11 @@ out vec3 normal; uniform mat4 model; uniform mat4 view; -uniform mat4 projection; +uniform mat4 proj; -void -main(void) +void main(void) { pos = vec3(model*vec4(apos, 1.0)); normal = mat3(transpose(inverse(model)))*anormal; - gl_Position = projection*view*model*vec4(apos, 1.0); + gl_Position = proj*view*model*vec4(apos, 1.0); } diff --git a/advanced_opengl/6.cubemaps/shaders/refraction.fs b/advanced_opengl/6.cubemaps/shaders/refraction.frag index ef8c415..fa01b2c 100644 --- a/advanced_opengl/6.cubemaps/shaders/refraction.fs +++ b/advanced_opengl/6.cubemaps/shaders/refraction.frag @@ -8,8 +8,7 @@ out vec4 frag_color; uniform vec3 camera_pos; uniform samplerCube skybox; -void -main(void) +void main(void) { float ratio = 1.0/1.52; vec3 i = pos-camera_pos; diff --git a/advanced_opengl/6.cubemaps/shaders/refraction.vs b/advanced_opengl/6.cubemaps/shaders/refraction.vert index c9a0698..d7070f2 100644 --- a/advanced_opengl/6.cubemaps/shaders/refraction.vs +++ b/advanced_opengl/6.cubemaps/shaders/refraction.vert @@ -8,12 +8,11 @@ out vec3 normal; uniform mat4 model; uniform mat4 view; -uniform mat4 projection; +uniform mat4 proj; -void -main(void) +void main(void) { pos = vec3(model*vec4(apos, 1.0)); normal = mat3(transpose(inverse(model)))*anormal; - gl_Position = projection*view*model*vec4(apos, 1.0); + gl_Position = proj*view*model*vec4(apos, 1.0); } diff --git a/advanced_opengl/6.cubemaps/shaders/skybox.fs b/advanced_opengl/6.cubemaps/shaders/skybox.frag index bf69c8b..22be301 100644 --- a/advanced_opengl/6.cubemaps/shaders/skybox.fs +++ b/advanced_opengl/6.cubemaps/shaders/skybox.frag @@ -6,8 +6,7 @@ out vec4 frag_color; uniform samplerCube skybox; -void -main(void) +void main(void) { frag_color = texture(skybox, tex_coords); } diff --git a/advanced_opengl/6.cubemaps/shaders/skybox.vs b/advanced_opengl/6.cubemaps/shaders/skybox.vert index c790148..c7d91c9 100644 --- a/advanced_opengl/6.cubemaps/shaders/skybox.vs +++ b/advanced_opengl/6.cubemaps/shaders/skybox.vert @@ -5,12 +5,11 @@ layout(location = 0) in vec3 apos; out vec3 tex_coords; uniform mat4 view; -uniform mat4 projection; +uniform mat4 proj; -void -main(void) +void main(void) { tex_coords = apos; - vec4 pos = projection*view*vec4(apos, 1.0); + vec4 pos = proj*view*vec4(apos, 1.0); gl_Position = pos.xyww; } diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.fs b/advanced_opengl/7.uniform_buffer/shaders/color_cube.frag index fbbafbf..d40d866 100644 --- a/advanced_opengl/8.geometry_shader/shaders/normals.fs +++ b/advanced_opengl/7.uniform_buffer/shaders/color_cube.frag @@ -2,8 +2,7 @@ out vec4 frag_color; -void -main(void) +void main(void) { frag_color = vec4(1.0, 0.0, 0.0, 1.0); } diff --git a/advanced_opengl/7.uniform_buffer/shaders/color_cube.vs b/advanced_opengl/7.uniform_buffer/shaders/color_cube.vert index 17a3448..67226f8 100644 --- a/advanced_opengl/7.uniform_buffer/shaders/color_cube.vs +++ b/advanced_opengl/7.uniform_buffer/shaders/color_cube.vert @@ -3,14 +3,13 @@ layout(location = 0) in vec3 apos; layout(std140) uniform Matrices { - mat4 projection; + mat4 proj; mat4 view; }; uniform mat4 model; -void -main(void) +void main(void) { - gl_Position = projection*view*model*vec4(apos, 1.0); + gl_Position = proj*view*model*vec4(apos, 1.0); } diff --git a/advanced_opengl/7.uniform_buffer/shaders/cube.frag b/advanced_opengl/7.uniform_buffer/shaders/cube.frag new file mode 100644 index 0000000..71892a7 --- /dev/null +++ b/advanced_opengl/7.uniform_buffer/shaders/cube.frag @@ -0,0 +1,12 @@ +#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.fs b/advanced_opengl/7.uniform_buffer/shaders/cube.fs deleted file mode 100644 index f58c5d3..0000000 --- a/advanced_opengl/7.uniform_buffer/shaders/cube.fs +++ /dev/null @@ -1,13 +0,0 @@ -#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.vert index 054164d..ec90f37 100644 --- a/advanced_opengl/7.uniform_buffer/shaders/cube.vs +++ b/advanced_opengl/7.uniform_buffer/shaders/cube.vert @@ -5,7 +5,7 @@ layout(location = 1) in vec2 atex_coords; layout(std140) uniform Matrices { - uniform mat4 projection; + uniform mat4 proj; uniform mat4 view; }; @@ -13,9 +13,8 @@ uniform mat4 model; out vec2 tex_coords; -void -main(void) +void main(void) { - gl_Position = projection*view*model*vec4(apos, 1.0); + gl_Position = proj*view*model*vec4(apos, 1.0); tex_coords = atex_coords; } diff --git a/advanced_opengl/7.uniform_buffer/shaders/skybox.fs b/advanced_opengl/7.uniform_buffer/shaders/skybox.frag index bf69c8b..22be301 100644 --- a/advanced_opengl/7.uniform_buffer/shaders/skybox.fs +++ b/advanced_opengl/7.uniform_buffer/shaders/skybox.frag @@ -6,8 +6,7 @@ out vec4 frag_color; uniform samplerCube skybox; -void -main(void) +void main(void) { frag_color = texture(skybox, tex_coords); } diff --git a/advanced_opengl/7.uniform_buffer/shaders/skybox.vs b/advanced_opengl/7.uniform_buffer/shaders/skybox.vert index 03b2171..ddbeb21 100644 --- a/advanced_opengl/7.uniform_buffer/shaders/skybox.vs +++ b/advanced_opengl/7.uniform_buffer/shaders/skybox.vert @@ -6,14 +6,13 @@ out vec3 tex_coords; layout(std140) uniform Matrices { - uniform mat4 projection; + uniform mat4 proj; uniform mat4 view; }; -void -main(void) +void main(void) { tex_coords = apos; - vec4 pos = projection*view*vec4(apos, 1.0); + vec4 pos = proj*view*vec4(apos, 1.0); gl_Position = pos.xyww; } diff --git a/advanced_opengl/7.uniform_buffer/uniform_buffer b/advanced_opengl/7.uniform_buffer/uniform_buffer Binary files differindex 57aa64d..154fb08 100755 --- a/advanced_opengl/7.uniform_buffer/uniform_buffer +++ b/advanced_opengl/7.uniform_buffer/uniform_buffer diff --git a/advanced_opengl/7.uniform_buffer/uniform_buffer.c b/advanced_opengl/7.uniform_buffer/uniform_buffer.c index e67b5c9..a27c115 100644 --- a/advanced_opengl/7.uniform_buffer/uniform_buffer.c +++ b/advanced_opengl/7.uniform_buffer/uniform_buffer.c @@ -2,391 +2,302 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include <unistd.h> +int main(void) +{ + GLFWwindow *window; + State state; + S32 width, height; + Input input; -#define WIDTH 1024 -#define HEIGHT 768 + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } -static V3F camera_pos; -static F32 dt; -static Input input; -static B32 first_mouse = 1; + width = 1024; + height = 768; -void -key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) -{ - switch (action) - { - case GLFW_PRESS: { - switch (key) - { - case GLFW_KEY_D: { - input.move_right.state = KeyState_PRESS; - } break; - case GLFW_KEY_W: { - input.move_forward.state = KeyState_PRESS; - } break; - case GLFW_KEY_A: { - input.move_left.state = KeyState_PRESS; - } break; - case GLFW_KEY_S: { - input.move_backward.state = KeyState_PRESS; - } break; - case GLFW_KEY_E: { - input.move_up.state = KeyState_PRESS; - } break; - case GLFW_KEY_Q: { - input.move_down.state = KeyState_PRESS; - } break; - } - } break; - - case GLFW_RELEASE: { - switch (key) - { - case GLFW_KEY_D: { - input.move_right.state = KeyState_RELEASE; - } break; - case GLFW_KEY_W: { - input.move_forward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_A: { - input.move_left.state = KeyState_RELEASE; - } break; - case GLFW_KEY_S: { - input.move_backward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_E: { - input.move_up.state = KeyState_RELEASE; - } break; - case GLFW_KEY_Q: { - input.move_down.state = KeyState_RELEASE; - } break; - } - } break; - } -} + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(width, height, "Advanced data (uniform buffer)", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } -void -cursor_pos_callback(GLFWwindow* window, double xpos, double ypos) -{ - if (first_mouse) - { - input.last_mouse_pos = v2f(xpos, ypos); - first_mouse = 0; - } - input.mouse_offset = v2f(input.mouse_offset.x+((F32)xpos-input.last_mouse_pos.x), - input.mouse_offset.y+((F32)ypos-input.last_mouse_pos.y)); - input.last_mouse_pos = v2f((F32)xpos, (F32)ypos); -} + glfwMakeContextCurrent(window); -int -main(void) -{ - GLFWwindow *window; - - if (glfwInit() == GLFW_FALSE) - { - fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); - return(1); - } - - glfwWindowHint(GLFW_RESIZABLE, 0); - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - window = glfwCreateWindow(WIDTH, HEIGHT, "Advanced data (uniform buffer)", 0, 0); - if (!window) - { - fprintf(stderr, "[ERROR] Failed to create window.\n"); - glfwTerminate(); - return(1); - } - - glfwMakeContextCurrent(window); - - glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); - - glfwSetKeyCallback(window, key_callback); - glfwSetCursorPosCallback(window, cursor_pos_callback); - - if (glewInit() != GLEW_OK) - { - fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); - glfwTerminate(); - return(1); - } - - U32 skybox_shader = create_shader_program("shaders/skybox.vs", "shaders/skybox.fs"); - U32 cube_shader = create_shader_program("shaders/cube.vs", "shaders/cube.fs"); - U32 color_cube_shader = create_shader_program("shaders/color_cube.vs", - "shaders/color_cube.fs"); - - U32 skybox_matrices = glGetUniformBlockIndex(skybox_shader, "Matrices"); - U32 cube_matrices = glGetUniformBlockIndex(cube_shader, "Matrices"); - U32 color_cube_matrices = glGetUniformBlockIndex(color_cube_shader, "Matrices"); - - glUniformBlockBinding(skybox_shader, skybox_matrices, 0); - glUniformBlockBinding(cube_shader, cube_matrices, 0); - glUniformBlockBinding(color_cube_shader, color_cube_matrices, 0); - - U32 matrices_ubo; - glGenBuffers(1, &matrices_ubo); - glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo); - glBufferData(GL_UNIFORM_BUFFER, 2*sizeof(MAT4), 0, GL_STATIC_DRAW); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - glBindBufferRange(GL_UNIFORM_BUFFER, 0, matrices_ubo, 0, 2*sizeof(MAT4)); - - U32 grid_texture = load_texture("../../data/textures/grid.png"); - - const char *cube_texture_filenames[6] = { - "../../data/textures/skybox/right.jpg", - "../../data/textures/skybox/left.jpg", - "../../data/textures/skybox/top.jpg", - "../../data/textures/skybox/bottom.jpg", - "../../data/textures/skybox/front.jpg", - "../../data/textures/skybox/back.jpg" - }; - U32 skybox_texture = load_cubemap(cube_texture_filenames); - - F32 a = 0.5f; - F32 vertices[] = { - -a, -a, -a, 0.0f, 0.0f, - a, -a, -a, 1.0f, 0.0f, - a, a, -a, 1.0f, 1.0f, - a, a, -a, 1.0f, 1.0f, - -a, a, -a, 0.0f, 1.0f, - -a, -a, -a, 0.0f, 0.0f, - - -a, -a, a, 0.0f, 0.0f, - a, -a, a, 1.0f, 0.0f, - a, a, a, 1.0f, 1.0f, - a, a, a, 1.0f, 1.0f, - -a, a, a, 0.0f, 1.0f, - -a, -a, a, 0.0f, 0.0f, - - -a, a, a, 1.0f, 0.0f, - -a, a, -a, 1.0f, 1.0f, - -a, -a, -a, 0.0f, 1.0f, - -a, -a, -a, 0.0f, 1.0f, - -a, -a, a, 0.0f, 0.0f, - -a, a, a, 1.0f, 0.0f, - - a, a, a, 1.0f, 0.0f, - a, a, -a, 1.0f, 1.0f, - a, -a, -a, 0.0f, 1.0f, - a, -a, -a, 0.0f, 1.0f, - a, -a, a, 0.0f, 0.0f, - a, a, a, 1.0f, 0.0f, - - -a, -a, -a, 0.0f, 1.0f, - a, -a, -a, 1.0f, 1.0f, - a, -a, a, 1.0f, 0.0f, - a, -a, a, 1.0f, 0.0f, - -a, -a, a, 0.0f, 0.0f, - -a, -a, -a, 0.0f, 1.0f, - - -a, a, -a, 0.0f, 1.0f, - a, a, -a, 1.0f, 1.0f, - a, a, a, 1.0f, 0.0f, - a, a, a, 1.0f, 0.0f, - -a, a, a, 0.0f, 0.0f, - -a, a, -a, 0.0f, 1.0f - }; - - Transform platform_position = - transform_make_scale_translate(v3f(10.0f, 0.2f, 10.0f), - v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f)); - - U32 cube_vao, vbo; - glGenVertexArrays(1, &cube_vao); - glBindVertexArray(cube_vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32))); - glBindVertexArray(0); - - a = 1.0f; - F32 skybox_cube_vertices[] = { - -a, -a, -a, - a, -a, -a, - a, a, -a, - a, a, -a, - -a, a, -a, - -a, -a, -a, - - -a, -a, a, - a, -a, a, - a, a, a, - a, a, a, - -a, a, a, - -a, -a, a, - - -a, a, a, - -a, a, -a, - -a, -a, -a, - -a, -a, -a, - -a, -a, a, - -a, a, a, - - a, a, a, - a, a, -a, - a, -a, -a, - a, -a, -a, - a, -a, a, - a, a, a, - - -a, -a, -a, - a, -a, -a, - a, -a, a, - a, -a, a, - -a, -a, a, - -a, -a, -a, - - -a, a, -a, - a, a, -a, - a, a, a, - a, a, a, - -a, a, a, - -a, a, -a, - }; - - U32 skybox_cube_vao; - glGenVertexArrays(1, &skybox_cube_vao); - glBindVertexArray(skybox_cube_vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(skybox_cube_vertices), skybox_cube_vertices, GL_STATIC_DRAW); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(F32), (void *)0); - glBindVertexArray(0); - - F32 target_fps = 60.0f; - F32 target_spf = 1.0f/target_fps; - camera_pos = v3f(0.0f, 1.0f, 3.0f); - F32 yaw = 0.0f, pitch = 0.0f; - - F32 last_time = glfwGetTime(); - - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_LEQUAL); - - MAT4 view, projection; - projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f); - glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(MAT4), (const void *)&projection); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - view = mat4_make_translate(v3f_negate(camera_pos)); - view = mat4_rotate_angles(view, v3f(pitch, yaw, 0.0f)); - - while (!glfwWindowShouldClose(window)) - { - glfwPollEvents(); - - /* INFO(pryazha): update */ - - V3F left, up, forward; - - left = v3f(-view.m0.x, -view.m1.x, -view.m2.x); - up = v3f(view.m0.y, view.m1.y, view.m2.y); - forward = v3f(-view.m0.z, -view.m1.z, -view.m2.z); - - V3F dp = v3f_zero(); - F32 speed = 2.0f; - if (key_is_pressed(input.move_right)) - dp = v3f_add(dp, v3f_scalef(left, -speed*dt)); - if (key_is_pressed(input.move_forward)) - dp = v3f_add(dp, v3f_scalef(forward, speed*dt)); - if (key_is_pressed(input.move_left)) - dp = v3f_add(dp, v3f_scalef(left, speed*dt)); - if (key_is_pressed(input.move_backward)) - dp = v3f_add(dp, v3f_scalef(forward, -speed*dt)); - if (key_is_pressed(input.move_up)) - dp = v3f_add(dp, v3f_scalef(up, speed*dt)); - if (key_is_pressed(input.move_down)) - dp = v3f_add(dp, v3f_scalef(up, -speed*dt)); - input_update_last_state(&input); - camera_pos = v3f_add(camera_pos, dp); - - /* NOTE(pryazha): Mouse handling */ - F32 sensitivity = 0.1f; - input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity); - yaw += input.mouse_offset.x; - pitch += input.mouse_offset.y; - if (pitch > 89.0f) - pitch = 89.0f; - if (pitch < -89.0f) - pitch = -89.0f; - input.mouse_offset = v2f_zero(); - - view = mat4_make_translate(v3f_negate(camera_pos)); - view = mat4_rotate_angles(view, v3f(pitch, yaw, 0.0f)); - glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, sizeof(MAT4), sizeof(MAT4), (const void *)&view); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - - /* NOTE(pryazha): Render */ - glClearColor(0.15f, 0.15f, 0.15f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - glUseProgram(cube_shader); - shader_set_mat4fv(cube_shader, "model", mat4_make_translate(v3f(-2.0f, 0.0f, 0.0f))); - glBindTexture(GL_TEXTURE_2D, grid_texture); - glBindVertexArray(cube_vao); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindTexture(GL_TEXTURE_2D, 0); - glBindVertexArray(0); - - glUseProgram(cube_shader); - shader_set_mat4fv(cube_shader, "model", transform_apply(platform_position)); - glBindTexture(GL_TEXTURE_2D, grid_texture); - glBindVertexArray(cube_vao); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindTexture(GL_TEXTURE_2D, 0); - glBindVertexArray(0); - - glUseProgram(color_cube_shader); - shader_set_mat4fv(cube_shader, "model", mat4_make_translate(v3f(2.0f, 0.0f, 0.0f))); - glBindVertexArray(cube_vao); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindVertexArray(0); - - glUseProgram(skybox_shader); - MAT4 rotate_view = mat4_identity(); - rotate_view.m0 = v4f(view.m0.x, view.m0.y, view.m0.z, 0.0f); - rotate_view.m1 = v4f(view.m1.x, view.m1.y, view.m1.z, 0.0f); - rotate_view.m2 = v4f(view.m2.x, view.m2.y, view.m2.z, 0.0f); - glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, sizeof(MAT4), sizeof(MAT4), (const void *)&rotate_view); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - glBindVertexArray(skybox_cube_vao); - glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_texture); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindVertexArray(0); - - glfwSwapBuffers(window); - - F32 elapsed = glfwGetTime()-last_time; - if (elapsed < target_spf) - { - U32 sleep_time = (U32)(target_spf-elapsed); - if (sleep_time > 0) - sleep(sleep_time); - } - F32 current_time = glfwGetTime(); - dt = current_time-last_time; - last_time = current_time; - } - - glfwTerminate(); - return(0); + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + if (glewInit() != GLEW_OK) { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + + U32 skybox_shader = create_shader_program("shaders/skybox.vert", "shaders/skybox.frag"); + U32 cube_shader = create_shader_program("shaders/cube.vert", "shaders/cube.frag"); + U32 color_cube_shader = create_shader_program("shaders/color_cube.vert", "shaders/color_cube.frag"); + + U32 skybox_matrices = glGetUniformBlockIndex(skybox_shader, "Matrices"); + U32 cube_matrices = glGetUniformBlockIndex(cube_shader, "Matrices"); + U32 color_cube_matrices = glGetUniformBlockIndex(color_cube_shader, "Matrices"); + + glUniformBlockBinding(skybox_shader, skybox_matrices, 0); + glUniformBlockBinding(cube_shader, cube_matrices, 0); + glUniformBlockBinding(color_cube_shader, color_cube_matrices, 0); + + U32 matrices_ubo; + glGenBuffers(1, &matrices_ubo); + glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo); + glBufferData(GL_UNIFORM_BUFFER, 2*sizeof(MAT4), 0, GL_STATIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + glBindBufferRange(GL_UNIFORM_BUFFER, 0, matrices_ubo, 0, 2*sizeof(MAT4)); + + U32 grid_texture = load_texture("../../data/textures/grid.png"); + + const char *cube_texture_filenames[6] = { + "../../data/textures/skybox/right.jpg", + "../../data/textures/skybox/left.jpg", + "../../data/textures/skybox/top.jpg", + "../../data/textures/skybox/bottom.jpg", + "../../data/textures/skybox/front.jpg", + "../../data/textures/skybox/back.jpg" + }; + + U32 skybox_texture = load_cubemap(cube_texture_filenames); + + F32 a = 0.5f; + F32 vertices[] = { + -a, -a, -a, 0.0f, 0.0f, + a, -a, -a, 1.0f, 0.0f, + a, a, -a, 1.0f, 1.0f, + a, a, -a, 1.0f, 1.0f, + -a, a, -a, 0.0f, 1.0f, + -a, -a, -a, 0.0f, 0.0f, + + -a, -a, a, 0.0f, 0.0f, + a, -a, a, 1.0f, 0.0f, + a, a, a, 1.0f, 1.0f, + a, a, a, 1.0f, 1.0f, + -a, a, a, 0.0f, 1.0f, + -a, -a, a, 0.0f, 0.0f, + + -a, a, a, 1.0f, 0.0f, + -a, a, -a, 1.0f, 1.0f, + -a, -a, -a, 0.0f, 1.0f, + -a, -a, -a, 0.0f, 1.0f, + -a, -a, a, 0.0f, 0.0f, + -a, a, a, 1.0f, 0.0f, + + a, a, a, 1.0f, 0.0f, + a, a, -a, 1.0f, 1.0f, + a, -a, -a, 0.0f, 1.0f, + a, -a, -a, 0.0f, 1.0f, + a, -a, a, 0.0f, 0.0f, + a, a, a, 1.0f, 0.0f, + + -a, -a, -a, 0.0f, 1.0f, + a, -a, -a, 1.0f, 1.0f, + a, -a, a, 1.0f, 0.0f, + a, -a, a, 1.0f, 0.0f, + -a, -a, a, 0.0f, 0.0f, + -a, -a, -a, 0.0f, 1.0f, + + -a, a, -a, 0.0f, 1.0f, + a, a, -a, 1.0f, 1.0f, + a, a, a, 1.0f, 0.0f, + a, a, a, 1.0f, 0.0f, + -a, a, a, 0.0f, 0.0f, + -a, a, -a, 0.0f, 1.0f + }; + + V3F platform_pos = v3f(10.0f, 0.2f, 10.0f); + V3F platform_scale = v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f); + Transform platform_transform = transform_make_scale_translate(platform_pos, platform_scale); + + U32 cube_vao, vbo; + glGenVertexArrays(1, &cube_vao); + glBindVertexArray(cube_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32))); + glBindVertexArray(0); + + a = 1.0f; + F32 skybox_cube_vertices[] = { + -a, -a, -a, + a, -a, -a, + a, a, -a, + a, a, -a, + -a, a, -a, + -a, -a, -a, + + -a, -a, a, + a, -a, a, + a, a, a, + a, a, a, + -a, a, a, + -a, -a, a, + + -a, a, a, + -a, a, -a, + -a, -a, -a, + -a, -a, -a, + -a, -a, a, + -a, a, a, + + a, a, a, + a, a, -a, + a, -a, -a, + a, -a, -a, + a, -a, a, + a, a, a, + + -a, -a, -a, + a, -a, -a, + a, -a, a, + a, -a, a, + -a, -a, a, + -a, -a, -a, + + -a, a, -a, + a, a, -a, + a, a, a, + a, a, a, + -a, a, a, + -a, a, -a, + }; + + U32 skybox_cube_vao; + glGenVertexArrays(1, &skybox_cube_vao); + glBindVertexArray(skybox_cube_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(skybox_cube_vertices), skybox_cube_vertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(F32), (void *)0); + glBindVertexArray(0); + + state.camera = (Camera) { + v3f(0.0f, 1.0f, 3.0f), 100.0f, + 0.1f, 100.0f, 0.0f, 0.0f + }; + input = input_init(); + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + /* INFO(pryazha): Update */ + glfwGetFramebufferSize(window, &width, &height); + process_glfw_keyboard(window, &input); + process_glfw_mouse_pos(window, &input); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + V3F dv = get_dv_camera_first_person(&input, &state.camera, + 4.0f, state.dt); + state.camera.pos = v3f_add(state.camera.pos, dv); + + F32 sensitivity = 0.1f; + input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity); + state.camera.yaw += input.mouse_offset.x; + state.camera.pitch += input.mouse_offset.y; + if (state.camera.pitch > 89.0f) + state.camera.pitch = 89.0f; + if (state.camera.pitch < -89.0f) + state.camera.pitch = -89.0f; + + input_update_last_state(&input); + + /* NOTE(pryazha): Render */ + MAT4 view, proj, model; + view = get_view_matrix(&state.camera); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + + glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo); + glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(MAT4), + (const void *)&proj); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo); + glBufferSubData(GL_UNIFORM_BUFFER, sizeof(MAT4), + sizeof(MAT4), (const void *)&view); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glUseProgram(cube_shader); + model = mat4_make_translate(v3f(-2.0f, 0.0f, 0.0f)); + shader_set_mat4fv(cube_shader, "model", model); + glBindTexture(GL_TEXTURE_2D, grid_texture); + glBindVertexArray(cube_vao); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindTexture(GL_TEXTURE_2D, 0); + glBindVertexArray(0); + + glUseProgram(cube_shader); + model = transform_apply(platform_transform); + shader_set_mat4fv(cube_shader, "model", model); + glBindTexture(GL_TEXTURE_2D, grid_texture); + glBindVertexArray(cube_vao); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindTexture(GL_TEXTURE_2D, 0); + glBindVertexArray(0); + + glUseProgram(color_cube_shader); + model = mat4_make_translate(v3f(2.0f, 0.0f, 0.0f)); + shader_set_mat4fv(cube_shader, "model", model); + glBindVertexArray(cube_vao); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + + glUseProgram(skybox_shader); + MAT4 rotate_view = mat4_identity(); + rotate_view.m0 = v4f(view.m0.x, view.m0.y, view.m0.z, 0.0f); + rotate_view.m1 = v4f(view.m1.x, view.m1.y, view.m1.z, 0.0f); + rotate_view.m2 = v4f(view.m2.x, view.m2.y, view.m2.z, 0.0f); + glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo); + glBufferSubData(GL_UNIFORM_BUFFER, sizeof(MAT4), sizeof(MAT4), + (const void *)&rotate_view); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + glBindVertexArray(skybox_cube_vao); + glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_texture); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + + glfwSwapBuffers(window); + + F32 elapsed = glfwGetTime()-last_time; + if (elapsed < target_spf) { + U32 sleep_time = (U32)(target_spf-elapsed); + if (sleep_time > 0) + sleep(sleep_time); + } + F32 current_time = glfwGetTime(); + state.dt = current_time-last_time; + last_time = current_time; + } + + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/8.geometry_shader/geometry_shader b/advanced_opengl/8.geometry_shader/geometry_shader Binary files differindex 77fcab4..0bea785 100755 --- a/advanced_opengl/8.geometry_shader/geometry_shader +++ b/advanced_opengl/8.geometry_shader/geometry_shader diff --git a/advanced_opengl/8.geometry_shader/geometry_shader.c b/advanced_opengl/8.geometry_shader/geometry_shader.c index 678708c..f242709 100644 --- a/advanced_opengl/8.geometry_shader/geometry_shader.c +++ b/advanced_opengl/8.geometry_shader/geometry_shader.c @@ -2,338 +2,299 @@ #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) +void draw_cube(U32 cube_vao, U32 texture) { - 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; - } + glBindVertexArray(cube_vao); + glBindTexture(GL_TEXTURE_2D, texture); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindTexture(GL_TEXTURE_2D, 0); + glBindVertexArray(0); } -void -draw_cube(U32 cube_vao, U32 texture) +int main(void) { - glBindVertexArray(cube_vao); - glBindTexture(GL_TEXTURE_2D, texture); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindTexture(GL_TEXTURE_2D, 0); - glBindVertexArray(0); -} + GLFWwindow *window; + State state; + S32 width, height; + Input input; -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); + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } + + width = 1024; + height = 768; + + 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); + + 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.vert", + "shaders/base.frag", + "shaders/base.geom"); + U32 explosion_shader = create_shader_program_geom("shaders/explosion.vert", + "shaders/explosion.frag", + "shaders/explosion.geom"); + U32 normals_shader = create_shader_program_geom("shaders/normals.vert", + "shaders/normals.frag", + "shaders/normals.geom"); + U32 basic_shader = create_shader_program("shaders/basic.vert", + "shaders/basic.frag"); + + 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); + + state.camera = (Camera) { + v3f(2.0f, 1.0f, 2.0f), + 90.0f, 0.1f, 100.0f, + 0.0f, 0.0f + }; + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + F32 time = last_time; + + S32 scene = 0; + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + process_glfw_keyboard(window, &input); + glfwGetFramebufferSize(window, &width, &height); + + /* NOTE(pryazha): Update */ + V3F target = v3f_zero(); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + if (key_first_press(input.jump)) { + scene++; + scene %= 3; + } + + input_update_last_state(&input); + + /* NOTE(pryazha): Render */ + MAT4 view, proj, model; + + view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f)); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + + model = mat4_identity(); + + 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) { + glUseProgram(explosion_shader); + shader_set_mat4fv(explosion_shader, "proj", proj); + 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 { + glUseProgram(basic_shader); + shader_set_mat4fv(basic_shader, "proj", proj); + 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, "proj", proj); + 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(); + state.dt = current_time-last_time; + time += state.