diff options
Diffstat (limited to 'depth')
-rwxr-xr-x | depth/build.sh | 4 | ||||
-rw-r--r-- | depth/depth.c | 272 | ||||
-rw-r--r-- | depth/shaders/depth.fs | 27 | ||||
-rw-r--r-- | depth/shaders/depth.vs | 16 |
4 files changed, 0 insertions, 319 deletions
diff --git a/depth/build.sh b/depth/build.sh deleted file mode 100755 index 961ce78..0000000 --- a/depth/build.sh +++ /dev/null @@ -1,4 +0,0 @@ -#!/bin/sh -. ../config -set -x -gcc -o depth $CFLAGS $INCLUDE $LFLAGS depth.c $LIBS && ./depth diff --git a/depth/depth.c b/depth/depth.c deleted file mode 100644 index b0cea85..0000000 --- a/depth/depth.c +++ /dev/null @@ -1,272 +0,0 @@ -#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); -} diff --git a/depth/shaders/depth.fs b/depth/shaders/depth.fs deleted file mode 100644 index 2f3d9ca..0000000 --- a/depth/shaders/depth.fs +++ /dev/null @@ -1,27 +0,0 @@ -#version 330 core - -out vec4 frag_color; - -in vec2 tex_coords; - -uniform sampler2D our_texture; - -float near = 0.1f; -float far = 100.0f; - -float -linearize_depth(float depth) -{ - float ndc_z = 2.0f*depth-1.0f; - return((2.0f*near*far)/(far+near-ndc_z*(far-near))); -} - -void -main(void) -{ - /* - frag_color = texture(our_texture, tex_coords); - */ - float depth = linearize_depth(gl_FragCoord.z)/far; - frag_color = vec4(vec3(depth), 1.0f); -} diff --git a/depth/shaders/depth.vs b/depth/shaders/depth.vs deleted file mode 100644 index d3d92d1..0000000 --- a/depth/shaders/depth.vs +++ /dev/null @@ -1,16 +0,0 @@ -#version 330 core -layout(location = 0) in vec3 apos; -layout(location = 1) in vec2 atex_coords; - -uniform mat4 model; -uniform mat4 view; -uniform mat4 projection; - -out vec2 tex_coords; - -void -main(void) -{ - gl_Position = projection*view*model*vec4(apos, 1.0f); - tex_coords = atex_coords; -} |