From f9ad6fa902c1167d7622ee7af2617d14b62bee21 Mon Sep 17 00:00:00 2001 From: pryazha Date: Wed, 19 Feb 2025 22:26:48 +0500 Subject: quite a lot of changes that I, of course, are not going to describe;) --- advanced_opengl/1.depth/depth | Bin 1282544 -> 1283928 bytes advanced_opengl/1.depth/depth.c | 433 +++++------- advanced_opengl/1.depth/shaders/depth.frag | 23 + advanced_opengl/1.depth/shaders/depth.fs | 27 - advanced_opengl/1.depth/shaders/depth.vert | 15 + advanced_opengl/1.depth/shaders/depth.vs | 16 - advanced_opengl/10.antialiasing/anti_aliasing_msaa | Bin 1277808 -> 1279192 bytes .../10.antialiasing/anti_aliasing_msaa.c | 309 +++----- .../10.antialiasing/anti_aliasing_offscreen | Bin 1278840 -> 1284864 bytes .../10.antialiasing/anti_aliasing_offscreen.c | 453 +++++------- advanced_opengl/10.antialiasing/shaders/color.frag | 8 + advanced_opengl/10.antialiasing/shaders/color.fs | 9 - advanced_opengl/10.antialiasing/shaders/color.vert | 11 + advanced_opengl/10.antialiasing/shaders/color.vs | 12 - .../10.antialiasing/shaders/screen.frag | 110 +++ advanced_opengl/10.antialiasing/shaders/screen.fs | 119 ---- .../10.antialiasing/shaders/screen.vert | 11 + advanced_opengl/10.antialiasing/shaders/screen.vs | 12 - advanced_opengl/2.stencil/shaders/outline.frag | 8 + advanced_opengl/2.stencil/shaders/outline.fs | 9 - advanced_opengl/2.stencil/shaders/stencil.frag | 13 + advanced_opengl/2.stencil/shaders/stencil.fs | 13 - advanced_opengl/2.stencil/shaders/stencil.vert | 15 + advanced_opengl/2.stencil/shaders/stencil.vs | 16 - advanced_opengl/2.stencil/stencil | Bin 1282928 -> 1284368 bytes advanced_opengl/2.stencil/stencil.c | 486 ++++++------- advanced_opengl/3.blending/blending | Bin 1287936 -> 1289368 bytes advanced_opengl/3.blending/blending.c | 625 +++++++---------- advanced_opengl/3.blending/shaders/blending.frag | 12 + advanced_opengl/3.blending/shaders/blending.fs | 13 - advanced_opengl/3.blending/shaders/blending.vert | 15 + advanced_opengl/3.blending/shaders/blending.vs | 16 - advanced_opengl/3.blending/shaders/grass.frag | 15 + advanced_opengl/3.blending/shaders/grass.fs | 17 - advanced_opengl/4.face_culling/face_culling | Bin 1283016 -> 1288616 bytes advanced_opengl/4.face_culling/face_culling.c | 515 ++++++-------- .../4.face_culling/shaders/face_culling.frag | 12 + .../4.face_culling/shaders/face_culling.fs | 13 - .../4.face_culling/shaders/face_culling.vert | 15 + .../4.face_culling/shaders/face_culling.vs | 16 - advanced_opengl/5.framebuffers/framebuffers | Bin 1288768 -> 1294320 bytes advanced_opengl/5.framebuffers/framebuffers.c | 735 +++++++++---------- advanced_opengl/5.framebuffers/shaders/cube.frag | 12 + advanced_opengl/5.framebuffers/shaders/cube.fs | 13 - advanced_opengl/5.framebuffers/shaders/cube.vert | 16 + advanced_opengl/5.framebuffers/shaders/cube.vs | 17 - advanced_opengl/5.framebuffers/shaders/screen.frag | 109 +++ advanced_opengl/5.framebuffers/shaders/screen.fs | 119 ---- advanced_opengl/5.framebuffers/shaders/screen.vert | 13 + advanced_opengl/5.framebuffers/shaders/screen.vs | 14 - advanced_opengl/6.cubemaps/cubemaps | Bin 1288160 -> 1293704 bytes advanced_opengl/6.cubemaps/cubemaps.c | 774 +++++++++------------ advanced_opengl/6.cubemaps/shaders/cube.frag | 12 + advanced_opengl/6.cubemaps/shaders/cube.fs | 13 - advanced_opengl/6.cubemaps/shaders/cube.vert | 16 + advanced_opengl/6.cubemaps/shaders/cube.vs | 17 - advanced_opengl/6.cubemaps/shaders/reflection.frag | 16 + advanced_opengl/6.cubemaps/shaders/reflection.fs | 17 - advanced_opengl/6.cubemaps/shaders/reflection.vert | 18 + advanced_opengl/6.cubemaps/shaders/reflection.vs | 19 - advanced_opengl/6.cubemaps/shaders/refraction.frag | 17 + advanced_opengl/6.cubemaps/shaders/refraction.fs | 18 - advanced_opengl/6.cubemaps/shaders/refraction.vert | 18 + advanced_opengl/6.cubemaps/shaders/refraction.vs | 19 - advanced_opengl/6.cubemaps/shaders/skybox.frag | 12 + advanced_opengl/6.cubemaps/shaders/skybox.fs | 13 - advanced_opengl/6.cubemaps/shaders/skybox.vert | 15 + advanced_opengl/6.cubemaps/shaders/skybox.vs | 16 - .../7.uniform_buffer/shaders/color_cube.frag | 8 + .../7.uniform_buffer/shaders/color_cube.fs | 9 - .../7.uniform_buffer/shaders/color_cube.vert | 15 + .../7.uniform_buffer/shaders/color_cube.vs | 16 - advanced_opengl/7.uniform_buffer/shaders/cube.frag | 12 + advanced_opengl/7.uniform_buffer/shaders/cube.fs | 13 - advanced_opengl/7.uniform_buffer/shaders/cube.vert | 20 + advanced_opengl/7.uniform_buffer/shaders/cube.vs | 21 - .../7.uniform_buffer/shaders/skybox.frag | 12 + advanced_opengl/7.uniform_buffer/shaders/skybox.fs | 13 - .../7.uniform_buffer/shaders/skybox.vert | 18 + advanced_opengl/7.uniform_buffer/shaders/skybox.vs | 19 - advanced_opengl/7.uniform_buffer/uniform_buffer | Bin 1288448 -> 1289904 bytes advanced_opengl/7.uniform_buffer/uniform_buffer.c | 667 ++++++++---------- advanced_opengl/8.geometry_shader/geometry_shader | Bin 1282768 -> 1288776 bytes .../8.geometry_shader/geometry_shader.c | 611 ++++++++-------- .../8.geometry_shader/shaders/base.frag | 10 + advanced_opengl/8.geometry_shader/shaders/base.fs | 11 - .../8.geometry_shader/shaders/base.geom | 26 + advanced_opengl/8.geometry_shader/shaders/base.gs | 27 - .../8.geometry_shader/shaders/base.vert | 13 + advanced_opengl/8.geometry_shader/shaders/base.vs | 14 - .../8.geometry_shader/shaders/basic.frag | 12 + advanced_opengl/8.geometry_shader/shaders/basic.fs | 13 - .../8.geometry_shader/shaders/basic.vert | 15 + advanced_opengl/8.geometry_shader/shaders/basic.vs | 16 - .../8.geometry_shader/shaders/explosion.frag | 12 + .../8.geometry_shader/shaders/explosion.fs | 13 - .../8.geometry_shader/shaders/explosion.geom | 41 ++ .../8.geometry_shader/shaders/explosion.gs | 44 -- .../8.geometry_shader/shaders/explosion.vert | 17 + .../8.geometry_shader/shaders/explosion.vs | 18 - .../8.geometry_shader/shaders/normals.frag | 8 + .../8.geometry_shader/shaders/normals.fs | 9 - .../8.geometry_shader/shaders/normals.geom | 42 ++ .../8.geometry_shader/shaders/normals.gs | 44 -- .../8.geometry_shader/shaders/normals.vert | 17 + .../8.geometry_shader/shaders/normals.vs | 18 - advanced_opengl/9.instancing/instancing | Bin 1065104 -> 1065224 bytes advanced_opengl/9.instancing/instancing.c | 672 ++++++++---------- advanced_opengl/9.instancing/shaders/default.frag | 12 + advanced_opengl/9.instancing/shaders/default.fs | 13 - advanced_opengl/9.instancing/shaders/default.vert | 17 + advanced_opengl/9.instancing/shaders/default.vs | 18 - .../9.instancing/shaders/instanced_arrays.frag | 10 + .../9.instancing/shaders/instanced_arrays.fs | 11 - .../9.instancing/shaders/instanced_arrays.vert | 13 + .../9.instancing/shaders/instanced_arrays.vs | 14 - .../9.instancing/shaders/instanced_mat4.frag | 13 + .../9.instancing/shaders/instanced_mat4.fs | 14 - .../9.instancing/shaders/instanced_mat4.vert | 15 + .../9.instancing/shaders/instanced_mat4.vs | 16 - .../shaders/instancing_uniform_array.frag | 10 + .../shaders/instancing_uniform_array.fs | 11 - .../shaders/instancing_uniform_array.vert | 13 + .../shaders/instancing_uniform_array.vs | 14 - 124 files changed, 3637 insertions(+), 4633 deletions(-) create mode 100644 advanced_opengl/1.depth/shaders/depth.frag delete mode 100644 advanced_opengl/1.depth/shaders/depth.fs create mode 100644 advanced_opengl/1.depth/shaders/depth.vert delete mode 100644 advanced_opengl/1.depth/shaders/depth.vs create mode 100644 advanced_opengl/10.antialiasing/shaders/color.frag delete mode 100644 advanced_opengl/10.antialiasing/shaders/color.fs create mode 100644 advanced_opengl/10.antialiasing/shaders/color.vert delete mode 100644 advanced_opengl/10.antialiasing/shaders/color.vs create mode 100644 advanced_opengl/10.antialiasing/shaders/screen.frag delete mode 100644 advanced_opengl/10.antialiasing/shaders/screen.fs create mode 100644 advanced_opengl/10.antialiasing/shaders/screen.vert delete mode 100644 advanced_opengl/10.antialiasing/shaders/screen.vs create mode 100644 advanced_opengl/2.stencil/shaders/outline.frag delete mode 100644 advanced_opengl/2.stencil/shaders/outline.fs create mode 100644 advanced_opengl/2.stencil/shaders/stencil.frag delete mode 100644 advanced_opengl/2.stencil/shaders/stencil.fs create mode 100644 advanced_opengl/2.stencil/shaders/stencil.vert delete mode 100644 advanced_opengl/2.stencil/shaders/stencil.vs create mode 100644 advanced_opengl/3.blending/shaders/blending.frag delete mode 100644 advanced_opengl/3.blending/shaders/blending.fs create mode 100644 advanced_opengl/3.blending/shaders/blending.vert delete mode 100644 advanced_opengl/3.blending/shaders/blending.vs create mode 100644 advanced_opengl/3.blending/shaders/grass.frag delete mode 100644 advanced_opengl/3.blending/shaders/grass.fs create mode 100644 advanced_opengl/4.face_culling/shaders/face_culling.frag delete mode 100644 advanced_opengl/4.face_culling/shaders/face_culling.fs create mode 100644 advanced_opengl/4.face_culling/shaders/face_culling.vert delete mode 100644 advanced_opengl/4.face_culling/shaders/face_culling.vs create mode 100644 advanced_opengl/5.framebuffers/shaders/cube.frag delete mode 100644 advanced_opengl/5.framebuffers/shaders/cube.fs create mode 100644 advanced_opengl/5.framebuffers/shaders/cube.vert delete mode 100644 advanced_opengl/5.framebuffers/shaders/cube.vs create mode 100644 advanced_opengl/5.framebuffers/shaders/screen.frag delete mode 100644 advanced_opengl/5.framebuffers/shaders/screen.fs create mode 100644 advanced_opengl/5.framebuffers/shaders/screen.vert delete mode 100644 advanced_opengl/5.framebuffers/shaders/screen.vs create mode 100644 advanced_opengl/6.cubemaps/shaders/cube.frag delete mode 100644 advanced_opengl/6.cubemaps/shaders/cube.fs create mode 100644 advanced_opengl/6.cubemaps/shaders/cube.vert delete mode 100644 advanced_opengl/6.cubemaps/shaders/cube.vs create mode 100644 advanced_opengl/6.cubemaps/shaders/reflection.frag delete mode 100644 advanced_opengl/6.cubemaps/shaders/reflection.fs create mode 100644 advanced_opengl/6.cubemaps/shaders/reflection.vert delete mode 100644 advanced_opengl/6.cubemaps/shaders/reflection.vs create mode 100644 advanced_opengl/6.cubemaps/shaders/refraction.frag delete mode 100644 advanced_opengl/6.cubemaps/shaders/refraction.fs create mode 100644 advanced_opengl/6.cubemaps/shaders/refraction.vert delete mode 100644 advanced_opengl/6.cubemaps/shaders/refraction.vs create mode 100644 advanced_opengl/6.cubemaps/shaders/skybox.frag delete mode 100644 advanced_opengl/6.cubemaps/shaders/skybox.fs create mode 100644 advanced_opengl/6.cubemaps/shaders/skybox.vert delete mode 100644 advanced_opengl/6.cubemaps/shaders/skybox.vs create mode 100644 advanced_opengl/7.uniform_buffer/shaders/color_cube.frag delete mode 100644 advanced_opengl/7.uniform_buffer/shaders/color_cube.fs create mode 100644 advanced_opengl/7.uniform_buffer/shaders/color_cube.vert delete mode 100644 advanced_opengl/7.uniform_buffer/shaders/color_cube.vs create mode 100644 advanced_opengl/7.uniform_buffer/shaders/cube.frag delete mode 100644 advanced_opengl/7.uniform_buffer/shaders/cube.fs create mode 100644 advanced_opengl/7.uniform_buffer/shaders/cube.vert delete mode 100644 advanced_opengl/7.uniform_buffer/shaders/cube.vs create mode 100644 advanced_opengl/7.uniform_buffer/shaders/skybox.frag delete mode 100644 advanced_opengl/7.uniform_buffer/shaders/skybox.fs create mode 100644 advanced_opengl/7.uniform_buffer/shaders/skybox.vert delete mode 100644 advanced_opengl/7.uniform_buffer/shaders/skybox.vs create mode 100644 advanced_opengl/8.geometry_shader/shaders/base.frag delete mode 100644 advanced_opengl/8.geometry_shader/shaders/base.fs create mode 100644 advanced_opengl/8.geometry_shader/shaders/base.geom delete mode 100644 advanced_opengl/8.geometry_shader/shaders/base.gs create mode 100644 advanced_opengl/8.geometry_shader/shaders/base.vert delete mode 100644 advanced_opengl/8.geometry_shader/shaders/base.vs create mode 100644 advanced_opengl/8.geometry_shader/shaders/basic.frag delete mode 100644 advanced_opengl/8.geometry_shader/shaders/basic.fs create mode 100644 advanced_opengl/8.geometry_shader/shaders/basic.vert delete mode 100644 advanced_opengl/8.geometry_shader/shaders/basic.vs create mode 100644 advanced_opengl/8.geometry_shader/shaders/explosion.frag delete mode 100644 advanced_opengl/8.geometry_shader/shaders/explosion.fs create mode 100644 advanced_opengl/8.geometry_shader/shaders/explosion.geom delete mode 100644 advanced_opengl/8.geometry_shader/shaders/explosion.gs create mode 100644 advanced_opengl/8.geometry_shader/shaders/explosion.vert delete mode 100644 advanced_opengl/8.geometry_shader/shaders/explosion.vs create mode 100644 advanced_opengl/8.geometry_shader/shaders/normals.frag delete mode 100644 advanced_opengl/8.geometry_shader/shaders/normals.fs create mode 100644 advanced_opengl/8.geometry_shader/shaders/normals.geom delete mode 100644 advanced_opengl/8.geometry_shader/shaders/normals.gs create mode 100644 advanced_opengl/8.geometry_shader/shaders/normals.vert delete mode 100644 advanced_opengl/8.geometry_shader/shaders/normals.vs create mode 100644 advanced_opengl/9.instancing/shaders/default.frag delete mode 100644 advanced_opengl/9.instancing/shaders/default.fs create mode 100644 advanced_opengl/9.instancing/shaders/default.vert delete mode 100644 advanced_opengl/9.instancing/shaders/default.vs create mode 100644 advanced_opengl/9.instancing/shaders/instanced_arrays.frag delete mode 100644 advanced_opengl/9.instancing/shaders/instanced_arrays.fs create mode 100644 advanced_opengl/9.instancing/shaders/instanced_arrays.vert delete mode 100644 advanced_opengl/9.instancing/shaders/instanced_arrays.vs create mode 100644 advanced_opengl/9.instancing/shaders/instanced_mat4.frag delete mode 100644 advanced_opengl/9.instancing/shaders/instanced_mat4.fs create mode 100644 advanced_opengl/9.instancing/shaders/instanced_mat4.vert delete mode 100644 advanced_opengl/9.instancing/shaders/instanced_mat4.vs create mode 100644 advanced_opengl/9.instancing/shaders/instancing_uniform_array.frag delete mode 100644 advanced_opengl/9.instancing/shaders/instancing_uniform_array.fs create mode 100644 advanced_opengl/9.instancing/shaders/instancing_uniform_array.vert delete mode 100644 advanced_opengl/9.instancing/shaders/instancing_uniform_array.vs (limited to 'advanced_opengl') diff --git a/advanced_opengl/1.depth/depth b/advanced_opengl/1.depth/depth index 68f04d6..80da145 100755 Binary files a/advanced_opengl/1.depth/depth and b/advanced_opengl/1.depth/depth differ diff --git a/advanced_opengl/1.depth/depth.c b/advanced_opengl/1.depth/depth.c index eb79c1c..03092df 100644 --- a/advanced_opengl/1.depth/depth.c +++ b/advanced_opengl/1.depth/depth.c @@ -2,273 +2,184 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include +int main(void) +{ + GLFWwindow *window; + State state; + S32 width, height; + Input input; -#define WIDTH 1280 -#define HEIGHT 720 + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } -static V3F camera_pos; -static F32 dt; -static Input input; + width = 1024; + height = 768; -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; - } -} + 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); + } -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); + glfwMakeContextCurrent(window); + + 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.vert", "shaders/depth.frag"); + 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)) + }; + + V3F platform_pos = v3f(10.0f, 0.2f, 10.0f); + V3F platform_scale = v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f); + Transform platform_transform = transform_make_scale_translate(platform_pos, platform_scale); + + 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); + + state.camera = (Camera) { + v3f(0.0f, 0.0f, 3.0f), + 90.0f, 0.1f, 100.0f, + 0.0f, 0.0f + }; + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + process_glfw_keyboard(window, &input); + glfwGetFramebufferSize(window, &width, &height); + + /* INFO(pryazha): Update */ + V3F target = v3f_zero(); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + V3F dv = get_dv_camera_orbital(&input, state.camera.pos, + target, state.dt, 3.0f); + state.camera.pos = v3f_add(state.camera.pos, dv); + + input_update_last_state(&input); + + /* INFO(pryazha): Render */ + MAT4 model, view, proj; + view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f)); + /* proj = ortho(-5.0f, 5.0f, -5.0f, 5.0f, 0.1f, 100.0f); */ + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + + glViewport(0, 0, width, height); + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glUseProgram(shader); + shader_set_mat4fv(shader, "view", view); + shader_set_mat4fv(shader, "proj", proj); + glBindTexture(GL_TEXTURE_2D, marble_texture); + glBindVertexArray(VAO); + for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) { + model = transform_apply(cube_positions[i]); + shader_set_mat4fv(shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + glBindTexture(GL_TEXTURE_2D, metal_texture); + model = transform_apply(platform_transform); + shader_set_mat4fv(shader, "model", model); + 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(); + state.dt = current_time-last_time; + last_time = current_time; + } + + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/1.depth/shaders/depth.frag b/advanced_opengl/1.depth/shaders/depth.frag new file mode 100644 index 0000000..710b0d2 --- /dev/null +++ b/advanced_opengl/1.depth/shaders/depth.frag @@ -0,0 +1,23 @@ +#version 330 core + +out vec4 frag_color; + +in vec2 tex_coords; + +uniform sampler2D our_texture; + +float near = 0.1; +float far = 100.0; + +float linearize_depth(float depth) +{ + float ndc_z = 2.0*depth-1.0; + return((2.0*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), 1.0); +} diff --git a/advanced_opengl/1.depth/shaders/depth.fs b/advanced_opengl/1.depth/shaders/depth.fs deleted file mode 100644 index a515c15..0000000 --- a/advanced_opengl/1.