diff options
Diffstat (limited to 'depth/depth.c')
-rw-r--r-- | depth/depth.c | 272 |
1 files changed, 272 insertions, 0 deletions
diff --git a/depth/depth.c b/depth/depth.c new file mode 100644 index 0000000..b0cea85 --- /dev/null +++ b/depth/depth.c @@ -0,0 +1,272 @@ +#include "GL/glew.h" +#include "GLFW/glfw3.h" + +#include "pwyazh.h" + +#include "common.h" + +#include <unistd.h> + +#define WIDTH 1280 +#define HEIGHT 720 + +static V3F camera_pos; +static F32 dt; +static Input input; + +void +key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + switch (action) + { + case GLFW_PRESS: { + switch (key) + { + case GLFW_KEY_D: { + input.move_right.state = KeyState_PRESS; + } break; + case GLFW_KEY_W: { + input.move_forward.state = KeyState_PRESS; + } break; + case GLFW_KEY_A: { + input.move_left.state = KeyState_PRESS; + } break; + case GLFW_KEY_S: { + input.move_backward.state = KeyState_PRESS; + } break; + case GLFW_KEY_E: { + input.move_up.state = KeyState_PRESS; + } break; + case GLFW_KEY_Q: { + input.move_down.state = KeyState_PRESS; + } break; + } + } break; + + case GLFW_RELEASE: { + switch (key) + { + case GLFW_KEY_D: { + input.move_right.state = KeyState_RELEASE; + } break; + case GLFW_KEY_W: { + input.move_forward.state = KeyState_RELEASE; + } break; + case GLFW_KEY_A: { + input.move_left.state = KeyState_RELEASE; + } break; + case GLFW_KEY_S: { + input.move_backward.state = KeyState_RELEASE; + } break; + case GLFW_KEY_E: { + input.move_up.state = KeyState_RELEASE; + } break; + case GLFW_KEY_Q: { + input.move_down.state = KeyState_RELEASE; + } break; + } + } break; + } +} + +int +main(void) +{ + GLFWwindow *window; + + if (glfwInit() == GLFW_FALSE) + { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } + + glfwWindowHint(GLFW_RESIZABLE, 0); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(WIDTH, HEIGHT, "depth testing", 0, 0); + if (!window) + { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } + + glfwMakeContextCurrent(window); + + glfwSetKeyCallback(window, key_callback); + + if (glewInit() != GLEW_OK) + { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LESS); + + U32 shader = create_shader_program("shaders/depth.vs", "shaders/depth.fs"); + U32 marble_texture = load_texture("../data/textures/marble.jpg"); + U32 metal_texture = load_texture("../data/textures/metal.png"); + + F32 a = 0.5f; + F32 vertices[] = { + -a, -a, -a, 0.0f, 0.0f, + a, -a, -a, 1.0f, 0.0f, + a, a, -a, 1.0f, 1.0f, + a, a, -a, 1.0f, 1.0f, + -a, a, -a, 0.0f, 1.0f, + -a, -a, -a, 0.0f, 0.0f, + + -a, -a, a, 0.0f, 0.0f, + a, -a, a, 1.0f, 0.0f, + a, a, a, 1.0f, 1.0f, + a, a, a, 1.0f, 1.0f, + -a, a, a, 0.0f, 1.0f, + -a, -a, a, 0.0f, 0.0f, + + -a, a, a, 1.0f, 0.0f, + -a, a, -a, 1.0f, 1.0f, + -a, -a, -a, 0.0f, 1.0f, + -a, -a, -a, 0.0f, 1.0f, + -a, -a, a, 0.0f, 0.0f, + -a, a, a, 1.0f, 0.0f, + + a, a, a, 1.0f, 0.0f, + a, a, -a, 1.0f, 1.0f, + a, -a, -a, 0.0f, 1.0f, + a, -a, -a, 0.0f, 1.0f, + a, -a, a, 0.0f, 0.0f, + a, a, a, 1.0f, 0.0f, + + -a, -a, -a, 0.0f, 1.0f, + a, -a, -a, 1.0f, 1.0f, + a, -a, a, 1.0f, 0.0f, + a, -a, a, 1.0f, 0.0f, + -a, -a, a, 0.0f, 0.0f, + -a, -a, -a, 0.0f, 1.0f, + + -a, a, -a, 