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-rw-r--r--uniform_buffer/uniform_buffer.c390
1 files changed, 0 insertions, 390 deletions
diff --git a/uniform_buffer/uniform_buffer.c b/uniform_buffer/uniform_buffer.c
deleted file mode 100644
index ddd5d33..0000000
--- a/uniform_buffer/uniform_buffer.c
+++ /dev/null
@@ -1,390 +0,0 @@
-#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);
-}