From 926cbd0d49890772f911e6a6bedb7835605ced89 Mon Sep 17 00:00:00 2001
From: pryazha <pryadeiniv@mail.ru>
Date: Thu, 6 Feb 2025 12:38:09 +0500
Subject: change

---
 advanced_lighting/1.blinn_phong/blinn_phong.c | 258 ++++++++++++++++++++++++++
 1 file changed, 258 insertions(+)
 create mode 100644 advanced_lighting/1.blinn_phong/blinn_phong.c

(limited to 'advanced_lighting/1.blinn_phong/blinn_phong.c')

diff --git a/advanced_lighting/1.blinn_phong/blinn_phong.c b/advanced_lighting/1.blinn_phong/blinn_phong.c
new file mode 100644
index 0000000..6bbd70a
--- /dev/null
+++ b/advanced_lighting/1.blinn_phong/blinn_phong.c
@@ -0,0 +1,258 @@
+#include "pwyazh.h"
+
+#include "GL/glew.h"
+#include "GLFW/glfw3.h"
+
+#include "pwyazh_GL.h"
+
+#include "common.h"
+
+static S32 global_width = 1024, global_height = 768;
+static Input global_input;
+static V3F camera_dp = (V3F){ 0.0f, 0.0f, 0.0f };
+static V3F light_pos = (V3F){ 0.0f, 0.0f, 0.0f };
+static S32 blinn = 0;
+
+void
+key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+    switch (action)
+    {
+        case GLFW_PRESS: {
+            switch (key)
+            {
+                case GLFW_KEY_D: {
+                    global_input.move_right.state = KeyState_PRESS;
+                } break;
+                case GLFW_KEY_W: {
+                    global_input.move_forward.state = KeyState_PRESS;
+                } break;
+                case GLFW_KEY_A: {
+                    global_input.move_left.state = KeyState_PRESS;
+                } break;
+                case GLFW_KEY_S: {
+                    global_input.move_backward.state = KeyState_PRESS;
+                } break;
+                case GLFW_KEY_E: {
+                    global_input.move_up.state = KeyState_PRESS;
+                } break;
+                case GLFW_KEY_Q: {
+                    global_input.move_down.state = KeyState_PRESS;
+                } break;
+                case GLFW_KEY_SPACE: {
+                    global_input.jump.state = KeyState_PRESS;
+                } break;
+                case GLFW_KEY_RIGHT: {
+                    global_input.action_right.state = KeyState_PRESS;
+                } break;
+                case GLFW_KEY_UP: {
+                    global_input.action_up.state = KeyState_PRESS;
+                } break;
+                case GLFW_KEY_LEFT: {
+                    global_input.action_left.state = KeyState_PRESS;
+                } break;
+                case GLFW_KEY_ESCAPE: {
+                    global_input.exit.state = KeyState_PRESS;
+                } break;
+            }
+        } break;
+        
+        case GLFW_RELEASE: {
+            switch (key)
+            {
+                case GLFW_KEY_D: {
+                    global_input.move_right.state = KeyState_RELEASE;
+                } break;
+                case GLFW_KEY_W: {
+                    global_input.move_forward.state = KeyState_RELEASE;
+                } break;
+                case GLFW_KEY_A: {
+                    global_input.move_left.state = KeyState_RELEASE;
+                } break;
+                case GLFW_KEY_S: {
+                    global_input.move_backward.state = KeyState_RELEASE;
+                } break;
+                case GLFW_KEY_E: {
+                    global_input.move_up.state = KeyState_RELEASE;
+                } break;
+                case GLFW_KEY_Q: {
+                    global_input.move_down.state = KeyState_RELEASE;
+                } break;
+                case GLFW_KEY_SPACE: {
+                    global_input.jump.state = KeyState_RELEASE;
+                } break;
+                case GLFW_KEY_RIGHT: {
+                    global_input.action_right.state = KeyState_RELEASE;
+                } break;
+                case GLFW_KEY_UP: {
+                    global_input.action_up.state = KeyState_RELEASE;
+                } break;
+                case GLFW_KEY_LEFT: {
+                    global_input.action_left.state = KeyState_RELEASE;
+                } break;
+                case GLFW_KEY_ESCAPE: {
+                    global_input.exit.state = KeyState_RELEASE;
+                } break;
+            }
+        } break;
+    }
+}
+
+void
+resize_callback(GLFWwindow* window, int width, int height)
+{
+    global_width = width;
+    global_height = height;
+    glViewport(0, 0, global_width, global_height);
+}
+
+void
+error_callback(int error, const char *desc)
+{
+    fprintf(stderr, "[ERROR] GLFW: %s\n", desc);
+}
+
+void
+update(State *state)
+{
+    V3F camera_dv = get_dv_camera_orbital(&global_input, state->camera.pos,