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 = 0.1; -float far = 100.0; - -float -linearize_depth(float depth) -{ - float ndc_z = 2.0*depth-1.0; - return((2.0*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), 1.0); -} diff --git a/advanced_opengl/1.depth/shaders/depth.vert b/advanced_opengl/1.depth/shaders/depth.vert new file mode 100644 index 0000000..68b8fe2 --- /dev/null +++ b/advanced_opengl/1.depth/shaders/depth.vert @@ -0,0 +1,15 @@ +#version 330 core +layout(location = 0) in vec3 apos; +layout(location = 1) in vec2 atex_coords; + +uniform mat4 model; +uniform mat4 view; +uniform mat4 proj; + +out vec2 tex_coords; + +void main(void) +{ + gl_Position = proj*view*model*vec4(apos, 1.0); + tex_coords = atex_coords; +} diff --git a/advanced_opengl/1.depth/shaders/depth.vs b/advanced_opengl/1.depth/shaders/depth.vs deleted file mode 100644 index 62e71a2..0000000 --- a/advanced_opengl/1.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, 1.0); - tex_coords = atex_coords; -} diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_msaa b/advanced_opengl/10.antialiasing/anti_aliasing_msaa index 36811f7..694aa7d 100755 Binary files a/advanced_opengl/10.antialiasing/anti_aliasing_msaa and b/advanced_opengl/10.antialiasing/anti_aliasing_msaa differ diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c b/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c index 65a5b01..250ab97 100644 --- a/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c +++ b/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c @@ -2,207 +2,126 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include +int main(void) +{ + GLFWwindow *window; + Arena *arena = 0; + Mesh *cube; + Input input; + F32 target_fps, target_spf, last_time; + MAT4 proj, view, model; + State state; + S32 width, height; + U32 color_shader; -static S32 global_width = 1024, global_height = 768; -static Input global_input; + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(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: { - 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_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_LEFT: { - global_input.action_left.state = KeyState_RELEASE; - } break; - case GLFW_KEY_ESCAPE: { - global_input.exit.state = KeyState_RELEASE; - } break; - } - } break; - } -} + width = 1024; + height = 768; -void -window_resize_callback(GLFWwindow* window, int width, int height) -{ - global_width = width; - global_height = height; - glViewport(0, 0, global_width, global_height); -} + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_SAMPLES, 4); + window = glfwCreateWindow(width, height, "Anti Aliasing (MSAA)", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } -int -main(void) -{ - GLFWwindow *window; - Arena *arena = 0; - F32 target_fps, target_spf, - last_time, dt; - MAT4 projection, view, model; - V3F camera_pos; - F32 camera_speed, fovx, near, far; - U32 color_shader; - - if (glfwInit() == GLFW_FALSE) - { - fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); - return(1); - } - - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - glfwWindowHint(GLFW_SAMPLES, 4); - window = glfwCreateWindow(global_width, global_height, "Anti Aliasing (MSAA)", 0, 0); - if (!window) - { - fprintf(stderr, "[ERROR] Failed to create window.\n"); - glfwTerminate(); - return(1); - } - - glfwMakeContextCurrent(window); - - glfwSetKeyCallback(window, key_callback); - glfwSetWindowSizeCallback(window, window_resize_callback); - - if (glewInit() != GLEW_OK) - { - fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); - glfwTerminate(); - return(1); - } - - glEnable(GL_DEPTH_TEST); - glEnable(GL_MULTISAMPLE); - - arena = arena_alloc(Megabytes(64)); - - Mesh *cube_mesh = mesh_load_obj(arena, "../../data/models/cube.obj"); - color_shader = create_shader_program("shaders/color.vs", - "shaders/color.fs"); - - target_fps = 60.0f; - target_spf = 1.0f/target_fps; - - camera_pos = v3f(0.0f, 0.0f, 3.0f); - camera_speed = 2.0f; - fovx = 90.0f; - near = 0.1f; - far = 1000.0f; - - last_time = glfwGetTime(); - - while (!glfwWindowShouldClose(window)) - { - glfwPollEvents(); - - /* NOTE(pryazha): Update */ - if (key_is_pressed(global_input.exit)) - glfwSetWindowShouldClose(window, GLFW_TRUE); - - V3F camera_dv = get_dv_camera_orbital(&global_input, camera_pos, - v3f_zero(), dt, camera_speed); - camera_pos = v3f_add(camera_pos, camera_dv); - - projection = perspective(fovx, (F32)global_width/(F32)global_height, near, far); - view = look_at(camera_pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f)); - model = mat4_identity(); - - input_update_last_state(&global_input); - - /* NOTE(pryazha): Render */ - glClearColor(0.15f, 0.15f, 0.15f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glUseProgram(color_shader); - shader_set_mat4fv(color_shader, "projection", projection); - shader_set_mat4fv(color_shader, "view", view); - shader_set_mat4fv(color_shader, "model", model); - mesh_draw(cube_mesh); - - 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; - } - - arena_release(arena); - glfwTerminate(); - return(0); + glfwMakeContextCurrent(window); + + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + if (glewInit() != GLEW_OK) { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + glEnable(GL_DEPTH_TEST); + glEnable(GL_MULTISAMPLE); + + arena = arena_alloc(Kilobytes(4)); + + cube = mesh_load_obj(arena, "../../data/models/cube.obj"); + color_shader = create_shader_program("shaders/color.vert", + "shaders/color.frag"); + + state.camera = (Camera) { + v3f(0.0f, 0.0f, 3.0f), + 90.0f, 0.1f, 1000.0f, + 0.0f, 0.0f + }; + input = input_init(); + + target_fps = 60.0f; + target_spf = 1.0f/target_fps; + last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + /* NOTE(pryazha): Update */ + glfwGetFramebufferSize(window, &width, &height); + process_glfw_keyboard(window, &input); + process_glfw_mouse_pos(window, &input); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + V3F dv = get_dv_camera_first_person(&input, &state.camera, + 4.0f, state.dt); + state.camera.pos = v3f_add(state.camera.pos, dv); + + F32 sensitivity = 0.1f; + input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity); + state.camera.yaw += input.mouse_offset.x; + state.camera.pitch += input.mouse_offset.y; + if (state.camera.pitch > 89.0f) + state.camera.pitch = 89.0f; + if (state.camera.pitch < -89.0f) + state.camera.pitch = -89.0f; + + input_update_last_state(&input); + + view = get_view_matrix(&state.camera); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + model = mat4_identity(); + + /* NOTE(pryazha): Render */ + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glUseProgram(color_shader); + shader_set_mat4fv(color_shader, "proj", proj); + shader_set_mat4fv(color_shader, "view", view); + shader_set_mat4fv(color_shader, "model", model); + mesh_draw(cube); + + 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(); + state.dt = current_time-last_time; + last_time = current_time; + } + + arena_release(arena); + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen index c8a241c..db7f6ec 100755 Binary files a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen and b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen differ diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c index 5c6debb..31f3cae 100644 --- a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c +++ b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c @@ -2,275 +2,200 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include +int main(void) +{ + GLFWwindow *window; + Arena *arena = 0; + Mesh *cube; + F32 target_fps, target_spf, last_time; + MAT4 proj, view, model; + U32 fbo, intermediate_fbo, color_tex, + screen_texture, rbo, + quad_vao, vbo, color_shader, + screen_shader; + S32 width, height; + State state; + Input input; -#define WIDTH 1024 -#define HEIGHT 768 -static Input global_input; + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(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: { - 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_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_LEFT: { - global_input.action_left.state = KeyState_RELEASE; - } break; - case GLFW_KEY_ESCAPE: { - global_input.exit.state = KeyState_RELEASE; - } break; - } - } break; - } -} + width = 1024; + height = 768; -int -main(void) -{ - GLFWwindow *window; - Arena *arena = 0; - F32 target_fps, target_spf, - last_time, dt; - MAT4 projection, view, model; - V3F camera_pos; - F32 camera_speed, fovx, near, far; - U32 fbo, intermediate_fbo, color_tex, - screen_texture, rbo, - quad_vao, vbo, - color_shader, screen_shader; - - if (glfwInit() == GLFW_FALSE) - { - fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); - return(1); - } - - glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - window = glfwCreateWindow(WIDTH, HEIGHT, "Anti Aliasing (Off-screen)", 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); - } - - arena = arena_alloc(Megabytes(64)); - - Mesh *cube_mesh = mesh_load_obj(arena, "../../data/models/cube.obj"); - color_shader = create_shader_program("shaders/color.vs", - "shaders/color.fs"); - screen_shader = create_shader_program("shaders/screen.vs", - "shaders/screen.fs"); - glGenFramebuffers(1, &fbo); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glGenTextures(1, &color_tex); - glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, color_tex); - glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, - WIDTH, HEIGHT, GL_TRUE); - glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D_MULTISAMPLE, color_tex, 0); - glGenRenderbuffers(1, &rbo); - glBindRenderbuffer(GL_RENDERBUFFER, rbo); - glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, - WIDTH, HEIGHT); - glBindRenderbuffer(GL_RENDERBUFFER, 0); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, - GL_RENDERBUFFER, rbo); - if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) - fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n"); - fprintf(stdout, "[INFO]: Multisample fbo complete.\n"); - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - glGenFramebuffers(1, &intermediate_fbo); - glBindFramebuffer(GL_FRAMEBUFFER, intermediate_fbo); - glGenTextures(1, &screen_texture); - glBindTexture(GL_TEXTURE_2D, screen_texture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, - 0, GL_RGB, GL_UNSIGNED_BYTE, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, screen_texture, 0); - if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) - fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n"); - fprintf(stdout, "[INFO]: Intermediate fbo complete.\n"); - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - F32 quad_vertices[] = { - -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, - 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, - 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, - -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, - 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, - -1.0f, 1.0f, 0.0f, 0.0f, 1.0f - }; - - glGenVertexArrays(1, &quad_vao); - glBindVertexArray(quad_vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_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); - - target_fps = 60.0f; - target_spf = 1.0f/target_fps; - - camera_pos = v3f(0.0f, 0.0f, 3.0f); - camera_speed = 2.0f; - fovx = 90.0f; - near = 0.1f; - far = 1000.0f; - - last_time = glfwGetTime(); - - while (!glfwWindowShouldClose(window)) - { - glfwPollEvents(); - - /* NOTE(pryazha): Update */ - if (key_is_pressed(global_input.exit)) - glfwSetWindowShouldClose(window, GLFW_TRUE); - - V3F camera_dv = get_dv_camera_orbital(&global_input, camera_pos, - v3f_zero(), dt, camera_speed); - camera_pos = v3f_add(camera_pos, camera_dv); - - projection = perspective(fovx, (F32)WIDTH/(F32)HEIGHT, near, far); - view = look_at(camera_pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f)); - model = mat4_identity(); - - input_update_last_state(&global_input); - - /* NOTE(pryazha): Render */ - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glClearColor(0.15f, 0.15f, 0.15f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glEnable(GL_DEPTH_TEST); - glUseProgram(color_shader); - shader_set_mat4fv(color_shader, "projection", projection); - shader_set_mat4fv(color_shader, "view", view); - shader_set_mat4fv(color_shader, "model", model); - mesh_draw(cube_mesh); - - glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediate_fbo); - /* TODO(pryazha): Update width and height */ - glBlitFramebuffer(0, 0, WIDTH, HEIGHT, - 0, 0, WIDTH, HEIGHT, - GL_COLOR_BUFFER_BIT, GL_NEAREST); - - glBindFramebuffer(GL_FRAMEBUFFER, 0); - glClearColor(1.0f, 1.0f, 1.0f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT); - glUseProgram(screen_shader); - glDisable(GL_DEPTH_TEST); - glBindTexture(GL_TEXTURE_2D, screen_texture); - glBindVertexArray(quad_vao); - glDrawArrays(GL_TRIANGLES, 0, 6); - 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; - } - - arena_release(arena); - glfwTerminate(); - return(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, "Anti Aliasing (Off-screen)", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } + + glfwMakeContextCurrent(window); + + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + if (glewInit() != GLEW_OK) { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + arena = arena_alloc(Kilobytes(4)); + + cube = mesh_load_obj(arena, "../../data/models/cube.obj"); + color_shader = create_shader_program("shaders/color.vert", + "shaders/color.frag"); + screen_shader = create_shader_program("shaders/screen.vert", + "shaders/screen.frag"); + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glGenTextures(1, &color_tex); + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, color_tex); + glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, + width, height, GL_TRUE); + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D_MULTISAMPLE, color_tex, 0); + glGenRenderbuffers(1, &rbo); + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, + width, height); + glBindRenderbuffer(GL_RENDERBUFFER, 0); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, + GL_RENDERBUFFER, rbo); + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) + fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n"); + fprintf(stdout, "[INFO]: Multisample fbo complete.