diff options
Diffstat (limited to 'face_culling/face_culling.c')
-rw-r--r-- | face_culling/face_culling.c | 304 |
1 files changed, 304 insertions, 0 deletions
diff --git a/face_culling/face_culling.c b/face_culling/face_culling.c new file mode 100644 index 0000000..01c2325 --- /dev/null +++ b/face_culling/face_culling.c @@ -0,0 +1,304 @@ +#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); + 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); +} |