+                                          v3f_zero(), state->dt, 2.0f);
+    if (key_is_pressed(global_input.action_up)) {
+        camera_dv = v3f_scalef(camera_dv, 3.0f);
+    }
+    camera_dp = v3f_add(camera_dp, camera_dv);
+    camera_dp = v3f_scalef(camera_dp, 0.7f);
+    state->camera.pos = v3f_add(state->camera.pos, camera_dp);
+    
+    if (key_first_press(global_input.jump))
+        blinn = blinn ? 0 : 1;
+    
+    input_update_last_state(&global_input);
+}
+
+void
+render(State *state, U32 *shaders, U32 texture, Mesh **meshes)
+{
+    MAT4 projection, view, model;
+    U32 shader;
+    Mesh *mesh;
+    
+    glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+    
+    projection = perspective(state->camera.fovx, (F32)global_width/(F32)global_height,
+                             state->camera.near, state->camera.far);
+    view = look_at(state->camera.pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
+    model = mat4_identity();
+    
+    U32 mesh_index = 0;
+    shader = shaders[mesh_index];
+    mesh = meshes[mesh_index];
+    glUseProgram(shader);
+    shader_set_mat4fv(shader, "projection", projection);
+    shader_set_mat4fv(shader, "view", view);
+    shader_set_mat4fv(shader, "model", model);
+    glActiveTexture(GL_TEXTURE0);
+    glBindTexture(GL_TEXTURE_2D, texture);
+    shader_set_3fv(shader, "light_pos", light_pos);
+    shader_set_3fv(shader, "view_pos", state->camera.pos);
+    shader_set_1i(shader, "blinn", blinn);
+    mesh_draw(mesh);
+    mesh_index++;
+
+    shader = shaders[mesh_index];
+    mesh = meshes[mesh_index];
+    glUseProgram(shader);
+    shader_set_mat4fv(shader, "projection", projection);
+    shader_set_mat4fv(shader, "view", view);
+    model = mat4_make_scale(v3f(0.1f, 0.1f, 0.1f));
+    shader_set_mat4fv(shader, "model", model);
+    mesh_draw(mesh);
+
+    glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+int
+main(void)
+{
+    GLFWwindow *window;
+    Arena *arena;
+    State state;
+    Mesh *meshes[2];
+    U32 shaders[2];
+    F64 time, last_time;
+    U32 texture;
+    
+    glfwSetErrorCallback(error_callback);
+    
+    if (glfwInit() == GLFW_FALSE)
+        return(1);
+    
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+    glfwWindowHint(GLFW_SAMPLES, 4);
+    window = glfwCreateWindow(global_width, global_height, "Blinn-Phong shading", 0, 0);
+    if (!window)
+        goto error;
+    
+    glfwSetKeyCallback(window, key_callback);
+    glfwSetWindowSizeCallback(window, resize_callback);
+    
+    glfwMakeContextCurrent(window);
+    
+    if (glewInit() != GLEW_OK)
+        goto error;
+    
+    glEnable(GL_DEPTH_TEST);
+    glEnable(GL_MULTISAMPLE);
+    
+    /* NOTE(pryazha): init */
+    arena = arena_alloc(Megabytes(64));
+    
+    state.camera = (Camera){ v3f(0.0f, 0.0f, 3.0f), 90.0f, 0.1f, 1000.0f };
+
+    Vertex vertices[] = {
+        // positions            // normals         // texcoords
+        vertex(v3f( 10.0f,  -0.5f,  10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 0.0f)),
+        vertex(v3f(-10.0f,  -0.5f,  10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 0.0f)),
+        vertex(v3f(-10.0f,  -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 10.0f)),
+
+        vertex(v3f( 10.0f,  -0.5f,  10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 0.0f)),
+        vertex(v3f(-10.0f,  -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 10.0f)),
+        vertex(v3f( 10.0f,  -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 10.0f))
+    };
+    U32 indices[] = { 0, 1, 2, 3, 4, 5 };
+    meshes[0] = mesh_init(arena, vertices, 6, indices, 6);
+    meshes[1] = mesh_load_obj(arena, "../../data/models/cube.obj");
+    
+    shaders[0] = create_shader_program("shaders/blinn_phong.vs", "shaders/blinn_phong.fs");
+    shaders[1] = create_shader_program("shaders/light.vs", "shaders/light.fs");
+    
+    texture = load_texture("../../data/textures/wood.png");
+    
+    last_time = glfwGetTime();
+    
+    while (!glfwWindowShouldClose(window))
+    {
+        glfwPollEvents();
+        if (key_first_press(global_input.exit))
+            glfwSetWindowShouldClose(window, GLFW_TRUE);
+        update(&state);
+        render(&state, shaders, texture, meshes);
+        glfwSwapBuffers(window);
+        
+        time = glfwGetTime();
+        state.dt = time-last_time;
+        last_time = time;
+#if 0
+        fprintf(stdout, "[INFO]: dt: %f\n", state.dt);
+#endif
+    }
+    
+    glfwTerminate();
+    return(0);
+    
+    error:
+    glfwTerminate();
+    return(1);
+}
-- 
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