\n"); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + glGenFramebuffers(1, &intermediate_fbo); + glBindFramebuffer(GL_FRAMEBUFFER, intermediate_fbo); + glGenTextures(1, &screen_texture); + glBindTexture(GL_TEXTURE_2D, screen_texture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, + 0, GL_RGB, GL_UNSIGNED_BYTE, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, screen_texture, 0); + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) + fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n"); + fprintf(stdout, "[INFO]: Intermediate fbo complete.\n"); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + F32 quad_vertices[] = { + -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, + 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, + 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, + -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, + 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, + -1.0f, 1.0f, 0.0f, 0.0f, 1.0f + }; + + glGenVertexArrays(1, &quad_vao); + glBindVertexArray(quad_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_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); + + state.camera = (Camera) { + v3f(0.0f, 0.0f, 3.0f), + 90.0f, 0.1f, 1000.0f, + 0.0f, 0.0f + }; + input = input_init(); + + target_fps = 60.0f; + target_spf = 1.0f/target_fps; + last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) + { + glfwPollEvents(); + + /* NOTE(pryazha): Update */ + glfwGetFramebufferSize(window, &width, &height); + process_glfw_keyboard(window, &input); + process_glfw_mouse_pos(window, &input); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + V3F dv = get_dv_camera_first_person(&input, &state.camera, + 4.0f, state.dt); + state.camera.pos = v3f_add(state.camera.pos, dv); + + F32 sensitivity = 0.1f; + input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity); + state.camera.yaw += input.mouse_offset.x; + state.camera.pitch += input.mouse_offset.y; + if (state.camera.pitch > 89.0f) + state.camera.pitch = 89.0f; + if (state.camera.pitch < -89.0f) + state.camera.pitch = -89.0f; + + input_update_last_state(&input); + + view = get_view_matrix(&state.camera); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + model = mat4_identity(); + + /* NOTE(pryazha): Render */ + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glEnable(GL_DEPTH_TEST); + glUseProgram(color_shader); + shader_set_mat4fv(color_shader, "proj", proj); + shader_set_mat4fv(color_shader, "view", view); + shader_set_mat4fv(color_shader, "model", model); + mesh_draw(cube); + + glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediate_fbo); + glBlitFramebuffer(0, 0, width, height, + 0, 0, width, height, + GL_COLOR_BUFFER_BIT, GL_NEAREST); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glClearColor(1.0f, 1.0f, 1.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + glUseProgram(screen_shader); + glDisable(GL_DEPTH_TEST); + glBindTexture(GL_TEXTURE_2D, screen_texture); + glBindVertexArray(quad_vao); + glDrawArrays(GL_TRIANGLES, 0, 6); + 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(); + state.dt = current_time-last_time; + last_time = current_time; + } + + arena_release(arena); + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/10.antialiasing/shaders/color.frag b/advanced_opengl/10.antialiasing/shaders/color.frag new file mode 100644 index 0000000..b4a31df --- /dev/null +++ b/advanced_opengl/10.antialiasing/shaders/color.frag @@ -0,0 +1,8 @@ +#version 330 core + +out vec4 frag_color; + +void main(void) +{ + frag_color = vec4(0.76, 0.47, 0.84, 1.0); +} diff --git a/advanced_opengl/10.antialiasing/shaders/color.fs b/advanced_opengl/10.antialiasing/shaders/color.fs deleted file mode 100644 index 542143e..0000000 --- a/advanced_opengl/10.antialiasing/shaders/color.fs +++ /dev/null @@ -1,9 +0,0 @@ -#version 330 core - -out vec4 frag_color; - -void -main(void) -{ - frag_color = vec4(0.76, 0.47, 0.84, 1.0); -} diff --git a/advanced_opengl/10.antialiasing/shaders/color.vert b/advanced_opengl/10.antialiasing/shaders/color.vert new file mode 100644 index 0000000..a8b1247 --- /dev/null +++ b/advanced_opengl/10.antialiasing/shaders/color.vert @@ -0,0 +1,11 @@ +#version 330 core +layout(location = 0) in vec3 apos; + +uniform mat4 proj; +uniform mat4 view; +uniform mat4 model; + +void main(void) +{ + gl_Position = proj*view*model*vec4(apos, 1.0); +} diff --git a/advanced_opengl/10.antialiasing/shaders/color.vs b/advanced_opengl/10.antialiasing/shaders/color.vs deleted file mode 100644 index ade669b..0000000 --- a/advanced_opengl/10.antialiasing/shaders/color.vs +++ /dev/null @@ -1,12 +0,0 @@ -#version 330 core -layout(location = 0) in vec3 apos; - -uniform mat4 projection; -uniform mat4 view; -uniform mat4 model; - -void -main(void) -{ - gl_Position = projection*view*model*vec4(apos, 1.0); -} diff --git a/advanced_opengl/10.antialiasing/shaders/screen.frag b/advanced_opengl/10.antialiasing/shaders/screen.frag new file mode 100644 index 0000000..5ccc843 --- /dev/null +++ b/advanced_opengl/10.antialiasing/shaders/screen.frag @@ -0,0 +1,110 @@ +#version 330 core + +out vec4 frag_color; + +in vec2 tex_coords; + +uniform sampler2D texture1; + +vec4 inversion() +{ + vec4 result = vec4(1.0-vec3(texture(texture1, tex_coords)), 1.0); + return(result); +} + +vec4 grayscale_average() +{ + vec4 tex_color = texture(texture1, tex_coords); + float average = (tex_color.r+tex_color.g+tex_color.b)/3.0; + vec4 result = vec4(average, average, average, 1.0); + return(result); +} + +vec4 grayscale_weights() +{ + vec4 tex_color = texture(texture1, tex_coords); + float average = 0.2126*tex_color.r+0.7152*tex_color.g+0.0722*tex_color.b; + vec4 result = vec4(average, average, average, 1.0); + return(result); +} + +const float offset = 1.0/300.0; + +vec4 kernel_effect(float[9] kernel) +{ + vec2 offsets[9] = vec2[]( + vec2(-offset, offset), /* top-left */ + vec2(0.0, offset), /* top-center */ + vec2(offset, offset), /* top-right */ + vec2(-offset, 0.0), /* center-left */ + vec2(0.0, 0.0), /* center-center */ + vec2(offset, 0.0), /* center-right */ + vec2(-offset, -offset), /* bottom-left */ + vec2(0.0, -offset), /* bottom-center */ + vec2(offset, -offset) /* bottom-right */ + ); + + vec3 sample_texture[9]; + for (int i = 0; i < 9; ++i) + sample_texture[i] = vec3(texture(texture1, tex_coords+offsets[i])); + + vec3 color = vec3(0.0); + for (int i = 0; i < 9; ++i) + color += sample_texture[i]*kernel[i]; + + return(vec4(color, 1.0)); +} + +void +main(void) +{ + float strange_kernel[9] = float[]( + -1, -1, -1, + -1, 9, -1, + -1, -1, -1 + ); + + float gaussian_blur_kernel[9] = float[]( + 1.0/16.0, 2.0/16.0, 1.0/16.0, + 2.0/16.0, 4.0/16.0, 2.0/16.0, + 1.0/16.0, 2.0/16.0, 1.0/16.0 + ); + + float box_blur_kernel[9] = float[]( + 1.0/9.0, 1.0/9.0, 1.0/9.0, + 1.0/9.0, 1.0/9.0, 1.0/9.0, + 1.0/9.0, 1.0/9.0, 1.0/9.0 + ); + + float edge_detection_kernel[9] = float[]( + 1.0, 1.0, 1.0, + 1.0, -8.0, 1.0, + 1.0, 1.0, 1.0 + ); + + float sharpening_kernel[9] = float[]( + 0.0, -1.0, 0.0, + -1.0, 5.0, -1.0, + 0.0, -1.0, 0.0 + ); + + float sobel_kernel_vertical[9] = float[]( + -1.0, 0.0, 1.0, + -2.0, 0.0, 2.0, + -1.0, 0.0, 0.0 + ); + float sobel_kernel_horizontal[9] = float[]( + -1.0, -2.0, -1.0, + 0.0, 0.0, 0.0, + 1.0, 2.0, 1.0 + ); + + float funny_kernel[9] = float[]( + 1.0, 1.0, 1.0, + 1.0, -4.0, 1.0, + 1.0, 1.0, 1.0 + ); + + frag_color = kernel_effect(funny_kernel); + frag_color *= vec4(0.76, 0.47, 0.84, 1.0); +} diff --git a/advanced_opengl/10.antialiasing/shaders/screen.fs b/advanced_opengl/10.antialiasing/shaders/screen.fs deleted file mode 100644 index 183d490..0000000 --- a/advanced_opengl/10.antialiasing/shaders/screen.fs +++ /dev/null @@ -1,119 +0,0 @@ -#version 330 core - -out vec4 frag_color; - -in vec2 tex_coords; - -uniform sampler2D texture1; - -vec4 -inversion() -{ - vec4 result = vec4(1.0-vec3(texture(texture1, tex_coords)), 1.0); - return(result); -} - -vec4 -grayscale_average() -{ - vec4 tex_color = texture(texture1, tex_coords); - float average = (tex_color.r+tex_color.g+tex_color.b)/3.0; - vec4 result = vec4(average, average, average, 1.0); - return(result); -} - -vec4 -grayscale_weights() -{ - vec4 tex_color = texture(texture1, tex_coords); - float average = 0.2126*tex_color.r+0.7152*tex_color.g+0.0722*tex_color.b; - vec4 result = vec4(average, average, average, 1.0); - return(result); -} - -const float offset = 1.0/300.0; - -vec4 -kernel_effect(float[9] kernel) -{ - vec2 offsets[9] = vec2[]( - vec2(-offset, offset), /* top-left */ - vec2(0.0, offset), /* top-center */ - vec2(offset, offset), /* top-right */ - vec2(-offset, 0.0), /* center-left */ - vec2(0.0, 0.0), /* center-center */ - vec2(offset, 0.0), /* center-right */ - vec2(-offset, -offset), /* bottom-left */ - vec2(0.0, -offset), /* bottom-center */ - vec2(offset, -offset) /* bottom-right */ - ); - - vec3 sample_texture[9]; - for (int offset_index = 0; - offset_index < 9; - ++offset_index) - { - sample_texture[offset_index] = - vec3(texture(texture1, tex_coords+offsets[offset_index])); - } - - vec3 color = vec3(0.0); - for (int i = 0; i < 9; ++i) - color += sample_texture[i]*kernel[i]; - - return(vec4(color, 1.0)); -} - -void -main(void) -{ - float strange_kernel[9] = float[]( - -1, -1, -1, - -1, 9, -1, - -1, -1, -1 - ); - - float gaussian_blur_kernel[9] = float[]( - 1.0/16.0, 2.0/16.0, 1.0/16.0, - 2.0/16.0, 4.0/16.0, 2.0/16.0, - 1.0/16.0, 2.0/16.0, 1.0/16.0 - ); - - float box_blur_kernel[9] = float[]( - 1.0/9.0, 1.0/9.0, 1.0/9.0, - 1.0/9.0, 1.0/9.0, 1.0/9.0, - 1.0/9.0, 1.0/9.0, 1.0/9.0 - ); - - float edge_detection_kernel[9] = float[]( - 1.0, 1.0, 1.0, - 1.0, -8.0, 1.0, - 1.0, 1.0, 1.0 - ); - - float sharpening_kernel[9] = float[]( - 0.0, -1.0, 0.0, - -1.0, 5.0, -1.0, - 0.0, -1.0, 0.0 - ); - - float sobel_kernel_vertical[9] = float[]( - -1.0, 0.0, 1.0, - -2.0, 0.0, 2.0, - -1.0, 0.0, 0.0 - ); - float sobel_kernel_horizontal[9] = float[]( - -1.0, -2.0, -1.0, - 0.0, 0.0, 0.0, - 1.0, 2.0, 1.0 - ); - - float funny_kernel[9] = float[]( - 1.0, 1.0, 1.0, - 1.0, -4.0, 1.0, - 1.0, 1.0, 1.0 - ); - - frag_color = kernel_effect(funny_kernel); - frag_color *= vec4(0.76, 0.47, 0.84, 1.0); -} diff --git a/advanced_opengl/10.antialiasing/shaders/screen.vert b/advanced_opengl/10.antialiasing/shaders/screen.vert new file mode 100644 index 0000000..e473ddd --- /dev/null +++ b/advanced_opengl/10.antialiasing/shaders/screen.vert @@ -0,0 +1,11 @@ +#version 330 core +layout(location = 0) in vec3 apos; +layout(location = 1) in vec2 atex_coords; + +out vec2 tex_coords; + +void main(void) +{ + gl_Position = vec4(apos, 1.0); + tex_coords = atex_coords; +} diff --git a/advanced_opengl/10.antialiasing/shaders/screen.vs b/advanced_opengl/10.antialiasing/shaders/screen.vs deleted file mode 100644 index 1f233ee..0000000 --- a/advanced_opengl/10.antialiasing/shaders/screen.vs +++ /dev/null @@ -1,12 +0,0 @@ -#version 330 core -layout(location = 0) in vec3 apos; -layout(location = 1) in vec2 atex_coords; - -out vec2 tex_coords; - -void -main(void) -{ - gl_Position = vec4(apos, 1.0); - tex_coords = atex_coords; -} diff --git a/advanced_opengl/2.stencil/shaders/outline.frag b/advanced_opengl/2.stencil/shaders/outline.frag new file mode 100644 index 0000000..b4a31df --- /dev/null +++ b/advanced_opengl/2.stencil/shaders/outline.frag @@ -0,0 +1,8 @@ +#version 330 core + +out vec4 frag_color; + +void main(void) +{ + frag_color = vec4(0.76, 0.47, 0.84, 1.0); +} diff --git a/advanced_opengl/2.stencil/shaders/outline.fs b/advanced_opengl/2.stencil/shaders/outline.fs deleted file mode 100644 index 542143e..0000000 --- a/advanced_opengl/2.stencil/shaders/outline.fs +++ /dev/null @@ -1,9 +0,0 @@ -#version 330 core - -out vec4 frag_color; - -void -main(void) -{ - frag_color = vec4(0.76, 0.47, 0.84, 1.0); -} diff --git a/advanced_opengl/2.stencil/shaders/stencil.frag b/advanced_opengl/2.stencil/shaders/stencil.frag new file mode 100644 index 0000000..ff7dd9b --- /dev/null +++ b/advanced_opengl/2.stencil/shaders/stencil.frag @@ -0,0 +1,13 @@ +#version 330 core + +out vec4 frag_color; + +in vec2 tex_coords; + +uniform sampler2D our_texture; + +void +main(void) +{ + frag_color = texture(our_texture, tex_coords); +} diff --git a/advanced_opengl/2.stencil/shaders/stencil.fs b/advanced_opengl/2.stencil/shaders/stencil.fs deleted file mode 100644 index ff7dd9b..0000000 --- a/advanced_opengl/2.stencil/shaders/stencil.fs +++ /dev/null @@ -1,13 +0,0 @@ -#version 330 core - -out vec4 frag_color; - -in vec2 tex_coords; - -uniform sampler2D our_texture; - -void -main(void) -{ - frag_color = texture(our_texture, tex_coords); -} diff --git a/advanced_opengl/2.stencil/shaders/stencil.vert b/advanced_opengl/2.stencil/shaders/stencil.vert new file mode 100644 index 0000000..68b8fe2 --- /dev/null +++ b/advanced_opengl/2.stencil/shaders/stencil.vert @@ -0,0 +1,15 @@ +#version 330 core +layout(location = 0) in vec3 apos; +layout(location = 1) in vec2 atex_coords; + +uniform mat4 model; +uniform mat4 view; +uniform mat4 proj; + +out vec2 tex_coords; + +void main(void) +{ + gl_Position = proj*view*model*vec4(apos, 1.0); + tex_coords = atex_coords; +} diff --git a/advanced_opengl/2.stencil/shaders/stencil.vs b/advanced_opengl/2.stencil/shaders/stencil.vs deleted file mode 100644 index 62e71a2..0000000 --- a/advanced_opengl/2.stencil/shaders/stencil.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, 1.0); - tex_coords = atex_coords; -} diff --git a/advanced_opengl/2.stencil/stencil b/advanced_opengl/2.stencil/stencil index eb4eac5..a20d0bb 100755 Binary files a/advanced_opengl/2.stencil/stencil and b/advanced_opengl/2.stencil/stencil differ diff --git a/advanced_opengl/2.stencil/stencil.c b/advanced_opengl/2.stencil/stencil.c index 9f45048..3b01f5b 100644 --- a/advanced_opengl/2.stencil/stencil.c +++ b/advanced_opengl/2.stencil/stencil.c @@ -2,298 +2,212 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include +int main(void) +{ + GLFWwindow *window; + State state; + S32 width, height; + Input input; -#define WIDTH 1280 -#define HEIGHT 720 + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } -static V3F camera_pos; -static F32 dt; -static Input input; + width = 1024; + height = 768; -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; - } -} + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(width, height, "Stencil testing", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } -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, "Stencil 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_STENCIL_TEST); - glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); - - U32 shader = create_shader_program("shaders/stencil.vs", "shaders/stencil.fs"); - U32 outline_shader = create_shader_program("shaders/stencil.vs", "shaders/outline.