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.frag index 73897db..70d5585 100644 --- a/advanced_opengl/8.geometry_shader/shaders/base.fs +++ b/advanced_opengl/8.geometry_shader/shaders/base.frag @@ -4,8 +4,7 @@ in vec3 fcolor; out vec4 frag_color; -void -main(void) +void main(void) { frag_color = vec4(fcolor, 1.0); } diff --git a/advanced_opengl/8.geometry_shader/shaders/base.gs b/advanced_opengl/8.geometry_shader/shaders/base.geom index 6b140c5..10d5c45 100644 --- a/advanced_opengl/8.geometry_shader/shaders/base.gs +++ b/advanced_opengl/8.geometry_shader/shaders/base.geom @@ -8,8 +8,7 @@ in VS_OUT { out vec3 fcolor; -void -main(void) +void main(void) { fcolor = gs_in[0].color; gl_Position = gl_in[0].gl_Position+vec4(-0.2, -0.2, 0.0, 0.0); diff --git a/advanced_opengl/8.geometry_shader/shaders/base.vs b/advanced_opengl/8.geometry_shader/shaders/base.vert index 9ad9e7a..5178f92 100644 --- a/advanced_opengl/8.geometry_shader/shaders/base.vs +++ b/advanced_opengl/8.geometry_shader/shaders/base.vert @@ -6,8 +6,7 @@ out VS_OUT { vec3 color; } vs_out; -void -main(void) +void main(void) { vs_out.color = acolor; gl_Position = vec4(apos, 0.0, 1.0); diff --git a/advanced_opengl/8.geometry_shader/shaders/basic.frag b/advanced_opengl/8.geometry_shader/shaders/basic.frag new file mode 100644 index 0000000..09244b5 --- /dev/null +++ b/advanced_opengl/8.geometry_shader/shaders/basic.frag @@ -0,0 +1,12 @@ +#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.fs b/advanced_opengl/8.geometry_shader/shaders/basic.fs deleted file mode 100644 index bdd4b9a..0000000 --- a/advanced_opengl/8.geometry_shader/shaders/basic.fs +++ /dev/null @@ -1,13 +0,0 @@ -#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.vert index 77e8b70..10ce805 100644 --- a/advanced_opengl/8.geometry_shader/shaders/basic.vs +++ b/advanced_opengl/8.geometry_shader/shaders/basic.vert @@ -6,11 +6,10 @@ out vec2 tex_coords; uniform mat4 model; uniform mat4 view; -uniform mat4 projection; +uniform mat4 proj; -void -main(void) +void main(void) { - gl_Position = projection*view*model*vec4(apos, 1.0); + gl_Position = proj*view*model*vec4(apos, 1.0); tex_coords = atex_coords; } diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.fs b/advanced_opengl/8.geometry_shader/shaders/explosion.frag index 70e7151..b751460 100644 --- a/advanced_opengl/8.geometry_shader/shaders/explosion.fs +++ b/advanced_opengl/8.geometry_shader/shaders/explosion.frag @@ -6,8 +6,7 @@ out vec4 frag_color; uniform sampler2D texture0; -void -main(void) +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.geom index 3498878..e708591 100644 --- a/advanced_opengl/8.geometry_shader/shaders/explosion.gs +++ b/advanced_opengl/8.geometry_shader/shaders/explosion.geom @@ -10,16 +10,14 @@ out vec2 ftex_coords; uniform float time; -vec3 -get_normal(void) +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) +vec4 explode(vec4 position, vec3 normal) { float magnitude = 0.2; vec3 direction = normal*magnitude*((sin(time)+1.0)/2.0); @@ -27,8 +25,7 @@ explode(vec4 position, vec3 normal) return(result); } -void -main(void) +void main(void) { vec3 normal = get_normal(); gl_Position = explode(gl_in[0].gl_Position, normal); diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.vs b/advanced_opengl/8.geometry_shader/shaders/explosion.vert index 46abd27..a79b432 100644 --- a/advanced_opengl/8.geometry_shader/shaders/explosion.vs +++ b/advanced_opengl/8.geometry_shader/shaders/explosion.vert @@ -6,13 +6,12 @@ out VS_OUT { vec2 gtex_coords; } vs_out; -uniform mat4 projection; +uniform mat4 proj; uniform mat4 view; uniform mat4 model; -void -main(void) +void main(void) { vs_out.gtex_coords = atex_coords; - gl_Position = projection*view*model*vec4(apos, 1.0); + gl_Position = proj*view*model*vec4(apos, 1.0); } diff --git a/advanced_opengl/7.uniform_buffer/shaders/color_cube.fs b/advanced_opengl/8.geometry_shader/shaders/normals.frag index fbbafbf..d40d866 100644 --- a/advanced_opengl/7.uniform_buffer/shaders/color_cube.fs +++ b/advanced_opengl/8.geometry_shader/shaders/normals.frag @@ -2,8 +2,7 @@ out vec4 frag_color; -void -main(void) +void main(void) { frag_color = vec4(1.0, 0.0, 0.0, 1.0); } diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.gs b/advanced_opengl/8.geometry_shader/shaders/normals.geom index 3720a5f..f0e1a75 100644 --- a/advanced_opengl/8.geometry_shader/shaders/normals.gs +++ b/advanced_opengl/8.geometry_shader/shaders/normals.geom @@ -6,23 +6,21 @@ in VS_OUT { vec3 normal; } gs_in[]; -uniform mat4 projection; +uniform mat4 proj; const float MAGNITUDE = 0.4; -void -generate_line(int index) +void generate_line(int index) { - gl_Position = projection*gl_in[index].gl_Position; + gl_Position = proj*gl_in[index].gl_Position; EmitVertex(); - gl_Position = projection*(gl_in[index].gl_Position+ + gl_Position = proj*(gl_in[index].gl_Position+ vec4(gs_in[index].normal, 0.0)*MAGNITUDE); EmitVertex(); EndPrimitive(); } -void -main(void) +void main(void) { /* vec4 center = (gl_in[0].gl_Position+ @@ -32,9 +30,9 @@ main(void) gs_in[1].normal+ gs_in[2].normal)/3.0), 0.0)*MAGNITUDE; - gl_Position = projection*center; + gl_Position = proj*center; EmitVertex(); - gl_Position = projection*end; + gl_Position = proj*end; EmitVertex(); EndPrimitive(); */ diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.vs b/advanced_opengl/8.geometry_shader/shaders/normals.vert index 3b728e5..14f7d8b 100644 --- a/advanced_opengl/8.geometry_shader/shaders/normals.vs +++ b/advanced_opengl/8.geometry_shader/shaders/normals.vert @@ -9,8 +9,7 @@ out VS_OUT { uniform mat4 view; uniform mat4 model; -void -main(void) +void main(void) { mat3 normal_matrix = mat3(transpose(inverse(view*model))); vs_out.normal = normalize(normal_matrix*anormal); diff --git a/advanced_opengl/9.instancing/instancing b/advanced_opengl/9.instancing/instancing Binary files differindex c722860..c1a31f8 100755 --- a/advanced_opengl/9.instancing/instancing +++ b/advanced_opengl/9.instancing/instancing diff --git a/advanced_opengl/9.instancing/instancing.c b/advanced_opengl/9.instancing/instancing.c index f24a258..e77c693 100644 --- a/advanced_opengl/9.instancing/instancing.c +++ b/advanced_opengl/9.instancing/instancing.c @@ -2,403 +2,293 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include <unistd.h> +int main(void) +{ + GLFWwindow *window; + State state; + S32 width, height; + Input input; + Arena *arena = 0; + B32 move_camera; -static S32 global_width = 1024, global_height = 768; -static Input global_input; + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } -void -key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) -{ - switch (action) - { - case GLFW_PRESS: { - switch (key) - { - case GLFW_KEY_D: { - global_input.move_right.state = KeyState_PRESS; - } break; - case GLFW_KEY_W: { - global_input.move_forward.state = KeyState_PRESS; - } break; - case GLFW_KEY_A: { - global_input.move_left.state = KeyState_PRESS; - } break; - case GLFW_KEY_S: { - global_input.move_backward.state = KeyState_PRESS; - } break; - case GLFW_KEY_E: { - global_input.move_up.state = KeyState_PRESS; - } break; - case GLFW_KEY_Q: { - global_input.move_down.state = KeyState_PRESS; - } break; - case GLFW_KEY_SPACE: { - global_input.jump.state = KeyState_PRESS; - } break; - case GLFW_KEY_RIGHT: { - global_input.action_right.state = KeyState_PRESS; - } break; - case GLFW_KEY_LEFT: { - global_input.action_left.state = KeyState_PRESS; - } break; - case GLFW_KEY_ESCAPE: { - global_input.exit.state = KeyState_PRESS; - } break; - } - } break; - - case GLFW_RELEASE: { - switch (key) - { - case GLFW_KEY_D: { - global_input.move_right.state = KeyState_RELEASE; - } break; - case GLFW_KEY_W: { - global_input.move_forward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_A: { - global_input.move_left.state = KeyState_RELEASE; - } break; - case GLFW_KEY_S: { - global_input.move_backward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_E: { - global_input.move_up.state = KeyState_RELEASE; - } break; - case GLFW_KEY_Q: { - global_input.move_down.state = KeyState_RELEASE; - } break; - case GLFW_KEY_SPACE: { - global_input.jump.state = KeyState_RELEASE; - } break; - case GLFW_KEY_RIGHT: { - global_input.action_right.state = KeyState_RELEASE; - } break; - case GLFW_KEY_LEFT: { - global_input.action_left.state = KeyState_RELEASE; - } break; - case GLFW_KEY_ESCAPE: { - global_input.exit.state = KeyState_RELEASE; - } break; - } - } break; - } -} + width = 1024; + height = 768; -void -window_resize_callback(GLFWwindow* window, int width, int height) -{ - global_width = width; - global_height = height; - glViewport(0, 0, global_width, global_height); -} + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(width, height, "Instancing", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } -int -main(void) -{ - GLFWwindow *window; - Arena *arena = 0; - - if (glfwInit() == GLFW_FALSE) - { - fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); - return(1); - } - - /* glfwWindowHint(GLFW_RESIZABLE, 0); */ - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - window = glfwCreateWindow(global_width, global_height, "Instancing", 0, 0); - if (!window) - { - fprintf(stderr, "[ERROR] Failed to create window.\n"); - glfwTerminate(); - return(1); - } - - glfwMakeContextCurrent(window); - - glfwSetKeyCallback(window, key_callback); - glfwSetWindowSizeCallback(window, window_resize_callback); - - if (glewInit() != GLEW_OK) - { - fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); - glfwTerminate(); - return(1); - } - - glEnable(GL_DEPTH_TEST); - - U32 instancing_uniform_array_shader = - create_shader_program("shaders/instancing_uniform_array.vs", - "shaders/instancing_uniform_array.fs"); - U32 instanced_arrays_shader = - create_shader_program("shaders/instanced_arrays.vs", - "shaders/instanced_arrays.fs"); - - F32 quad_vertices[] = { - -0.05f, 0.05f, 1.0f, 0.0f, 0.0f, - 0.05f, -0.05f, 0.0f, 1.0f, 0.0f, - -0.05f, -0.05f, 0.0f, 0.0f, 1.0f, - - -0.05f, 0.05f, 1.0f, 0.0f, 0.0f, - 0.05f, -0.05f, 0.0f, 1.0f, 0.0f, - 0.05f, 0.05f, 0.0f, 1.0f, 1.0f, - }; - - GLuint quad_vao, vbo; - glGenVertexArrays(1, &quad_vao); - glBindVertexArray(quad_vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(2*sizeof(F32))); - glBindVertexArray(0); - - V2F translations[100]; - S32 index = 0; - F32 offset = 0.1f; - for (S32 y = -10; - y < 10; - y += 2) - { - for (S32 x = -10; - x < 10; - x += 2) - { - V2F translation = v2f((F32)x, (F32)y); - translation = v2f_scalef(translation, 1.0f/10.0f); - translation = v2f_add(translation, v2f(offset, offset)); - translations[index++] = translation; - } - } - - U32 instance_vbo; - glBindVertexArray(quad_vao); - glGenBuffers(1, &instance_vbo); - glBindBuffer(GL_ARRAY_BUFFER, instance_vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(translations), translations, GL_STATIC_DRAW); - glEnableVertexAttribArray(2); - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(V2F), (void *)0); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glVertexAttribDivisor(2, 1); - glBindVertexArray(0); - - arena = arena_alloc(Megabytes(64)); - - U32 default_shader = create_shader_program("shaders/default.vs", "shaders/default.fs"); - U32 instanced_shader = create_shader_program("shaders/instanced_mat4.vs", - "shaders/instanced_mat4.fs"); - Mesh *planet_mesh = mesh_load_obj(arena, "../../data/models/planet/planet.obj"); - U32 planet_texture = load_texture("../../data/models/planet/mars.png"); - Mesh *rock_mesh = mesh_load_obj(arena, "../../data/models/rock/rock.obj"); - U32 rock_texture = load_texture("../../data/models/rock/rock.png"); - - S32 amount = 80000; - F32 radius = 150.0f; - offset = 25.0f; - MAT4 trns[amount]; - for (S32 i = 0; i < amount; ++i) - { - F32 angle, displacement, x, y, z, scale; - MAT4 model = mat4_identity(); - - angle = rand()%360; - model = mat4_rotate_angles(model, v3f(angle, angle, angle)); - - scale = (rand()%20)/100.0f+0.05f; - model = mat4_scale(model, v3f(scale, scale, scale)); - - angle = ((F32)i/(F32)amount)*360.0f; - displacement = (rand()%(S32)(2.0f*offset))-offset; - x = f32_sin(DEG2RAD*angle)*radius+displacement; - displacement = (rand()%(S32)(2.0f*offset))-offset; - y = 0.4f*displacement; - displacement = (rand()%(S32)(2.0f*offset))-offset; - z = f32_cos(DEG2RAD*angle)*radius; - model = mat4_translate(model, v3f(x, y, z)); - - trns[i] = model; - } - - U32 buffer; - glGenBuffers(1, &buffer); - glBindBuffer(GL_ARRAY_BUFFER, buffer); - glBufferData(GL_ARRAY_BUFFER, amount*sizeof(MAT4), &trns[0], GL_STATIC_DRAW); - glBindVertexArray(rock_mesh->vao); - glEnableVertexAttribArray(3); - glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)0); - glEnableVertexAttribArray(4); - glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)(1*sizeof(V4F))); - glEnableVertexAttribArray(5); - glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)(2*sizeof(V4F))); - glEnableVertexAttribArray(6); - glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)(3*sizeof(V4F))); - - glVertexAttribDivisor(3, 1); - glVertexAttribDivisor(4, 1); - glVertexAttribDivisor(5, 1); - glVertexAttribDivisor(6, 1); - glBindVertexArray(0); - - F32 target_fps = 60.0f; - F32 target_spf = 1.0f/target_fps; - - F32 last_time = glfwGetTime(); - F32 time = last_time; - F32 dt; - - S32 scene = 0; - S32 number_scene = 4; - - MAT4 projection, view, model; - - V3F camera_pos = v3f(0.0f, 50.0f, 220.0f); - F32 camera_speed = 10.0f; - F32 fovx = 90.0f; - F32 near = 0.1f; - F32 far = 1000.0f; - - while (!glfwWindowShouldClose(window)) - { - glfwPollEvents(); - - /* NOTE(pryazha): Update */ - if (key_is_pressed(global_input.exit)) - { - glfwSetWindowShouldClose(window, GLFW_TRUE); - } - if (key_first_press(global_input.jump) || - key_first_press(global_input.action_right)) - { - scene++; - } - else if (key_first_press(global_input.action_left)) - { - scene--; - if (scene < 0) - scene = number_scene-1; - } - scene %= number_scene; - - /* NOTE(pryazha): Render */ - glClearColor(0.15f, 0.15f, 0.15f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - switch (scene) - { - case 0: { - glUseProgram(instancing_uniform_array_shader); - for (S32 translation_index = 0; - translation_index < 100; - ++translation_index) - { - char temp[256]; - snprintf(temp, 