0.0f, 1.0f, + a, a, -a, 1.0f, 1.0f, + a, a, a, 1.0f, 0.0f, + a, a, a, 1.0f, 0.0f, + -a, a, a, 0.0f, 0.0f, + -a, a, -a, 0.0f, 1.0f + }; + + Transform cube_positions[] = { + transform_default(), + transform_make_translate(v3f(a, 0.0f, -4*a)) + }; + + Transform platform_position = + transform_make_scale_translate(v3f(10.0f, 0.2f, 10.0f), + v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f)); + + U32 VAO, VBO; + glGenVertexArrays(1, &VAO); + glBindVertexArray(VAO); + + glGenBuffers(1, &VBO); + glBindBuffer(GL_ARRAY_BUFFER, VBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32))); + + glBindVertexArray(0); + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + camera_pos = v3f(0.0f, 0.0f, 3.0f); + + /* glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); */ + + F32 last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) + { + glfwPollEvents(); + + /* INFO(pryazha): update */ + V3F left, up, forward; + V3F world_up = v3f(0.0f, 1.0f, 0.0f); + + forward = v3f_norm(v3f_sub(v3f(0.0f, 0.0f, 0.0f), camera_pos)); + left = v3f_norm(v3f_cross(world_up, forward)); + up = v3f_cross(forward, left); + + V3F dp = v3f_zero(); + + F32 speed = 2.0f; + if (key_is_pressed(input.move_right)) + dp = v3f_add(dp, v3f_scalef(left, -speed*dt)); + if (key_is_pressed(input.move_forward)) + dp = v3f_add(dp, v3f_scalef(forward, speed*dt)); + if (key_is_pressed(input.move_left)) + dp = v3f_add(dp, v3f_scalef(left, speed*dt)); + if (key_is_pressed(input.move_backward)) + dp = v3f_add(dp, v3f_scalef(forward, -speed*dt)); + if (key_is_pressed(input.move_up)) + dp = v3f_add(dp, v3f_scalef(up, speed*dt)); + if (key_is_pressed(input.move_down)) + dp = v3f_add(dp, v3f_scalef(up, -speed*dt)); + + input_update_last_state(&input); + + camera_pos = v3f_add(camera_pos, dp); + + /* INFO(pryazha): render */ + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glUseProgram(shader); + MAT4 model, view, projection; + + view = look_at(camera_pos, v3f(0.0f, 0.0f, 0.0f), v3f(0.0f, 1.0f, 0.0f)); + shader_set_mat4fv(shader, "view", view); + + /* projection = ortho(-5.0f, 5.0f, -5.0f, 5.0f, 0.1f, 100.0f); */ + F32 fovx = 90.0f; + F32 near = 0.1f; + F32 far = 100.0f; + projection = perspective(fovx, (F32)WIDTH/(F32)HEIGHT, near, far); + + shader_set_mat4fv(shader, "projection", projection); + + glBindTexture(GL_TEXTURE_2D, marble_texture); + glBindVertexArray(VAO); + for (S32 transform_index = 0; + transform_index < (S32)ArrayCount(cube_positions); + ++transform_index) + { + model = transform_apply(cube_positions[transform_index]); + shader_set_mat4fv(shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + + glBindTexture(GL_TEXTURE_2D, metal_texture); + model = transform_apply(platform_position); + shader_set_mat4fv(shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + + glfwSwapBuffers(window); + + F32 elapsed = glfwGetTime()-last_time; + if (elapsed < target_spf) { + U32 sleep_time = (U32)(target_spf-elapsed); + if (sleep_time > 0) { + sleep(sleep_time); + } + } + F32 current_time = glfwGetTime(); + dt = current_time-last_time; + last_time = current_time; + } + + glfwTerminate(); + return(0); +} |