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 | GL_STENCIL_BUFFER_BIT); - - /* NOTE(pryazha): Update stencil buffer with ones while drawing the cubes */ - glStencilFunc(GL_ALWAYS, 1, 0xFF); - glStencilMask(0xFF); - - MAT4 model, view, projection; - 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); - shader_set_mat4fv(shader, "view", view); - 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); - } - - /* NOTE(pryazha): Don't update stencil buffer while drawing the floor */ - glStencilMask(0x00); - - glBindTexture(GL_TEXTURE_2D, metal_texture); - model = transform_apply(platform_position); - shader_set_mat4fv(shader, "model", model); - glDrawArrays(GL_TRIANGLES, 0, 36); - - glStencilFunc(GL_NOTEQUAL, 1, 0xFF); - glStencilMask(0x00); - glDisable(GL_DEPTH_TEST); - - glUseProgram(outline_shader); - shader_set_mat4fv(outline_shader, "view", view); - shader_set_mat4fv(outline_shader, "projection", projection); - - for (S32 transform_index = 0; - transform_index < (S32)ArrayCount(cube_positions); - ++transform_index) - { - Transform transform = cube_positions[transform_index]; - transform = transform_scale(transform, v3f(1.1f, 1.1f, 1.1f)); - shader_set_mat4fv(outline_shader, "model", transform_apply(transform)); - glDrawArrays(GL_TRIANGLES, 0, 36); - } - - glStencilMask(0xFF); - glStencilFunc(GL_ALWAYS, 1, 0xFF); - glEnable(GL_DEPTH_TEST); - - 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); + glfwMakeContextCurrent(window); + + if (glewInit() != GLEW_OK) { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + glEnable(GL_DEPTH_TEST); + glEnable(GL_STENCIL_TEST); + glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + + U32 shader = create_shader_program("shaders/stencil.vert", "shaders/stencil.frag"); + U32 outline_shader = create_shader_program("shaders/stencil.vert", "shaders/outline.frag"); + 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)) + }; + + V3F platform_pos = v3f(10.0f, 0.2f, 10.0f); + V3F platform_scale = v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f); + Transform platform_transform = transform_make_scale_translate(platform_pos, + platform_scale); + + 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); + + state.camera = (Camera) { + v3f(0.0f, 0.0f, 3.0f), + 90.0f, 0.1f, 100.0f, + 0.0f, 0.0f + }; + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + process_glfw_keyboard(window, &input); + glfwGetFramebufferSize(window, &width, &height); + + /* INFO(pryazha): Update */ + V3F target = v3f_zero(); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + V3F dv = get_dv_camera_orbital(&input, state.camera.pos, + target, state.dt, 3.0f); + state.camera.pos = v3f_add(state.camera.pos, dv); + + input_update_last_state(&input); + + /* INFO(pryazha): Render */ + MAT4 model, view, proj; + view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f)); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + + glViewport(0, 0, width, height); + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + + /* NOTE(pryazha): Update stencil buffer with ones while drawing the cubes */ + glStencilFunc(GL_ALWAYS, 1, 0xFF); + glStencilMask(0xFF); + + glUseProgram(shader); + shader_set_mat4fv(shader, "view", view); + shader_set_mat4fv(shader, "proj", proj); + glBindTexture(GL_TEXTURE_2D, marble_texture); + glBindVertexArray(VAO); + for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) { + model = transform_apply(cube_positions[i]); + shader_set_mat4fv(shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + + /* NOTE(pryazha): Don't update stencil buffer while drawing the floor */ + glStencilMask(0x00); + + glBindTexture(GL_TEXTURE_2D, metal_texture); + model = transform_apply(platform_transform); + shader_set_mat4fv(shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + + glStencilFunc(GL_NOTEQUAL, 1, 0xFF); + glStencilMask(0x00); + glDisable(GL_DEPTH_TEST); + + glUseProgram(outline_shader); + shader_set_mat4fv(outline_shader, "view", view); + shader_set_mat4fv(outline_shader, "proj", proj); + for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) { + Transform transform = cube_positions[i]; + transform = transform_scale(transform, v3f(1.1f, 1.1f, 1.1f)); + model = transform_apply(transform); + shader_set_mat4fv(outline_shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + + glStencilMask(0xFF); + glStencilFunc(GL_ALWAYS, 1, 0xFF); + glEnable(GL_DEPTH_TEST); + + 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(); + state.dt = current_time-last_time; + last_time = current_time; + } + + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/3.blending/blending b/advanced_opengl/3.blending/blending index 40fe12a..c7a5ea0 100755 Binary files a/advanced_opengl/3.blending/blending and b/advanced_opengl/3.blending/blending differ diff --git a/advanced_opengl/3.blending/blending.c b/advanced_opengl/3.blending/blending.c index 9ac92ea..8142ab3 100644 --- a/advanced_opengl/3.blending/blending.c +++ b/advanced_opengl/3.blending/blending.c @@ -2,372 +2,277 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include +int main(void) +{ + GLFWwindow *window; + State state; + S32 width, height; + Input input; -#define WIDTH 1280 -#define HEIGHT 720 + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } -static V3F camera_pos; -static F32 dt; -static Input input; + width = 1024; + height = 768; -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; - } -} + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(width, height, "Stencil testing", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } -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, "Blending", 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_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - U32 shader = create_shader_program("shaders/blending.vs", "shaders/blending.fs"); - U32 grass_shader = create_shader_program("shaders/blending.vs", "shaders/grass.fs"); - U32 marble_texture = load_texture("../../data/textures/marble.jpg"); - U32 metal_texture = load_texture("../../data/textures/metal.png"); - U32 grass_texture = load_texture("../../data/textures/grass.png"); - U32 window_texture = load_texture("../../data/textures/window.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, -4.0f*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 cube_vao, quad_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); - - F32 quad_side = 1.0f; - F32 quad_vertices[] = { - /* NOTE(pryazha): left top triangle */ - -quad_side/2.0f, 0.0f, 0.0f, 0.0f, 0.0f, - -quad_side/2.0f, quad_side, 0.0f, 0.0f, 1.0f, - quad_side/2.0f, quad_side, 0.0f, 1.0f, 1.0f, - - /* NOTE(pryazha): right bottom triangle */ - -quad_side/2.0f, 0.0f, 0.0f, 0.0f, 0.0f, - quad_side/2.0f, quad_side, 0.0f, 1.0f, 1.0f, - quad_side/2.0f, 0.0f, 0.0f, 1.0f, 0.0f - }; - - glGenVertexArrays(1, &quad_vao); - glBindVertexArray(quad_vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_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); - - Transform grass_positions[] = { - transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(1.0f, -0.5f, 0.0f)), - transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-1.5f, -0.5f, 2.0f)), - transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, -0.5f, -1.0f)), - transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(3.0f, -0.5f, 1.0f)), - transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-2.0f, -0.5f, -3.0f)) - }; - - Transform window_transforms[] = { - transform_make_translate(v3f(0.0f, -0.5f, a+0.1f)), - transform_make_translate(v3f(0.0f, -0.5f, 2.0f)), - transform_make_translate(v3f(1.0f, -0.5f, -1.0f)), - transform_make_translate(v3f(-2.0f, -0.5f, 0.5f)), - transform_make_translate(v3f(-3.0f, -0.5f, -3.0f)), - transform_make_translate(v3f(3.0f, -0.5f, 0.2)), - }; - - F32 angle = 0.0f; - for (S32 window_index = 0; - window_index < (S32)ArrayCount(window_transforms); - ++window_index) - { - Transform *transform = window_transforms+window_index; - *transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f)); - angle += 30.0f; - } - - 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); - - Transform sorted_window_transforms[ArrayCount(window_transforms)]; - MemoryCopyArray(sorted_window_transforms, window_transforms); - for (S32 i = 0; i < (S32)ArrayCount(sorted_window_transforms); ++i) { - for (S32 pos_index = 1; - pos_index < (S32)ArrayCount(sorted_window_transforms); - ++pos_index) - { - F32 distance_left = v3f_length(v3f_sub(sorted_window_transforms[pos_index-1].translate, camera_pos)); - F32 distance_right = v3f_length(v3f_sub(sorted_window_transforms[pos_index].translate, camera_pos)); - if (distance_left < distance_right) { - Transform temp = sorted_window_transforms[pos_index]; - sorted_window_transforms[pos_index] = sorted_window_transforms[pos_index-1]; - sorted_window_transforms[pos_index-1] = temp; - } - } - } - - /* 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; - 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); - shader_set_mat4fv(shader, "view", view); - shader_set_mat4fv(shader, "projection", projection); - - glBindTexture(GL_TEXTURE_2D, marble_texture); - glBindVertexArray(cube_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); - - glUseProgram(grass_shader); - glBindTexture(GL_TEXTURE_2D, grass_texture); - shader_set_mat4fv(shader, "view", view); - shader_set_mat4fv(shader, "projection", projection); - glBindVertexArray(quad_vao); - - F32 angle = 0.0f; - for (S32 transform_index = 0; - transform_index < (S32)ArrayCount(grass_positions); - ++transform_index) - { - Transform *transform = grass_positions+transform_index; - Transform new_transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f)); - shader_set_mat4fv(shader, "model", transform_apply(new_transform)); - glDrawArrays(GL_TRIANGLES, 0, 6); - angle += 30.0f; - } - - glUseProgram(shader); - glBindTexture(GL_TEXTURE_2D, window_texture); - shader_set_mat4fv(shader, "view", view); - shader_set_mat4fv(shader, "projection", projection); - for (S32 window_index = 0; - window_index < (S32)ArrayCount(sorted_window_transforms); - ++window_index) - { - MAT4 model = transform_apply(sorted_window_transforms[window_index]); - shader_set_mat4fv(shader, "model", model); - glDrawArrays(GL_TRIANGLES, 0, 6); - } - - 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); + glfwMakeContextCurrent(window); + + if (glewInit() != GLEW_OK) { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + glEnable(GL_DEPTH_TEST); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + U32 shader = create_shader_program("shaders/blending.vert", "shaders/blending.frag"); + U32 grass_shader = create_shader_program("shaders/blending.vert", "shaders/grass.frag"); + U32 marble_texture = load_texture("../../data/textures/marble.jpg"); + U32 metal_texture = load_texture("../../data/textures/metal.png"); + U32 grass_texture = load_texture("../../data/textures/grass.png"); + U32 window_texture = load_texture("../../data/textures/window.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, -4.0f*a)) + }; + + V3F platform_pos = v3f(10.0f, 0.2f, 10.0f); + V3F platform_scale = v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f); + Transform platform_transform = transform_make_scale_translate(platform_pos, + platform_scale); + + U32 cube_vao, quad_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); + + F32 quad_side = 1.0f; + F32 quad_vertices[] = { + /* NOTE(pryazha): left top triangle */ + -quad_side/2.0f, 0.0f, 0.0f, 0.0f, 0.0f, + -quad_side/2.0f, quad_side, 0.0f, 0.0f, 1.0f, + quad_side/2.0f, quad_side, 0.0f, 1.0f, 1.0f, + + /* NOTE(pryazha): right bottom triangle */ + -quad_side/2.0f, 0.0f, 0.0f, 0.0f, 0.0f, + quad_side/2.0f, quad_side, 0.0f, 1.0f, 1.0f, + quad_side/2.0f, 0.0f, 0.0f, 1.0f, 0.0f + }; + + glGenVertexArrays(1, &quad_vao); + glBindVertexArray(quad_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_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); + + Transform grass_positions[] = { + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(1.0f, -0.5f, 0.0f)), + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-1.5f, -0.5f, 2.0f)), + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, -0.5f, -1.0f)), + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(3.0f, -0.5f, 1.0f)), + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-2.0f, -0.5f, -3.0f)) + }; + + Transform window_transforms[] = { + transform_make_translate(v3f(0.0f, -0.5f, a+0.1f)), + transform_make_translate(v3f(0.0f, -0.5f, 2.0f)), + transform_make_translate(v3f(1.0f, -0.5f, -1.0f)), + transform_make_translate(v3f(-2.0f, -0.5f, 0.5f)), + transform_make_translate(v3f(-3.0f, -0.5f, -3.0f)), + transform_make_translate(v3f(3.0f, -0.5f, 0.2)), + }; + + F32 angle = 0.0f; + for (S32 i = 0; i < (S32)ArrayCount(window_transforms); ++i) { + Transform *transform = window_transforms+i; + *transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f)); + angle += 30.0f; + } + + state.camera = (Camera) { + v3f(0.0f, 0.0f, 3.0f), + 90.0f, 0.1f, 100.0f, + 0.0f, 0.0f + }; + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + process_glfw_keyboard(window, &input); + glfwGetFramebufferSize(window, &width, &height); + + /* INFO(pryazha): Update */ + V3F target = v3f_zero(); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + V3F dv = get_dv_camera_orbital(&input, state.camera.pos, + target, state.dt, 3.0f); + state.camera.pos = v3f_add(state.camera.pos, dv); + + input_update_last_state(&input); + + Transform sorted[ArrayCount(window_transforms)]; + MemoryCopyArray(sorted, window_transforms); + for (S32 i = 0; i < (S32)ArrayCount(sorted); ++i) { + for (S32 j = 1; j < (S32)ArrayCount(sorted); ++j) { + F32 dist_left = v3f_length(v3f_sub(sorted[j-1].translate, state.camera.pos)); + F32 dist_right = v3f_length(v3f_sub(sorted[j].translate, state.camera.pos)); + if (dist_left < dist_right) { + Transform temp = sorted[j]; + sorted[j] = sorted[j-1]; + sorted[j-1] = temp; + } + } + } + + /* INFO(pryazha): Render */ + MAT4 model, view, proj; + view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f)); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + + glViewport(0, 0, width, height); + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glUseProgram(shader); + shader_set_mat4fv(shader, "view", view); + shader_set_mat4fv(shader, "proj", proj); + glBindTexture(GL_TEXTURE_2D, marble_texture); + glBindVertexArray(cube_vao); + for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) { + model = transform_apply(cube_positions[i]); + shader_set_mat4fv(shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + + glBindTexture(GL_TEXTURE_2D, metal_texture); + model = transform_apply(platform_transform); + shader_set_mat4fv(shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + + glUseProgram(grass_shader); + glBindTexture(GL_TEXTURE_2D, grass_texture); + shader_set_mat4fv(shader, "view", view); + shader_set_mat4fv(shader, "proj", proj); + glBindVertexArray(quad_vao); + F32 angle = 0.0f; + for (S32 i = 0; i < (S32)ArrayCount(grass_positions); ++i) { + Transform *transform = grass_positions+i; + Transform new_transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f)); + model = transform_apply(new_transform); + shader_set_mat4fv(shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 6); + angle += 30.0f; + } + + glUseProgram(shader); + glBindTexture(GL_TEXTURE_2D, window_texture); + shader_set_mat4fv(shader, "view", view); + shader_set_mat4fv(shader, "proj", proj); + for (S32 i = 0; i < (S32)ArrayCount(sorted); ++i) { + MAT4 model = transform_apply(sorted[i]); + shader_set_mat4fv(shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 6); + } + 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(); + state.dt = current_time-last_time; + last_time = current_time; + } + + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/3.blending/shaders/blending.frag b/advanced_opengl/3.blending/shaders/blending.frag new file mode 100644 index 0000000..71892a7 --- /dev/null +++ b/advanced_opengl/3.blending/shaders/blending.frag @@ -0,0 +1,12 @@ +#version 330 core + +out vec4 frag_color; + +in vec2 tex_coords; + +uniform sampler2D texture1; + +void main(void) +{ + frag_color = texture(texture1, tex_coords); +} diff --git a/advanced_opengl/3.blending/shaders/blending.fs b/advanced_opengl/3.blending/shaders/blending.fs deleted file mode 100644 index f58c5d3..0000000 --- a/advanced_opengl/3.blending/shaders/blending.fs +++ /dev/null @@ -1,13 +0,0 @@ -#version 330 core - -out vec4 frag_color; - -in vec2 tex_coords; - -uniform sampler2D texture1; - -void -main(void) -{ - frag_color = texture(texture1, tex_coords); -} diff --git a/advanced_opengl/3.blending/shaders/blending.vert b/advanced_opengl/3.blending/shaders/blending.vert new file mode 100644 index 0000000..68b8fe2 --- /dev/null +++ b/advanced_opengl/3.blending/shaders/blending.vert @@ -0,0 +1,15 @@ +#version 330 core +layout(location = 0) in vec3 apos; +layout(location = 1) in vec2 atex_coords; + +uniform mat4 model; +uniform mat4 view; +uniform mat4 proj; + +out vec2 tex_coords; + +void main(void) +{ + gl_Position = proj*view*model*vec4(apos, 1.0); + tex_coords = atex_coords; +} diff --git a/advanced_opengl/3.blending/shaders/blending.vs b/advanced_opengl/3.blending/shaders/blending.vs deleted file mode 100644 index 62e71a2..0000000 --- a/advanced_opengl/3.blending/shaders/blending.