256, "offsets[%d]", translation_index); - shader_set_2fv(instancing_uniform_array_shader, - temp, translations[translation_index]); - } - glBindVertexArray(quad_vao); - glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 100); - glBindVertexArray(0); - } break; - - case 1: { - glUseProgram(instanced_arrays_shader); - glBindVertexArray(quad_vao); - glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 100); - glBindVertexArray(0); - } break; - - case 2: { - V3F camera_dv = get_dv_camera_orbital(&global_input, - camera_pos, v3f_zero(), - dt, camera_speed); - camera_pos = v3f_add(camera_pos, camera_dv); - - projection = perspective(fovx, (F32)global_width/(F32)global_height, near, far); - V3F world_up = v3f(0.0f, 1.0f, 0.0f); - view = look_at(camera_pos, v3f_zero(), world_up); - - glUseProgram(default_shader); - shader_set_mat4fv(default_shader, "projection", projection); - shader_set_mat4fv(default_shader, "view", view); - - F32 scale = 5.0f; - model = mat4_make_scale(v3f(scale, scale, scale)); - shader_set_mat4fv(default_shader, "model", model); - glBindTexture(GL_TEXTURE_2D, planet_texture); - mesh_draw(planet_mesh); - - glBindTexture(GL_TEXTURE_2D, rock_texture); - for (S32 i = 0; i < amount; ++i) - { - model = trns[i]; - shader_set_mat4fv(default_shader, "model", model); - mesh_draw(rock_mesh); - } - } break; - - case 3: { - V3F camera_dv = get_dv_camera_orbital(&global_input, - camera_pos, v3f_zero(), - dt, camera_speed); - camera_pos = v3f_add(camera_pos, camera_dv); - - projection = perspective(fovx, (F32)global_width/(F32)global_height, near, far); - V3F world_up = v3f(0.0f, 1.0f, 0.0f); - view = look_at(camera_pos, v3f_zero(), world_up); - - glUseProgram(default_shader); - shader_set_mat4fv(default_shader, "projection", projection); - shader_set_mat4fv(default_shader, "view", view); - F32 scale = 5.0f; - model = mat4_make_scale(v3f(scale, scale, scale)); - shader_set_mat4fv(default_shader, "model", model); - glBindTexture(GL_TEXTURE_2D, planet_texture); - mesh_draw(planet_mesh); - glBindTexture(GL_TEXTURE_2D, 0); - - glUseProgram(instanced_shader); - shader_set_mat4fv(default_shader, "projection", projection); - shader_set_mat4fv(default_shader, "view", view); - glBindTexture(GL_TEXTURE_2D, rock_texture); - glBindVertexArray(rock_mesh->vao); - glDrawElementsInstanced(GL_TRIANGLES, rock_mesh->index_count, - GL_UNSIGNED_INT, 0, amount); - glBindVertexArray(0); - glBindTexture(GL_TEXTURE_2D, 0); - } break; - } - - input_update_last_state(&global_input); - - glfwSwapBuffers(window); - - F32 elapsed = glfwGetTime()-last_time; - if (elapsed < target_spf) - { - U32 sleep_time = (U32)(target_spf-elapsed); - if (sleep_time > 0) - sleep(sleep_time); - } - F32 current_time = glfwGetTime(); - dt = current_time-last_time; - time += dt; - last_time = current_time; - } - - glfwTerminate(); - return(0); + glfwMakeContextCurrent(window); + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + if (glewInit() != GLEW_OK) { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + glEnable(GL_DEPTH_TEST); + + U32 instancing_uniform_array_shader = create_shader_program("shaders/instancing_uniform_array.vert", + "shaders/instancing_uniform_array.frag"); + U32 instanced_arrays_shader = create_shader_program("shaders/instanced_arrays.vert", + "shaders/instanced_arrays.frag"); + U32 default_shader = create_shader_program("shaders/default.vert", + "shaders/default.frag"); + U32 instanced_shader = create_shader_program("shaders/instanced_mat4.vert", + "shaders/instanced_mat4.frag"); + + F32 quad_vertices[] = { + -0.05f, 0.05f, 1.0f, 0.0f, 0.0f, + 0.05f, -0.05f, 0.0f, 1.0f, 0.0f, + -0.05f, -0.05f, 0.0f, 0.0f, 1.0f, + + -0.05f, 0.05f, 1.0f, 0.0f, 0.0f, + 0.05f, -0.05f, 0.0f, 1.0f, 0.0f, + 0.05f, 0.05f, 0.0f, 1.0f, 1.0f, + }; + + GLuint quad_vao, vbo; + glGenVertexArrays(1, &quad_vao); + glBindVertexArray(quad_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(2*sizeof(F32))); + glBindVertexArray(0); + + V2F translations[100]; + S32 index = 0; + F32 offset = 0.1f; + for (S32 y = -10; y < 10; y += 2) { + for (S32 x = -10; x < 10; x += 2) { + V2F translation = v2f((F32)x, (F32)y); + translation = v2f_scalef(translation, 1.0f/10.0f); + translation = v2f_add(translation, v2f(offset, offset)); + translations[index++] = translation; + } + } + + U32 instance_vbo; + glBindVertexArray(quad_vao); + glGenBuffers(1, &instance_vbo); + glBindBuffer(GL_ARRAY_BUFFER, instance_vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(translations), translations, GL_STATIC_DRAW); + glEnableVertexAttribArray(2); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(V2F), (void *)0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glVertexAttribDivisor(2, 1); + glBindVertexArray(0); + + arena = arena_alloc(Megabytes(64)); + + Mesh *planet_mesh = mesh_load_obj(arena, "../../data/models/planet/planet.obj"); + Mesh *rock_mesh = mesh_load_obj(arena, "../../data/models/rock/rock.obj"); + + U32 planet_texture = load_texture("../../data/models/planet/mars.png"); + U32 rock_texture = load_texture("../../data/models/rock/rock.png"); + + S32 amount = 80000; + F32 radius = 150.0f; + offset = 25.0f; + MAT4 trns[amount]; + for (S32 i = 0; i < amount; ++i) { + F32 angle, displacement, x, y, z, scale; + MAT4 model = mat4_identity(); + + angle = rand()%360; + model = mat4_rotate_angles(model, v3f(angle, angle, angle)); + + scale = (rand()%20)/100.0f+0.05f; + model = mat4_scale(model, v3f(scale, scale, scale)); + + angle = ((F32)i/(F32)amount)*360.0f; + displacement = (rand()%(S32)(2.0f*offset))-offset; + x = f32_sin(DEG2RAD*angle)*radius+displacement; + displacement = (rand()%(S32)(2.0f*offset))-offset; + y = 0.4f*displacement; + displacement = (rand()%(S32)(2.0f*offset))-offset; + z = f32_cos(DEG2RAD*angle)*radius; + model = mat4_translate(model, v3f(x, y, z)); + + trns[i] = model; + } + + U32 buffer; + glGenBuffers(1, &buffer); + glBindBuffer(GL_ARRAY_BUFFER, buffer); + glBufferData(GL_ARRAY_BUFFER, amount*sizeof(MAT4), &trns[0], GL_STATIC_DRAW); + glBindVertexArray(rock_mesh->vao); + glEnableVertexAttribArray(3); + glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)0); + glEnableVertexAttribArray(4); + glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)(1*sizeof(V4F))); + glEnableVertexAttribArray(5); + glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)(2*sizeof(V4F))); + glEnableVertexAttribArray(6); + glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)(3*sizeof(V4F))); + + glVertexAttribDivisor(3, 1); + glVertexAttribDivisor(4, 1); + glVertexAttribDivisor(5, 1); + glVertexAttribDivisor(6, 1); + glBindVertexArray(0); + + state.camera = (Camera) { + v3f(0.0f, 50.0f, 220.0f), + 90.0f, 0.1f, 1000.0f, + 0.0f, 0.0f + }; + F32 camera_speed = 10.0f; + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + F32 time = last_time; + + S32 scene = 0; + S32 number_scene = 4; + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + /* NOTE(pryazha): Update */ + glfwGetFramebufferSize(window, &width, &height); + process_glfw_keyboard(window, &input); + process_glfw_mouse_pos(window, &input); + + if (key_is_pressed(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + if (key_first_press(input.jump) || + key_first_press(input.action_right)) { + scene++; + } else if (key_first_press(input.action_left)) { + scene--; + if (scene < 0) + scene = number_scene-1; + } + scene %= number_scene; + + move_camera = (scene > 1) ? 