diff options
Diffstat (limited to 'uniform_buffer/uniform_buffer.c')
-rw-r--r-- | uniform_buffer/uniform_buffer.c | 390 |
1 files changed, 390 insertions, 0 deletions
diff --git a/uniform_buffer/uniform_buffer.c b/uniform_buffer/uniform_buffer.c new file mode 100644 index 0000000..ddd5d33 --- /dev/null +++ b/uniform_buffer/uniform_buffer.c @@ -0,0 +1,390 @@ +#include "GL/glew.h" +#include "GLFW/glfw3.h" + +#include "pwyazh.h" + +#include "common.h" + +#include <unistd.h> + +#define WIDTH 1024 +#define HEIGHT 768 + +static V3F camera_pos; +static F32 dt; +static Input input; +static B32 first_mouse = 1; + +void +key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + switch (action) + { + case GLFW_PRESS: { + switch (key) + { + case GLFW_KEY_D: { + input.move_right.state = KeyState_PRESS; + } break; + case GLFW_KEY_W: { + input.move_forward.state = KeyState_PRESS; + } break; + case GLFW_KEY_A: { + input.move_left.state = KeyState_PRESS; + } break; + case GLFW_KEY_S: { + input.move_backward.state = KeyState_PRESS; + } break; + case GLFW_KEY_E: { + input.move_up.state = KeyState_PRESS; + } break; + case GLFW_KEY_Q: { + input.move_down.state = KeyState_PRESS; + } break; + } + } break; + + case GLFW_RELEASE: { + switch (key) + { + case GLFW_KEY_D: { + input.move_right.state = KeyState_RELEASE; + } break; + case GLFW_KEY_W: { + input.move_forward.state = KeyState_RELEASE; + } break; + case GLFW_KEY_A: { + input.move_left.state = KeyState_RELEASE; + } break; + case GLFW_KEY_S: { + input.move_backward.state = KeyState_RELEASE; + } break; + case GLFW_KEY_E: { + input.move_up.state = KeyState_RELEASE; + } break; + case GLFW_KEY_Q: { + input.move_down.state = KeyState_RELEASE; + } break; + } + } break; + } +} + +void +cursor_pos_callback(GLFWwindow* window, double xpos, double ypos) +{ + if (first_mouse) + { + input.last_mouse_pos = v2f(xpos, ypos); + first_mouse = 0; + } + input.mouse_offset = v2f(input.mouse_offset.x+((F32)xpos-input.last_mouse_pos.x), + input.mouse_offset.y+((F32)ypos-input.last_mouse_pos.y)); + input.last_mouse_pos = v2f((F32)xpos, (F32)ypos); +} + +int +main(void) +{ + GLFWwindow *window; + + if (glfwInit() == GLFW_FALSE) + { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } + + glfwWindowHint(GLFW_RESIZABLE, 0); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(WIDTH, HEIGHT, "depth testing", 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); +} |