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, 1.0); - tex_coords = atex_coords; -} diff --git a/advanced_opengl/3.blending/shaders/grass.frag b/advanced_opengl/3.blending/shaders/grass.frag new file mode 100644 index 0000000..85c806f --- /dev/null +++ b/advanced_opengl/3.blending/shaders/grass.frag @@ -0,0 +1,15 @@ +#version 330 core + +out vec4 frag_color; + +in vec2 tex_coords; + +uniform sampler2D texture1; + +void main(void) +{ + vec4 tex_color = texture(texture1, tex_coords); + if (tex_color.a <= 0.2) + discard; + frag_color = tex_color; +} diff --git a/advanced_opengl/3.blending/shaders/grass.fs b/advanced_opengl/3.blending/shaders/grass.fs deleted file mode 100644 index cecb0ce..0000000 --- a/advanced_opengl/3.blending/shaders/grass.fs +++ /dev/null @@ -1,17 +0,0 @@ -#version 330 core - -out vec4 frag_color; - -in vec2 tex_coords; - -uniform sampler2D texture1; - -void -main(void) -{ - vec4 tex_color = texture(texture1, tex_coords); - if (tex_color.a <= 0.2) { - discard; - } - frag_color = tex_color; -} diff --git a/advanced_opengl/4.face_culling/face_culling b/advanced_opengl/4.face_culling/face_culling index eb6e3e9..c00eeaa 100755 Binary files a/advanced_opengl/4.face_culling/face_culling and b/advanced_opengl/4.face_culling/face_culling differ diff --git a/advanced_opengl/4.face_culling/face_culling.c b/advanced_opengl/4.face_culling/face_culling.c index 9769b53..c3a31c0 100644 --- a/advanced_opengl/4.face_culling/face_culling.c +++ b/advanced_opengl/4.face_culling/face_culling.c @@ -2,305 +2,234 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include +int main(void) +{ + GLFWwindow *window; + State state; + S32 width, height; + Input input; -#define WIDTH 1280 -#define HEIGHT 720 + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } -static V3F camera_pos; -static F32 dt; -static Input input; + width = 1024; + height = 768; -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; - } -} + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(width, height, "Face culling", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } -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, "Face culling", 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); + glfwMakeContextCurrent(window); + + 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.vert", + "shaders/face_culling.frag"); + + 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(); + + state.camera = (Camera) { + v3f(0.0f, 0.0f, 3.0f), + 90.0f, 0.1f, 100.0f, + 0.0f, 0.0f + }; + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + + F32 d_angle = 45.0f; + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + process_glfw_keyboard(window, &input); + glfwGetFramebufferSize(window, &width, &height); + + /* INFO(pryazha): update */ + V3F target = v3f_zero(); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + V3F dv = get_dv_camera_orbital(&input, state.camera.pos, + target, state.dt, 3.0f); + state.camera.pos = v3f_add(state.camera.pos, dv); + + input_update_last_state(&input); + + /* INFO(pryazha): Render */ + MAT4 model, view, proj; + view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f)); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + cube_transform = transform_rotate(cube_transform, + v3f(0.0f, d_angle*state.dt, 0.0f)); + model = transform_apply(cube_transform); + + glViewport(0, 0, width, height); + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glUseProgram(shader); + glBindTexture(GL_TEXTURE_2D, grid_texture); + shader_set_mat4fv(shader, "model", model); + shader_set_mat4fv(shader, "view", view); + shader_set_mat4fv(shader, "proj", proj); + glBindVertexArray(cube_vao); + 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(); + state.dt = current_time-last_time; + last_time = current_time; + } + + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/4.face_culling/shaders/face_culling.frag b/advanced_opengl/4.face_culling/shaders/face_culling.frag new file mode 100644 index 0000000..71892a7 --- /dev/null +++ b/advanced_opengl/4.face_culling/shaders/face_culling.frag @@ -0,0 +1,12 @@ +#version 330 core + +out vec4 frag_color; + +in vec2 tex_coords; + +uniform sampler2D texture1; + +void main(void) +{ + frag_color = texture(texture1, tex_coords); +} diff --git a/advanced_opengl/4.face_culling/shaders/face_culling.fs b/advanced_opengl/4.face_culling/shaders/face_culling.fs deleted file mode 100644 index f58c5d3..0000000 --- a/advanced_opengl/4.face_culling/shaders/face_culling.fs +++ /dev/null @@ -1,13 +0,0 @@ -#version 330 core - -out vec4 frag_color; - -in vec2 tex_coords; - -uniform sampler2D texture1; - -void -main(void) -{ - frag_color = texture(texture1, tex_coords); -} diff --git a/advanced_opengl/4.face_culling/shaders/face_culling.vert b/advanced_opengl/4.face_culling/shaders/face_culling.vert new file mode 100644 index 0000000..68b8fe2 --- /dev/null +++ b/advanced_opengl/4.face_culling/shaders/face_culling.vert @@ -0,0 +1,15 @@ +#version 330 core +layout(location = 0) in vec3 apos; +layout(location = 1) in vec2 atex_coords; + +uniform mat4 model; +uniform mat4 view; +uniform mat4 proj; + +out vec2 tex_coords; + +void main(void) +{ + gl_Position = proj*view*model*vec4(apos, 1.0); + tex_coords = atex_coords; +} diff --git a/advanced_opengl/4.face_culling/shaders/face_culling.vs b/advanced_opengl/4.face_culling/shaders/face_culling.vs deleted file mode 100644 index 62e71a2..0000000 --- a/advanced_opengl/4.face_culling/shaders/face_culling.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, 1.0); - tex_coords = atex_coords; -} diff --git a/advanced_opengl/5.framebuffers/framebuffers b/advanced_opengl/5.framebuffers/framebuffers index a1f7170..4a3d49e 100755 Binary files a/advanced_opengl/5.framebuffers/framebuffers and b/advanced_opengl/5.framebuffers/framebuffers differ diff --git a/advanced_opengl/5.framebuffers/framebuffers.c b/advanced_opengl/5.framebuffers/framebuffers.c index a0523cc..7948a61 100644 --- a/advanced_opengl/5.framebuffers/framebuffers.c +++ b/advanced_opengl/5.framebuffers/framebuffers.c @@ -2,423 +2,336 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include +int main(void) +{ + GLFWwindow *window; + State state; + S32 width, height; + Input input; -#define WIDTH 1024 -#define HEIGHT 768 + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } -static V3F camera_pos; -static F32 dt; -static Input input; + width = 1024; + height = 768; -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; - } -} + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(width, height, "Framebuffers", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } -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, "Framebuffers", 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); - } - - U32 screen_shader = create_shader_program("shaders/screen.vs", "shaders/screen.fs"); - U32 cube_shader = create_shader_program("shaders/cube.vs", "shaders/cube.fs"); - U32 marble_texture = load_texture("../../data/textures/marble.jpg"); - U32 metal_texture = load_texture("../../data/textures/metal.png"); - U32 window_texture = load_texture("../../data/textures/window.png"); - - U32 fbo; - glGenFramebuffers(1, &fbo); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - - U32 texture_colorbuffer; - glGenTextures(1, &texture_colorbuffer); - glBindTexture(GL_TEXTURE_2D, texture_colorbuffer); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glBindTexture(GL_TEXTURE_2D, 0); - - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, - texture_colorbuffer, 0); - - U32 rbo; - glGenRenderbuffers(1, &rbo); - glBindRenderbuffer(GL_RENDERBUFFER, rbo); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, WIDTH, HEIGHT); - glBindRenderbuffer(GL_RENDERBUFFER, 0); - - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, - GL_RENDERBUFFER, rbo); - if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) - fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n"); - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - 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, -4.0f*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 cube_vao, quad_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); - - F32 quad_vertices[] = { - -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, - 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, - 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, - -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, - 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, - -1.0f, 1.0f, 0.0f, 0.0f, 1.0f - }; - - glGenVertexArrays(1, &quad_vao); - glBindVertexArray(quad_vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_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); - - Transform window_transforms[] = { - transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, 0.0f, a+0.1f)), - transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, 0.0f, 2.0f)), - transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(1.0f, 0.0f, -1.0f)), - transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-2.0f, 0.0f, 0.5f)), - transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-3.0f, 0.0f, -3.0f)), - transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(3.0f, 0.0f, 0.2)), - }; - - F32 angle = 0.0f; - for (S32 window_index = 0; - window_index < (S32)ArrayCount(window_transforms); - ++window_index) - { - Transform *transform = window_transforms+window_index; - *transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f)); - angle += 30.0f; - } - - 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(); - - 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); - - Transform sorted_window_transforms[ArrayCount(window_transforms)]; - MemoryCopyArray(sorted_window_transforms, window_transforms); - for (S32 i = 0; i < (S32)ArrayCount(sorted_window_transforms); ++i) { - for (S32 pos_index = 1; - pos_index < (S32)ArrayCount(sorted_window_transforms); - ++pos_index) - { - F32 distance_left = v3f_length(v3f_sub(sorted_window_transforms[pos_index-1].translate, camera_pos)); - F32 distance_right = v3f_length(v3f_sub(sorted_window_transforms[pos_index].translate, camera_pos)); - if (distance_left < distance_right) { - Transform temp = sorted_window_transforms[pos_index]; - sorted_window_transforms[pos_index] = sorted_window_transforms[pos_index-1]; - sorted_window_transforms[pos_index-1] = temp; - } - } - } - - /* INFO(pryazha): Render */ - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glClearColor(0.15f, 0.15f, 0.15f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glEnable(GL_DEPTH_TEST); - MAT4 view, projection; - 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(cube_shader); - shader_set_mat4fv(cube_shader, "view", view); - shader_set_mat4fv(cube_shader, "projection", projection); - glBindTexture(GL_TEXTURE_2D, marble_texture); - glBindVertexArray(cube_vao); - for (S32 transform_index = 0; - transform_index < (S32)ArrayCount(cube_positions); - ++transform_index) - { - shader_set_mat4fv(cube_shader, "model", transform_apply(cube_positions[transform_index])); - glDrawArrays(GL_TRIANGLES, 0, 36); - } - - glBindTexture(GL_TEXTURE_2D, metal_texture); - shader_set_mat4fv(cube_shader, "model", transform_apply(platform_position)); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindVertexArray(0); - - glEnable(GL_BLEND); - glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - glUseProgram(cube_shader); - glBindTexture(GL_TEXTURE_2D, window_texture); - shader_set_mat4fv(cube_shader, "view", view); - shader_set_mat4fv(cube_shader, "projection", projection); - glBindVertexArray(quad_vao); - for (S32 window_index = 0; - window_index < (S32)ArrayCount(sorted_window_transforms); - ++window_index) - { - shader_set_mat4fv(cube_shader, "model", transform_apply(sorted_window_transforms[window_index])); - glDrawArrays(GL_TRIANGLES, 0, 6); - } - glBindVertexArray(0); - glDisable(GL_BLEND); - - glBindFramebuffer(GL_FRAMEBUFFER, 0); - glClearColor(1.0f, 1.0f, 1.0f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT); - glUseProgram(screen_shader); - glDisable(GL_DEPTH_TEST); - glBindTexture(GL_TEXTURE_2D, texture_colorbuffer); - glBindVertexArray(quad_vao); - shader_set_mat4fv(screen_shader, "model", mat4_identity()); - glDrawArrays(GL_TRIANGLES, 0, 6); - glBindVertexArray(0); - - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glClearColor(0.15f, 0.15f, 0.15f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glEnable(GL_DEPTH_TEST); - V3F target = v3f_add(camera_pos, v3f_negate(forward)); - view = look_at(camera_pos, target, v3f(0.0f, 1.0f, 0.0f)); - glUseProgram(cube_shader); - shader_set_mat4fv(cube_shader, "view", view); - shader_set_mat4fv(cube_shader, "projection", projection); - glBindTexture(GL_TEXTURE_2D, marble_texture); - glBindVertexArray(cube_vao); - for (S32 transform_index = 0; - transform_index < (S32)ArrayCount(cube_positions); - ++transform_index) - { - shader_set_mat4fv(cube_shader, "model", transform_apply(cube_positions[transform_index])); - glDrawArrays(GL_TRIANGLES, 0, 36); - } - - glBindTexture(GL_TEXTURE_2D, metal_texture); - shader_set_mat4fv(cube_shader, "model", transform_apply(platform_position)); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindVertexArray(0); - - glEnable(GL_BLEND); - glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - glUseProgram(cube_shader); - glBindTexture(GL_TEXTURE_2D, window_texture); - shader_set_mat4fv(cube_shader, "view", view); - shader_set_mat4fv(cube_shader, "projection", projection); - glBindVertexArray(quad_vao); - for (S32 window_index = 0; - window_index < (S32)ArrayCount(sorted_window_transforms); - ++window_index) - { - shader_set_mat4fv(cube_shader, "model", transform_apply(sorted_window_transforms[window_index])); - glDrawArrays(GL_TRIANGLES, 0, 6); - } - glBindVertexArray(0); - glDisable(GL_BLEND); - - glBindFramebuffer(GL_FRAMEBUFFER, 0); - glUseProgram(screen_shader); - glDisable(GL_DEPTH_TEST); - glBindTexture(GL_TEXTURE_2D, texture_colorbuffer); - glBindVertexArray(quad_vao); - MAT4 model = transform_apply(transform_make_scale_translate(v3f(0.3f, 0.3f, 0.3f), v3f(-0.7f, 0.7f, 0.0f))); - shader_set_mat4fv(screen_shader, "model", model); - glDrawArrays(GL_TRIANGLES, 0, 6); - 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); + glfwMakeContextCurrent(window); + + if (glewInit() != GLEW_OK) { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + U32 screen_shader = create_shader_program("shaders/screen.vert", + "shaders/screen.frag"); + U32 cube_shader = create_shader_program("shaders/cube.vert", + "shaders/cube.frag"); + U32 marble_texture = load_texture("../../data/textures/marble.jpg"); + U32 metal_texture = load_texture("../../data/textures/metal.png"); + U32 window_texture = load_texture("../../data/textures/window.png"); + + U32 