1 : 0; + + if (move_camera) { + V3F dv = get_dv_camera_first_person(&input, &state.camera, + 4.0f, state.dt); + state.camera.pos = v3f_add(state.camera.pos, dv); + F32 sensitivity = 0.1f; + input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity); + state.camera.yaw += input.mouse_offset.x; + state.camera.pitch += input.mouse_offset.y; + if (state.camera.pitch > 89.0f) + state.camera.pitch = 89.0f; + if (state.camera.pitch < -89.0f) + state.camera.pitch = -89.0f; + } + + input_update_last_state(&input); + + /* NOTE(pryazha): Render */ + MAT4 proj, view, model; + F32 scale = 5.0f; + + view = get_view_matrix(&state.camera); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + switch (scene) { + case 0: + glUseProgram(instancing_uniform_array_shader); + for (S32 i = 0; i < 100; ++i) { + char temp[256]; + snprintf(temp, 256, "offsets[%d]", i); + shader_set_2fv(instancing_uniform_array_shader, + temp, translations[i]); + } + glBindVertexArray(quad_vao); + glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 100); + glBindVertexArray(0); + break; + case 1: + glUseProgram(instanced_arrays_shader); + glBindVertexArray(quad_vao); + glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 100); + glBindVertexArray(0); + break; + case 2: + glUseProgram(default_shader); + shader_set_mat4fv(default_shader, "proj", proj); + shader_set_mat4fv(default_shader, "view", view); + + model = mat4_make_scale(v3f(scale, scale, scale)); + shader_set_mat4fv(default_shader, "model", model); + glBindTexture(GL_TEXTURE_2D, planet_texture); + mesh_draw(planet_mesh); + + glBindTexture(GL_TEXTURE_2D, rock_texture); + for (S32 i = 0; i < amount; ++i) { + model = trns[i]; + shader_set_mat4fv(default_shader, "model", model); + mesh_draw(rock_mesh); + } + break; + case 3: + glUseProgram(default_shader); + shader_set_mat4fv(default_shader, "proj", proj); + shader_set_mat4fv(default_shader, "view", view); + model = mat4_make_scale(v3f(scale, scale, scale)); + shader_set_mat4fv(default_shader, "model", model); + glBindTexture(GL_TEXTURE_2D, planet_texture); + mesh_draw(planet_mesh); + glBindTexture(GL_TEXTURE_2D, 0); + + glUseProgram(instanced_shader); + shader_set_mat4fv(default_shader, "proj", proj); + shader_set_mat4fv(default_shader, "view", view); + glBindTexture(GL_TEXTURE_2D, rock_texture); + glBindVertexArray(rock_mesh->vao); + glDrawElementsInstanced(GL_TRIANGLES, rock_mesh->index_count, + GL_UNSIGNED_INT, 0, amount); + glBindVertexArray(0); + glBindTexture(GL_TEXTURE_2D, 0); + break; + } + + glfwSwapBuffers(window); + + F32 elapsed = glfwGetTime()-last_time; + if (elapsed < target_spf) { + U32 sleep_time = (U32)(target_spf-elapsed); + if (sleep_time > 0) + sleep(sleep_time); + } + F32 current_time = glfwGetTime(); + state.dt = current_time-last_time; + time += state.dt; + last_time = current_time; + } + + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/9.instancing/shaders/default.fs b/advanced_opengl/9.instancing/shaders/default.frag index c655ac8..8ae5c3b 100644 --- a/advanced_opengl/9.instancing/shaders/default.fs +++ b/advanced_opengl/9.instancing/shaders/default.frag @@ -6,8 +6,7 @@ out vec4 frag_color; uniform sampler2D texture0; -void -main(void) +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.vert index 85d3c19..87cb538 100644 --- a/advanced_opengl/9.instancing/shaders/default.vs +++ b/advanced_opengl/9.instancing/shaders/default.vert @@ -6,13 +6,12 @@ layout(location = 2) in vec2 atex_coords; out vec3 normal; out vec2 tex_coords; -uniform mat4 projection; +uniform mat4 proj; uniform mat4 view; uniform mat4 model; -void -main(void) +void main(void) { tex_coords = atex_coords; - gl_Position = projection*view*model*vec4(apos, 1.0); + gl_Position = proj*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.frag index a32e52e..4865933 100644 --- a/advanced_opengl/9.instancing/shaders/instanced_arrays.fs +++ b/advanced_opengl/9.instancing/shaders/instanced_arrays.frag @@ -4,8 +4,7 @@ in vec3 color; out vec4 frag_color; -void -main(void) +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.vert index 4ea0fe4..ce3ea7d 100644 --- a/advanced_opengl/9.instancing/shaders/instanced_arrays.vs +++ b/advanced_opengl/9.instancing/shaders/instanced_arrays.vert @@ -5,8 +5,7 @@ layout(location = 2) in vec2 aoffset; out vec3 color; -void -main(void) +void main(void) { color = acolor; vec2 pos = apos*(gl_InstanceID/100.0); diff --git a/advanced_opengl/9.instancing/shaders/instanced_mat4.fs b/advanced_opengl/9.instancing/shaders/instanced_mat4.frag index ae625b2..3b96d36 100644 --- a/advanced_opengl/9.instancing/shaders/instanced_mat4.fs +++ b/advanced_opengl/9.instancing/shaders/instanced_mat4.frag @@ -6,8 +6,7 @@ out vec4 frag_color; uniform sampler2D texture1; -void -main(void) +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.vert index c65be90..835cc5d 100644 --- a/advanced_opengl/9.instancing/shaders/instanced_mat4.vs +++ b/advanced_opengl/9.instancing/shaders/instanced_mat4.vert @@ -5,12 +5,11 @@ layout(location = 3) in mat4 instance_matrix; out vec2 tex_coords; -uniform mat4 projection; +uniform mat4 proj; uniform mat4 view; -void -main(void) +void main(void) { tex_coords = atex_coords; - gl_Position = projection*view*instance_matrix*vec4(apos, 1.0); + gl_Position = proj*view*instance_matrix*vec4(apos, 1.0); } diff --git a/advanced_opengl/9.instancing/shaders/instancing_uniform_array.fs b/advanced_opengl/9.instancing/shaders/instancing_uniform_array.frag index a32e52e..4865933 100644 --- a/advanced_opengl/9.instancing/shaders/instancing_uniform_array.fs +++ b/advanced_opengl/9.instancing/shaders/instancing_uniform_array.frag @@ -4,8 +4,7 @@ in vec3 color; out vec4 frag_color; -void -main(void) +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.vert index a77be31..61b07a0 100644 --- a/advanced_opengl/9.instancing/shaders/instancing_uniform_array.vs +++ b/advanced_opengl/9.instancing/shaders/instancing_uniform_array.vert @@ -6,8 +6,7 @@ out vec3 color; uniform vec2 offsets[100]; -void -main(void) +void main(void) { color = acolor; gl_Position = vec4(apos+offsets[gl_InstanceID], 0.0, 1.0); |