fbo, texture_colorbuffer, rbo; + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glGenTextures(1, &texture_colorbuffer); + glBindTexture(GL_TEXTURE_2D, texture_colorbuffer); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glBindTexture(GL_TEXTURE_2D, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, texture_colorbuffer, 0); + glGenRenderbuffers(1, &rbo); + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height); + glBindRenderbuffer(GL_RENDERBUFFER, 0); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, + GL_RENDERBUFFER, rbo); + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) + fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n"); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + 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, -4.0f*a)) + }; + + V3F platform_pos = v3f(10.0f, 0.2f, 10.0f); + V3F platform_scale = v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f); + Transform platform_transform = transform_make_scale_translate(platform_pos, + platform_scale); + U32 cube_vao, quad_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); + + F32 quad_vertices[] = { + -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, + 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, + 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, + -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, + 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, + -1.0f, 1.0f, 0.0f, 0.0f, 1.0f + }; + + glGenVertexArrays(1, &quad_vao); + glBindVertexArray(quad_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_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); + + Transform window_transforms[] = { + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, 0.0f, a+0.1f)), + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, 0.0f, 2.0f)), + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(1.0f, 0.0f, -1.0f)), + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-2.0f, 0.0f, 0.5f)), + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-3.0f, 0.0f, -3.0f)), + transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(3.0f, 0.0f, 0.2)), + }; + + F32 angle = 0.0f; + for (S32 i = 0; i < (S32)ArrayCount(window_transforms); ++i) { + Transform *transform = window_transforms+i; + *transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f)); + angle += 30.0f; + } + + state.camera = (Camera) { + v3f(0.0f, 0.0f, 3.0f), + 90.0f, 0.1f, 100.0f, + 0.0f, 0.0f + }; + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + process_glfw_keyboard(window, &input); + glfwGetFramebufferSize(window, &width, &height); + + /* INFO(pryazha): Update */ + V3F target = v3f_zero(); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + V3F dv = get_dv_camera_orbital(&input, state.camera.pos, + target, state.dt, 3.0f); + state.camera.pos = v3f_add(state.camera.pos, dv); + + input_update_last_state(&input); + + Transform sorted[ArrayCount(window_transforms)]; + MemoryCopyArray(sorted, window_transforms); + for (S32 i = 0; i < (S32)ArrayCount(sorted); ++i) { + for (S32 j = 1; j < (S32)ArrayCount(sorted); ++j) { + F32 dist_left = v3f_length(v3f_sub(sorted[j-1].translate, state.camera.pos)); + F32 dist_right = v3f_length(v3f_sub(sorted[j].translate, state.camera.pos)); + if (dist_left < dist_right) { + Transform temp = sorted[j]; + sorted[j] = sorted[j-1]; + sorted[j-1] = temp; + } + } + } + + /* INFO(pryazha): Render */ + MAT4 model, view, proj; + + view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f)); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glViewport(0, 0, width, height); + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glEnable(GL_DEPTH_TEST); + glUseProgram(cube_shader); + shader_set_mat4fv(cube_shader, "view", view); + shader_set_mat4fv(cube_shader, "proj", proj); + glBindTexture(GL_TEXTURE_2D, marble_texture); + glBindVertexArray(cube_vao); + for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) { + model = transform_apply(cube_positions[i]); + shader_set_mat4fv(cube_shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + + glBindTexture(GL_TEXTURE_2D, metal_texture); + model = transform_apply(platform_transform); + shader_set_mat4fv(cube_shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + + glEnable(GL_BLEND); + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + glUseProgram(cube_shader); + glBindTexture(GL_TEXTURE_2D, window_texture); + shader_set_mat4fv(cube_shader, "view", view); + shader_set_mat4fv(cube_shader, "proj", proj); + glBindVertexArray(quad_vao); + for (S32 i = 0; i < (S32)ArrayCount(sorted); ++i) { + model = transform_apply(sorted[i]); + shader_set_mat4fv(cube_shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 6); + } + glBindVertexArray(0); + glDisable(GL_BLEND); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glViewport(0, 0, width, height); + glClearColor(1.0f, 1.0f, 1.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + glUseProgram(screen_shader); + glDisable(GL_DEPTH_TEST); + glBindTexture(GL_TEXTURE_2D, texture_colorbuffer); + glBindVertexArray(quad_vao); + shader_set_mat4fv(screen_shader, "model", mat4_identity()); + glDrawArrays(GL_TRIANGLES, 0, 6); + glBindVertexArray(0); + + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glViewport(0, 0, width, height); + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glEnable(GL_DEPTH_TEST); + V3F f = v3f(view.m2.x, view.m2.y, view.m2.z); + target = v3f_add(state.camera.pos, v3f_negate(f)); + view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f)); + glUseProgram(cube_shader); + shader_set_mat4fv(cube_shader, "view", view); + shader_set_mat4fv(cube_shader, "proj", proj); + glBindTexture(GL_TEXTURE_2D, marble_texture); + glBindVertexArray(cube_vao); + for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) { + model = transform_apply(cube_positions[i]); + shader_set_mat4fv(cube_shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + + glBindTexture(GL_TEXTURE_2D, metal_texture); + model = transform_apply(platform_transform); + shader_set_mat4fv(cube_shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + + glEnable(GL_BLEND); + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + glUseProgram(cube_shader); + glBindTexture(GL_TEXTURE_2D, window_texture); + shader_set_mat4fv(cube_shader, "view", view); + shader_set_mat4fv(cube_shader, "proj", proj); + glBindVertexArray(quad_vao); + for (S32 i = 0; i < (S32)ArrayCount(sorted); ++i) { + model = transform_apply(sorted[i]); + shader_set_mat4fv(cube_shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 6); + } + glBindVertexArray(0); + glDisable(GL_BLEND); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glViewport(0, 0, width, height); + glUseProgram(screen_shader); + glDisable(GL_DEPTH_TEST); + glBindTexture(GL_TEXTURE_2D, texture_colorbuffer); + glBindVertexArray(quad_vao); + model = transform_apply(transform_make_scale_translate(v3f(0.3f, 0.3f, 0.3f), v3f(-0.7f, 0.7f, 0.0f))); + shader_set_mat4fv(screen_shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 6); + 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(); + state.dt = current_time-last_time; + last_time = current_time; + } + + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/5.framebuffers/shaders/cube.frag b/advanced_opengl/5.framebuffers/shaders/cube.frag new file mode 100644 index 0000000..71892a7 --- /dev/null +++ b/advanced_opengl/5.framebuffers/shaders/cube.frag @@ -0,0 +1,12 @@ +#version 330 core + +out vec4 frag_color; + +in vec2 tex_coords; + +uniform sampler2D texture1; + +void main(void) +{ + frag_color = texture(texture1, tex_coords); +} diff --git a/advanced_opengl/5.framebuffers/shaders/cube.fs b/advanced_opengl/5.framebuffers/shaders/cube.fs deleted file mode 100644 index f58c5d3..0000000 --- a/advanced_opengl/5.framebuffers/shaders/cube.fs +++ /dev/null @@ -1,13 +0,0 @@ -#version 330 core - -out vec4 frag_color; - -in vec2 tex_coords; - -uniform sampler2D texture1; - -void -main(void) -{ - frag_color = texture(texture1, tex_coords); -} diff --git a/advanced_opengl/5.framebuffers/shaders/cube.vert b/advanced_opengl/5.framebuffers/shaders/cube.vert new file mode 100644 index 0000000..2436f35 --- /dev/null +++ b/advanced_opengl/5.framebuffers/shaders/cube.vert @@ -0,0 +1,16 @@ +#version 330 core + +layout(location = 0) in vec3 apos; +layout(location = 1) in vec2 atex_coords; + +uniform mat4 model; +uniform mat4 view; +uniform mat4 proj; + +out vec2 tex_coords; + +void main(void) +{ + gl_Position = proj*view*model*vec4(apos, 1.0); + tex_coords = atex_coords; +} diff --git a/advanced_opengl/5.framebuffers/shaders/cube.vs b/advanced_opengl/5.framebuffers/shaders/cube.vs deleted file mode 100644 index aea5c2c..0000000 --- a/advanced_opengl/5.framebuffers/shaders/cube.vs +++ /dev/null @@ -1,17 +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, 1.0); - tex_coords = atex_coords; -} diff --git a/advanced_opengl/5.framebuffers/shaders/screen.frag b/advanced_opengl/5.framebuffers/shaders/screen.frag new file mode 100644 index 0000000..234b3fc --- /dev/null +++ b/advanced_opengl/5.framebuffers/shaders/screen.frag @@ -0,0 +1,109 @@ +#version 330 core + +out vec4 frag_color; + +in vec2 tex_coords; + +uniform sampler2D texture1; + +vec4 inversion() +{ + vec4 result = vec4(1.0-vec3(texture(texture1, tex_coords)), 1.0); + return(result); +} + +vec4 grayscale_average() +{ + vec4 tex_color = texture(texture1, tex_coords); + float average = (tex_color.r+tex_color.g+tex_color.b)/3.0; + vec4 result = vec4(average, average, average, 1.0); + return(result); +} + +vec4 grayscale_weights() +{ + vec4 tex_color = texture(texture1, tex_coords); + float average = 0.2126*tex_color.r+0.7152*tex_color.g+0.0722*tex_color.b; + vec4 result = vec4(average, average, average, 1.0); + return(result); +} + +const float offset = 1.0/300.0; + +vec4 kernel_effect(float[9] kernel) +{ + vec2 offsets[9] = vec2[]( + vec2(-offset, offset), /* top-left */ + vec2(0.0, offset), /* top-center */ + vec2(offset, offset), /* top-right */ + vec2(-offset, 0.0), /* center-left */ + vec2(0.0, 0.0), /* center-center */ + vec2(offset, 0.0), /* center-right */ + vec2(-offset, -offset), /* bottom-left */ + vec2(0.0, -offset), /* bottom-center */ + vec2(offset, -offset) /* bottom-right */ + ); + + vec3 sample_texture[9]; + for (int i = 0; i < 9; ++i) + sample_texture[i] = vec3(texture(texture1, tex_coords+offsets[i])); + + vec3 color = vec3(0.0); + for (int i = 0; i < 9; ++i) + color += sample_texture[i]*kernel[i]; + + return(vec4(color, 1.0)); +} + +void main(void) +{ + float strange_kernel[9] = float[]( + -1, -1, -1, + -1, 9, -1, + -1, -1, -1 + ); + + float gaussian_blur_kernel[9] = float[]( + 1.0/16.0, 2.0/16.0, 1.0/16.0, + 2.0/16.0, 4.0/16.0, 2.0/16.0, + 1.0/16.0, 2.0/16.0, 1.0/16.0 + ); + + float box_blur_kernel[9] = float[]( + 1.0/9.0, 1.0/9.0, 1.0/9.0, + 1.0/9.0, 1.0/9.0, 1.0/9.0, + 1.0/9.0, 1.0/9.0, 1.0/9.0 + ); + + float edge_detection_kernel[9] = float[]( + 1.0, 1.0, 1.0, + 1.0, -8.0, 1.0, + 1.0, 1.0, 1.0 + ); + + float sharpening_kernel[9] = float[]( + 0.0, -1.0, 0.0, + -1.0, 5.0, -1.0, + 0.0, -1.0, 0.0 + ); + + float sobel_kernel_vertical[9] = float[]( + -1.0, 0.0, 1.0, + -2.0, 0.0, 2.0, + -1.0, 0.0, 0.0 + ); + float sobel_kernel_horizontal[9] = float[]( + -1.0, -2.0, -1.0, + 0.0, 0.0, 0.0, + 1.0, 2.0, 1.0 + ); + + float funny_kernel[9] = float[]( + 1.0, 1.0, 1.0, + 1.0, -4.0, 1.0, + 1.0, 1.0, 1.0 + ); + + frag_color = kernel_effect(funny_kernel); + frag_color *= vec4(0.76, 0.47, 0.84, 1.0); +} diff --git a/advanced_opengl/5.framebuffers/shaders/screen.fs b/advanced_opengl/5.framebuffers/shaders/screen.fs deleted file mode 100644 index 183d490..0000000 --- a/advanced_opengl/5.framebuffers/shaders/screen.fs +++ /dev/null @@ -1,119 +0,0 @@ -#version 330 core - -out vec4 frag_color; - -in vec2 tex_coords; - -uniform sampler2D texture1; - -vec4 -inversion() -{ - vec4 result = vec4(1.0-vec3(texture(texture1, tex_coords)), 1.0); - return(result); -} - -vec4 -grayscale_average() -{ - vec4 tex_color = texture(texture1, tex_coords); - float average = (tex_color.r+tex_color.g+tex_color.b)/3.0; - vec4 result = vec4(average, average, average, 1.0); - return(result); -} - -vec4 -grayscale_weights() -{ - vec4 tex_color = texture(texture1, tex_coords); - float average = 0.2126*tex_color.r+0.7152*tex_color.g+0.0722*tex_color.b; - vec4 result = vec4(average, average, average, 1.0); - return(result); -} - -const float offset = 1.0/300.0; - -vec4 -kernel_effect(float[9] kernel) -{ - vec2 offsets[9] = vec2[]( - vec2(-offset, offset), /* top-left */ - vec2(0.0, offset), /* top-center */ - vec2(offset, offset), /* top-right */ - vec2(-offset, 0.0), /* center-left */ - vec2(0.0, 0.0), /* center-center */ - vec2(offset, 0.0), /* center-right */ - vec2(-offset, -offset), /* bottom-left */ - vec2(0.0, -offset), /* bottom-center */ - vec2(offset, -offset) /* bottom-right */ - ); - - vec3 sample_texture[9]; - for (int offset_index = 0; - offset_index < 9; - ++offset_index) - { - sample_texture[offset_index] = - vec3(texture(texture1, tex_coords+offsets[offset_index])); - } - - vec3 color = vec3(0.0); - for (int i = 0; i < 9; ++i) - color += sample_texture[i]*kernel[i]; - - return(vec4(color, 1.0)); -} - -void -main(void) -{ - float strange_kernel[9] = float[]( - -1, -1, -1, - -1, 9, -1, - -1, -1, -1 - ); - - float gaussian_blur_kernel[9] = float[]( - 1.0/16.0, 2.0/16.0, 1.0/16.0, - 2.0/16.0, 4.0/16.0, 2.0/16.0, - 1.0/16.0, 2.0/16.0, 1.0/16.0 - ); - - float box_blur_kernel[9] = float[]( - 1.0/9.0, 1.0/9.0, 1.0/9.0, - 1.0/9.0, 1.0/9.0, 1.0/9.0, - 1.0/9.0, 1.0/9.0, 1.0/9.0 - ); - - float edge_detection_kernel[9] = float[]( - 1.0, 1.0, 1.0, - 1.0, -8.0, 1.0, - 1.0, 1.0, 1.0 - ); - - float sharpening_kernel[9] = float[]( - 0.0, -1.0, 0.0, - -1.0, 5.0, -1.0, - 0.0, -1.0, 0.0 - ); - - float sobel_kernel_vertical[9] = float[]( - -1.0, 0.0, 1.0, - -2.0, 0.0, 2.0, - -1.0, 0.0, 0.0 - ); - float sobel_kernel_horizontal[9] = float[]( - -1.0, -2.0, -1.0, - 0.0, 0.0, 0.0, - 1.0, 2.0, 1.0 - ); - - float funny_kernel[9] = float[]( - 1.0, 1.0, 1.0, - 1.0, -4.0, 1.0, - 1.0, 1.0, 1.0 - ); - - frag_color = kernel_effect(funny_kernel); - frag_color *= vec4(0.76, 0.47, 0.84, 1.0); -} diff --git a/advanced_opengl/5.framebuffers/shaders/screen.vert b/advanced_opengl/5.framebuffers/shaders/screen.vert new file mode 100644 index 0000000..92bc378 --- /dev/null +++ b/advanced_opengl/5.framebuffers/shaders/screen.vert @@ -0,0 +1,13 @@ +#version 330 core +layout(location = 0) in vec3 apos; +layout(location = 1) in vec2 atex_coords; + +out vec2 tex_coords; + +uniform mat4 model; + +void main(void) +{ + gl_Position = model*vec4(apos, 1.0); + tex_coords = atex_coords; +} diff --git a/advanced_opengl/5.framebuffers/shaders/screen.vs b/advanced_opengl/5.framebuffers/shaders/screen.vs deleted file mode 100644 index 8fdea55..0000000 --- a/advanced_opengl/5.framebuffers/shaders/screen.vs +++ /dev/null @@ -1,14 +0,0 @@ -#version 330 core -layout(location = 0) in vec3 apos; -layout(location = 1) in vec2 atex_coords; - -out vec2 tex_coords; - -uniform mat4 model; - -void -main(void) -{ - gl_Position = model*vec4(apos, 1.0); - tex_coords = atex_coords; -} diff --git a/advanced_opengl/6.cubemaps/cubemaps b/advanced_opengl/6.cubemaps/cubemaps index bdf54f5..bc274ea 100755 Binary files a/advanced_opengl/6.cubemaps/cubemaps and b/advanced_opengl/6.cubemaps/cubemaps differ diff --git a/advanced_opengl/6.cubemaps/cubemaps.c b/advanced_opengl/6.cubemaps/cubemaps.c index 5ea5300..32a53d1 100644 --- a/advanced_opengl/6.cubemaps/cubemaps.c +++ b/advanced_opengl/6.cubemaps/cubemaps.c @@ -2,450 +2,350 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include +int main(void) +{ + GLFWwindow *window; + State state; + S32 width, height; + Input input; -#define WIDTH 1024 -#define HEIGHT 768 + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } -static V3F camera_pos; -static F32 dt; -static Input input; -static B32 first_mouse = 1; + width = 1024; + height = 768; -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; - } -} + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(width, height, "Cubemaps", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } -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); -} + glfwMakeContextCurrent(window); -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, "Cubemaps", 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 reflection_shader = create_shader_program("shaders/reflection.vs", "shaders/reflection.fs"); - U32 refraction_shader = create_shader_program("shaders/refraction.vs", "shaders/refraction.fs"); - U32 cube_shader = create_shader_program("shaders/cube.vs", "shaders/cube.fs"); - 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 cube_positions[] = { - transform_default(), - transform_make_translate(v3f(a, 0.0f, -4.0f*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 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 normals_cube_vertices[] = { - -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, - 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, - 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, - 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, - -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, - -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, - - -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, - 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, - 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, - 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, - -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, - -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, - - -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, - -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, - -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, - -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, - -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, - -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, - - 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, - 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, - 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, - 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, - 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, - 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, - - -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, - 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, - 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, - 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, - -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, - -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, - - -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, - 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, - 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, - 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, - -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, - -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f - }; - U32 normals_cube_vao; - glGenVertexArrays(1, &normals_cube_vao); - glBindVertexArray(normals_cube_vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(normals_cube_vertices), normals_cube_vertices, GL_STATIC_DRAW); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(F32), (void *)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*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, 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; - view = mat4_make_translate(v3f_negate(camera_pos)); - view = mat4_rotate_angles(view, v3f(pitch, yaw, 0.0f)); - projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f); - - 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)); - - 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; - - view = mat4_make_translate(v3f_negate(camera_pos)); - view = mat4_rotate_angles(view, v3f(pitch, yaw, 0.0f)); - - input_update_last_state(&input); - - /* 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, "view", view); - shader_set_mat4fv(cube_shader, "projection", projection); - glBindTexture(GL_TEXTURE_2D, grid_texture); - - glBindVertexArray(cube_vao); - for (S32 transform_index = 0; - transform_index < (S32)ArrayCount(cube_positions); - ++transform_index) - { - shader_set_mat4fv(cube_shader, "model", transform_apply(cube_positions[transform_index])); - glDrawArrays(GL_TRIANGLES, 0, 36); - } - - shader_set_mat4fv(cube_shader, "model", transform_apply(platform_position)); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindVertexArray(0); - - glUseProgram(reflection_shader); - shader_set_mat4fv(reflection_shader, "model", mat4_make_translate(v3f(0.0f, 2.0f, 0.0f))); - shader_set_mat4fv(reflection_shader, "view", view); - shader_set_mat4fv(reflection_shader, "projection", projection); - shader_set_3fv(reflection_shader, "camera_pos", camera_pos); - glBindVertexArray(normals_cube_vao); - glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_texture); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindTexture(GL_TEXTURE_CUBE_MAP, 0); - glBindVertexArray(0); - - glUseProgram(refraction_shader); - shader_set_mat4fv(refraction_shader, "model", mat4_make_translate(v3f(2.0f, 2.0f, 0.0f))); - shader_set_mat4fv(refraction_shader, "view", view); - shader_set_mat4fv(refraction_shader, "projection", projection); - shader_set_3fv(refraction_shader, "camera_pos", camera_pos); - glBindVertexArray(normals_cube_vao); - glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_texture); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindTexture(GL_TEXTURE_CUBE_MAP, 0); - 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); - shader_set_mat4fv(skybox_shader, "view", rotate_view); - shader_set_mat4fv(skybox_shader, "projection", projection); - 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); + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + if (glewInit() != GLEW_OK) { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + + U32 skybox_shader = create_shader_program("shaders/skybox.vert", "shaders/skybox.frag"); + U32 reflection_shader = create_shader_program("shaders/reflection.vert", "shaders/reflection.frag"); + U32 refraction_shader = create_shader_program("shaders/refraction.vert", "shaders/refraction.frag"); + U32 cube_shader = create_shader_program("shaders/cube.vert", "shaders/cube.frag"); + 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 cube_positions[] = { + transform_default(), + transform_make_translate(v3f(a, 0.0f, -4.0f*a)) + }; + + V3F platform_pos = v3f(10.0f, 0.2f, 10.0f); + V3F platform_scale = v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f); + Transform platform_transform = transform_make_scale_translate(platform_pos, platform_scale); + + 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 normals_cube_vertices[] = { + -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, + 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, + 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, + 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, + -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, + -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, + + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, + 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, + 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, + 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, + -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, + + -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, + -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, + -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, + -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, + -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, + -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, + + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, + 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, + 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, + 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, + 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, + + -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, + 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, + 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, + 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, + -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, + -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, + + -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, + 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, + -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, + -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f + }; + U32 normals_cube_vao; + glGenVertexArrays(1, &normals_cube_vao); + glBindVertexArray(normals_cube_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(normals_cube_vertices), normals_cube_vertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(F32), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(F32), (void *)(3*sizeof(F32))); + glBindVertexArray(0); + + state.camera = (Camera) { + v3f(0.0f, 1.0f, 3.0f), 100.0f, + 0.1f, 100.0f, 0.0f, 0.0f + }; + input = input_init(); + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + /* INFO(pryazha): update */ + glfwGetFramebufferSize(window, &width, &height); + process_glfw_keyboard(window, &input); + process_glfw_mouse_pos(window, &input); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + V3F dv = get_dv_camera_first_person(&input, &state.camera, + 4.0f, state.dt); + state.camera.pos = v3f_add(state.camera.pos, dv); + + F32 sensitivity = 0.1f; + input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity); + state.camera.yaw += input.mouse_offset.x; + state.camera.pitch += input.mouse_offset.y; + if (state.camera.pitch > 89.0f) + state.camera.pitch = 89.0f; + if (state.camera.pitch < -89.0f) + state.camera.pitch = -89.0f; + + input_update_last_state(&input); + + /* NOTE(pryazha): Render */ + MAT4 view, proj, model; + view = get_view_matrix(&state.camera); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + + 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, "view", view); + shader_set_mat4fv(cube_shader, "proj", proj); + glBindTexture(GL_TEXTURE_2D, grid_texture); + glBindVertexArray(cube_vao); + for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) { + model = transform_apply(cube_positions[i]); + shader_set_mat4fv(cube_shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + + model = transform_apply(platform_transform); + shader_set_mat4fv(cube_shader, "model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + + glUseProgram(reflection_shader); + model = mat4_make_translate(v3f(0.0f, 2.0f, 0.0f)); + shader_set_mat4fv(reflection_shader, "model", model); + shader_set_mat4fv(reflection_shader, "view", view); + shader_set_mat4fv(reflection_shader, "proj", proj); + shader_set_3fv(reflection_shader, "camera_pos", state.camera.pos); + glBindVertexArray(normals_cube_vao); + glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_texture); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindTexture(GL_TEXTURE_CUBE_MAP, 0); + glBindVertexArray(0); + + glUseProgram(refraction_shader); + model = mat4_make_translate(v3f(2.0f, 2.0f, 0.0f)); + shader_set_mat4fv(refraction_shader, "model", model); + shader_set_mat4fv(refraction_shader, "view", view); + shader_set_mat4fv(refraction_shader, "proj", proj); + shader_set_3fv(refraction_shader, "camera_pos", state.camera.pos); + glBindVertexArray(normals_cube_vao); + glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_texture); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindTexture(GL_TEXTURE_CUBE_MAP, 0); + 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); + shader_set_mat4fv(skybox_shader, "view", rotate_view); + shader_set_mat4fv(skybox_shader, "proj", proj); + 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(); + state.dt = current_time-last_time; + last_time = current_time; + } + + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/6.cubemaps/shaders/cube.frag b/advanced_opengl/6.cubemaps/shaders/cube.frag new file mode 100644 index 0000000..71892a7 --- /dev/null +++ b/advanced_opengl/6.cubemaps/shaders/cube.frag @@ -0,0 +1,12 @@ +#version 330 core + +out vec4 frag_color; + +in vec2 tex_coords; + +uniform sampler2D texture1; + +void main(void) +{ + frag_color = texture(texture1, tex_coords); +} diff --git a/advanced_opengl/6.cubemaps/shaders/cube.fs b/advanced_opengl/6.cubemaps/shaders/cube.fs deleted file mode 100644 index f58c5d3..0000000 --- a/advanced_opengl/6.cubemaps/shaders/cube.fs +++ /dev/null @@ -1,13 +0,0 @@ -#version 330 core - -out vec4 frag_color; - -in vec2 tex_coords; - -uniform sampler2D texture1; - -void -main(void) -{ - frag_color = texture(texture1, tex_coords); -} diff --git a/advanced_opengl/6.cubemaps/shaders/cube.vert b/advanced_opengl/6.cubemaps/shaders/cube.vert new file mode 100644 index 0000000..2436f35 --- /dev/null +++ b/advanced_opengl/6.cubemaps/shaders/cube.vert @@ -0,0 +1,16 @@ +#version 330 core + +layout(location = 0) in vec3 apos; +layout(location = 1) in vec2 atex_coords; + +uniform mat4 model; +uniform mat4 view; +uniform mat4 proj; + +out vec2 tex_coords; + +void main(void) +{ + gl_Position = proj*view*model*vec4(apos, 1.0); + tex_coords = atex_coords; +} diff --git a/advanced_opengl/6.cubemaps/shaders/cube.vs b/advanced_opengl/6.cubemaps/shaders/cube.vs deleted file mode 100644 index aea5c2c..0000000 --- a/advanced_opengl/6.cubemaps/shaders/cube.vs +++ /dev/null @@ -1,17 +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, 1.0); - tex_coords = atex_coords; -} diff --git a/advanced_opengl/6.cubemaps/shaders/reflection.frag b/advanced_opengl/6.cubemaps/shaders/reflection.frag new file mode 100644 index 0000000..72b1c0d --- /dev/null +++ b/advanced_opengl/6.cubemaps/shaders/reflection.frag @@ -0,0 +1,16 @@ +#version 330 core + +in vec3 pos; +in vec3 normal; + +out vec4 frag_color; + +uniform vec3 camera_pos; +uniform samplerCube skybox; + +void main(void) +{ + vec3 i = pos-camera_pos; + vec3 r = reflect(i, normalize(normal)); + frag_color = texture(skybox, r); +} diff --git a/advanced_opengl/6.cubemaps/shaders/reflection.fs b/advanced_opengl/6.cubemaps/shaders/reflection.fs deleted file mode 100644 index 3723ea9..0000000 --- a/advanced_opengl/6.cubemaps/shaders/reflection.fs +++ /dev/null @@ -1,17 +0,0 @@ -#version 330 core - -in vec3 pos; -in vec3 normal; - -out vec4 frag_color; - -uniform vec3 camera_pos; -uniform samplerCube skybox; - -void -main(void) -{ - vec3 i = pos-camera_pos; - vec3 r = reflect(i, normalize(normal)); - frag_color = texture(skybox, r); -} diff --git a/advanced_opengl/6.cubemaps/shaders/reflection.vert b/advanced_opengl/6.cubemaps/shaders/reflection.vert new file mode 100644 index 0000000..d7070f2 --- /dev/null +++ b/advanced_opengl/6.cubemaps/shaders/reflection.vert @@ -0,0 +1,18 @@ +#version 330 core + +layout(location = 0) in vec3 apos; +layout(location = 1) in vec3 anormal; + +out vec3 pos; +out vec3 normal; + +uniform mat4 model; +uniform mat4 view; +uniform mat4 proj; + +void main(void) +{ + pos = vec3(model*vec4(apos, 1.0)); + normal = mat3(transpose(inverse(model)))*anormal; + gl_Position = proj*view*model*vec4(apos, 1.0); +} diff --git a/advanced_opengl/6.cubemaps/shaders/reflection.vs b/advanced_opengl/6.cubemaps/shaders/reflection.vs deleted file mode 100644 index c9a0698..0000000 --- a/advanced_opengl/6.cubemaps/shaders/reflection.vs +++ /dev/null @@ -1,19 +0,0 @@ -#version 330 core - -layout(location = 0) in vec3 apos; -layout(location = 1) in vec3 anormal; - -out vec3 pos; -out vec3 normal; - -uniform mat4 model; -uniform mat4 view; -uniform mat4 projection; - -void -main(void) -{ - pos = vec3(model*vec4(apos, 1.0)); - normal = mat3(transpose(inverse(model)))*anormal; - gl_Position = projection*view*model*vec4(apos, 1.0); -} diff --git a/advanced_opengl/6.cubemaps/shaders/refraction.frag b/advanced_opengl/6.cubemaps/shaders/refraction.frag new file mode 100644 index 0000000..fa01b2c --- /dev/null +++ b/advanced_opengl/6.cubemaps/shaders/refraction.frag @@ -0,0 +1,17 @@ +#version 330 core + +in vec3 pos; +in vec3 normal; + +out vec4 frag_color; + +uniform vec3 camera_pos; +uniform samplerCube skybox; + +void main(void) +{ + float ratio = 1.0/1.52; + vec3 i = pos-camera_pos; + vec3 r = refract(i, normalize(normal), ratio); + frag_color = texture(skybox, r); +} diff --git a/advanced_opengl/6.cubemaps/shaders/refraction.fs b/advanced_opengl/6.cubemaps/shaders/refraction.fs deleted file mode 100644 index ef8c415..0000000 --- a/advanced_opengl/6.cubemaps/shaders/refraction.fs +++ /dev/null @@ -1,18 +0,0 @@ -#version 330 core - -in vec3 pos; -in vec3 normal; - -out vec4 frag_color; - -uniform vec3 camera_pos; -uniform samplerCube skybox; - -void -main(void) -{ - float ratio = 1.0/1.52; - vec3 i = pos-camera_pos; - vec3 r = refract(i, normalize(normal), ratio); - frag_color = texture(skybox, r); -} diff --git a/advanced_opengl/6.cubemaps/shaders/refraction.vert b/advanced_opengl/6.cubemaps/shaders/refraction.vert new file mode 100644 index 0000000..d7070f2 --- /dev/null +++ b/advanced_opengl/6.cubemaps/shaders/refraction.vert @@ -0,0 +1,18 @@ +#version 330 core + +layout(location = 0) in vec3 apos; +layout(location = 1) in vec3 anormal; + +out vec3 pos; +out vec3 normal; + +uniform mat4 model; +uniform mat4 view; +uniform mat4 proj; + +void main(void) +{ + pos = vec3(model*vec4(apos, 1.0)); + normal = mat3(transpose(inverse(model)))*anormal; + gl_Position = proj*view*model*vec4(apos, 1.0); +} diff --git a/advanced_opengl/6.cubemaps/shaders/refraction.vs b/advanced_opengl/6.cubemaps/shaders/refraction.vs deleted file mode 100644 index c9a0698..0000000 --- a/advanced_opengl/6.cubemaps/shaders/refraction.vs +++ /dev/null @@ -1,19 +0,0 @@ -#version 330 core - -layout(location = 0) in vec3 apos; -layout(location = 1) in vec3 anormal; - -out vec3 pos; -out vec3 normal; - -uniform mat4 model; -uniform mat4 view; -uniform mat4 projection; - -void -main(void) -{ - pos = vec3(model*vec4(apos, 1.0)); - normal = mat3(transpose(inverse(model)))*anormal; - gl_Position = projection*view*model*vec4(apos, 1.0); -} diff --git a/advanced_opengl/6.cubemaps/shaders/skybox.frag b/advanced_opengl/6.cubemaps/shaders/skybox.frag new file mode 100644 index 0000000..22be301 --- /dev/null +++ b/advanced_opengl/6.cubemaps/shaders/skybox.frag @@ -0,0 +1,12 @@ +#version 330 core + +in vec3 tex_coords; + +out vec4 frag_color; + +uniform samplerCube skybox; + +void main(void) +{ + frag_color = texture(skybox, tex_coords); +} diff --git a/advanced_opengl/6.cubemaps/shaders/skybox.fs b/advanced_opengl/6.cubemaps/shaders/skybox.fs deleted file mode 100644 index bf69c8b..0000000 --- a/advanced_opengl/6.cubemaps/shaders/skybox.fs +++ /dev/null @@ -1,13 +0,0 @@ -#version 330 core - -in vec3 tex_coords; - -out vec4 frag_color; - -uniform samplerCube skybox; - -void -main(void) -{ - frag_color = texture(skybox, tex_coords); -} diff --git a/advanced_opengl/6.cubemaps/shaders/skybox.vert b/advanced_opengl/6.cubemaps/shaders/skybox.vert new file mode 100644 index 0000000..c7d91c9 --- /dev/null +++ b/advanced_opengl/6.cubemaps/shaders/skybox.vert @@ -0,0 +1,15 @@ +#version 330 core + +layout(location = 0) in vec3 apos; + +out vec3 tex_coords; + +uniform mat4 view; +uniform mat4 proj; + +void main(void) +{ + tex_coords = apos; + vec4 pos = proj*view*vec4(apos, 1.0); + gl_Position = pos.xyww; +} diff --git a/advanced_opengl/6.cubemaps/shaders/skybox.vs b/advanced_opengl/6.cubemaps/shaders/skybox.vs deleted file mode 100644 index c790148..0000000 --- a/advanced_opengl/6.cubemaps/shaders/skybox.vs +++ /dev/null @@ -1,16 +0,0 @@ -#version 330 core - -layout(location = 0) in vec3 apos; - -out vec3 tex_coords; - -uniform mat4 view; -uniform mat4 projection; - -void -main(void) -{ - tex_coords = apos; - vec4 pos = projection*view*vec4(apos, 1.0); - gl_Position = pos.xyww; -} diff --git a/advanced_opengl/7.uniform_buffer/shaders/color_cube.frag b/advanced_opengl/7.uniform_buffer/shaders/color_cube.frag new file mode 100644 index 0000000..d40d866 --- /dev/null +++ b/advanced_opengl/7.uniform_buffer/shaders/color_cube.frag @@ -0,0 +1,8 @@ +#version 330 core + +out vec4 frag_color; + +void main(void) +{ + frag_color = vec4(1.0, 0.0, 0.0, 1.0); +} diff --git a/advanced_opengl/7.uniform_buffer/shaders/color_cube.fs b/advanced_opengl/7.uniform_buffer/shaders/color_cube.fs deleted file mode 100644 index fbbafbf..0000000 --- a/advanced_opengl/7.uniform_buffer/shaders/color_cube.fs +++ /dev/null @@ -1,9 +0,0 @@ -#version 330 core - -out vec4 frag_color; - -void -main(void) -{ - frag_color = vec4(1.0, 0.0, 0.0, 1.0); -} diff --git a/advanced_opengl/7.uniform_buffer/shaders/color_cube.vert b/advanced_opengl/7.uniform_buffer/shaders/color_cube.vert new file mode 100644 index 0000000..67226f8 --- /dev/null +++ b/advanced_opengl/7.uniform_buffer/shaders/color_cube.vert @@ -0,0 +1,15 @@ +#version 330 core +layout(location = 0) in vec3 apos; + +layout(std140) uniform Matrices +{ + mat4 proj; + mat4 view; +}; + +uniform mat4 model; + +void main(void) +{ + gl_Position = proj*view*model*vec4(apos, 1.0); +} diff --git a/advanced_opengl/7.uniform_buffer/shaders/color_cube.vs b/advanced_opengl/7.uniform_buffer/shaders/color_cube.vs deleted file mode 100644 index 17a3448..0000000 --- a/advanced_opengl/7.uniform_buffer/shaders/color_cube.vs +++ /dev/null @@ -1,16 +0,0 @@ -#version 330 core -layout(location = 0) in vec3 apos; - -layout(std140) uniform Matrices -{ - mat4 projection; - mat4 view; -}; - -uniform mat4 model; - -void -main(void) -{ - gl_Position = projection*view*model*vec4(apos, 1.0); -} diff --git a/advanced_opengl/7.uniform_buffer/shaders/cube.frag b/advanced_opengl/7.uniform_buffer/shaders/cube.frag new file mode 100644 index 0000000..71892a7 --- /dev/null +++ b/advanced_opengl/7.uniform_buffer/shaders/cube.frag @@ -0,0 +1,12 @@ +#version 330 core + +out vec4 frag_color; + +in vec2 tex_coords; + +uniform sampler2D texture1; + +void main(void) +{ + frag_color = texture(texture1, tex_coords); +} diff --git a/advanced_opengl/7.uniform_buffer/shaders/cube.fs b/advanced_opengl/7.uniform_buffer/shaders/cube.fs deleted file mode 100644 index f58c5d3..0000000 --- a/advanced_opengl/7.uniform_buffer/shaders/cube.fs +++ /dev/null @@ -1,13 +0,0 @@ -#version 330 core - -out vec4 frag_color; - -in vec2 tex_coords; - -uniform sampler2D texture1; - -void -main(void) -{ - frag_color = texture(texture1, tex_coords); -} diff --git a/advanced_opengl/7.uniform_buffer/shaders/cube.vert b/advanced_opengl/7.uniform_buffer/shaders/cube.vert new file mode 100644 index 0000000..ec90f37 --- /dev/null +++ b/advanced_opengl/7.uniform_buffer/shaders/cube.vert @@ -0,0 +1,20 @@ +#version 330 core + +layout(location = 0) in vec3 apos; +layout(location = 1) in vec2 atex_coords; + +layout(std140) uniform Matrices +{ + uniform mat4 proj; + uniform mat4 view; +}; + +uniform mat4 model; + +out vec2 tex_coords; + +void main(void) +{ + gl_Position = proj*view*model*vec4(apos, 1.0); + tex_coords = atex_coords; +} diff --git a/advanced_opengl/7.uniform_buffer/shaders/cube.vs b/advanced_opengl/7.uniform_buffer/shaders/cube.vs deleted file mode 100644 index 054164d..0000000 --- a/advanced_opengl/7.uniform_buffer/shaders/cube.vs +++ /dev/null @@ -1,21 +0,0 @@ -#version 330 core - -layout(location = 0) in vec3 apos; -layout(location = 1) in vec2 atex_coords; - -layout(std140) uniform Matrices -{ - uniform mat4 projection; - uniform mat4 view; -}; - -uniform mat4 model; - -out vec2 tex_coords; - -void -main(void) -{ - gl_Position = projection*view*model*vec4(apos, 1.0); - tex_coords = atex_coords; -} diff --git a/advanced_opengl/7.uniform_buffer/shaders/skybox.frag b/advanced_opengl/7.uniform_buffer/shaders/skybox.frag new file mode 100644 index 0000000..22be301 --- /dev/null +++ b/advanced_opengl/7.uniform_buffer/shaders/skybox.frag @@ -0,0 +1,12 @@ +#version 330 core + +in vec3 tex_coords; + +out vec4 frag_color; + +uniform samplerCube skybox; + +void main(void) +{ + frag_color = texture(skybox, tex_coords); +} diff --git a/advanced_opengl/7.uniform_buffer/shaders/skybox.fs b/advanced_opengl/7.uniform_buffer/shaders/skybox.fs deleted file mode 100644 index bf69c8b..0000000 --- a/advanced_opengl/7.uniform_buffer/shaders/skybox.fs +++ /dev/null @@ -1,13 +0,0 @@ -#version 330 core - -in vec3 tex_coords; - -out vec4 frag_color; - -uniform samplerCube skybox; - -void -main(void) -{ - frag_color = texture(skybox, tex_coords); -} diff --git a/advanced_opengl/7.uniform_buffer/shaders/skybox.vert b/advanced_opengl/7.uniform_buffer/shaders/skybox.vert new file mode 100644 index 0000000..ddbeb21 --- /dev/null +++ b/advanced_opengl/7.uniform_buffer/shaders/skybox.vert @@ -0,0 +1,18 @@ +#version 330 core + +layout(location = 0) in vec3 apos; + +out vec3 tex_coords; + +layout(std140) uniform Matrices +{ + uniform mat4 proj; + uniform mat4 view; +}; + +void main(void) +{ + tex_coords = apos; + vec4 pos = proj*view*vec4(apos, 1.0); + gl_Position = pos.xyww; +} diff --git a/advanced_opengl/7.uniform_buffer/shaders/skybox.vs b/advanced_opengl/7.uniform_buffer/shaders/skybox.vs deleted file mode 100644 index 03b2171..0000000 --- a/advanced_opengl/7.uniform_buffer/shaders/skybox.vs +++ /dev/null @@ -1,19 +0,0 @@ -#version 330 core - -layout(location = 0) in vec3 apos; - -out vec3 tex_coords; - -layout(std140) uniform Matrices -{ - uniform mat4 projection; - uniform mat4 view; -}; - -void -main(void) -{ - tex_coords = apos; - vec4 pos = projection*view*vec4(apos, 1.0); - gl_Position = pos.xyww; -} diff --git a/advanced_opengl/7.uniform_buffer/uniform_buffer b/advanced_opengl/7.uniform_buffer/uniform_buffer index 57aa64d..154fb08 100755 Binary files a/advanced_opengl/7.uniform_buffer/uniform_buffer and b/advanced_opengl/7.uniform_buffer/uniform_buffer differ diff --git a/advanced_opengl/7.uniform_buffer/uniform_buffer.c b/advanced_opengl/7.uniform_buffer/uniform_buffer.c index e67b5c9..a27c115 100644 --- a/advanced_opengl/7.uniform_buffer/uniform_buffer.c +++ b/advanced_opengl/7.uniform_buffer/uniform_buffer.c @@ -2,391 +2,302 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include +int main(void) +{ + GLFWwindow *window; + State state; + S32 width, height; + Input input; -#define WIDTH 1024 -#define HEIGHT 768 + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } -static V3F camera_pos; -static F32 dt; -static Input input; -static B32 first_mouse = 1; + width = 1024; + height = 768; -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; - } -} + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(width, height, "Advanced data (uniform buffer)", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } -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); -} + glfwMakeContextCurrent(window); -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, "Advanced data (uniform buffer)", 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); + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + if (glewInit() != GLEW_OK) { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + + U32 skybox_shader = create_shader_program("shaders/skybox.vert", "shaders/skybox.frag"); + U32 cube_shader = create_shader_program("shaders/cube.vert", "shaders/cube.frag"); + U32 color_cube_shader = create_shader_program("shaders/color_cube.vert", "shaders/color_cube.frag"); + + 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 + }; + + V3F platform_pos = v3f(10.0f, 0.2f, 10.0f); + V3F platform_scale = v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f); + Transform platform_transform = transform_make_scale_translate(platform_pos, platform_scale); + + 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); + + state.camera = (Camera) { + v3f(0.0f, 1.0f, 3.0f), 100.0f, + 0.1f, 100.0f, 0.0f, 0.0f + }; + input = input_init(); + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + /* INFO(pryazha): Update */ + glfwGetFramebufferSize(window, &width, &height); + process_glfw_keyboard(window, &input); + process_glfw_mouse_pos(window, &input); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + V3F dv = get_dv_camera_first_person(&input, &state.camera, + 4.0f, state.dt); + state.camera.pos = v3f_add(state.camera.pos, dv); + + F32 sensitivity = 0.1f; + input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity); + state.camera.yaw += input.mouse_offset.x; + state.camera.pitch += input.mouse_offset.y; + if (state.camera.pitch > 89.0f) + state.camera.pitch = 89.0f; + if (state.camera.pitch < -89.0f) + state.camera.pitch = -89.0f; + + input_update_last_state(&input); + + /* NOTE(pryazha): Render */ + MAT4 view, proj, model; + view = get_view_matrix(&state.camera); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + + glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo); + glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(MAT4), + (const void *)&proj); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo); + glBufferSubData(GL_UNIFORM_BUFFER, sizeof(MAT4), + sizeof(MAT4), (const void *)&view); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glUseProgram(cube_shader); + model = mat4_make_translate(v3f(-2.0f, 0.0f, 0.0f)); + shader_set_mat4fv(cube_shader, "model", model); + glBindTexture(GL_TEXTURE_2D, grid_texture); + glBindVertexArray(cube_vao); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindTexture(GL_TEXTURE_2D, 0); + glBindVertexArray(0); + + glUseProgram(cube_shader); + model = transform_apply(platform_transform); + shader_set_mat4fv(cube_shader, "model", model); + 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); + model = mat4_make_translate(v3f(2.0f, 0.0f, 0.0f)); + shader_set_mat4fv(cube_shader, "model", model); + 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(); + state.dt = current_time-last_time; + last_time = current_time; + } + + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/8.geometry_shader/geometry_shader b/advanced_opengl/8.geometry_shader/geometry_shader index 77fcab4..0bea785 100755 Binary files a/advanced_opengl/8.geometry_shader/geometry_shader and b/advanced_opengl/8.geometry_shader/geometry_shader differ diff --git a/advanced_opengl/8.geometry_shader/geometry_shader.c b/advanced_opengl/8.geometry_shader/geometry_shader.c index 678708c..f242709 100644 --- a/advanced_opengl/8.geometry_shader/geometry_shader.c +++ b/advanced_opengl/8.geometry_shader/geometry_shader.c @@ -2,338 +2,299 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include - -#define WIDTH 1024 -#define HEIGHT 768 - -static F32 dt; -static Input input; - -void -key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +void draw_cube(U32 cube_vao, U32 texture) { - switch (action) - { - case GLFW_PRESS: { - switch (key) - { - case GLFW_KEY_SPACE: { - input.jump.state = KeyState_PRESS; - } break; - } - } break; - - case GLFW_RELEASE: { - switch (key) - { - case GLFW_KEY_SPACE: { - input.jump.state = KeyState_RELEASE; - } break; - } - } break; - } + glBindVertexArray(cube_vao); + glBindTexture(GL_TEXTURE_2D, texture); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindTexture(GL_TEXTURE_2D, 0); + glBindVertexArray(0); } -void -draw_cube(U32 cube_vao, U32 texture) +int main(void) { - glBindVertexArray(cube_vao); - glBindTexture(GL_TEXTURE_2D, texture); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindTexture(GL_TEXTURE_2D, 0); - glBindVertexArray(0); -} + GLFWwindow *window; + State state; + S32 width, height; + Input input; -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); - - U32 shader = create_shader_program_geom("shaders/base.vs", - "shaders/base.fs", - "shaders/base.gs"); - U32 explosion_shader = create_shader_program_geom("shaders/explosion.vs", - "shaders/explosion.fs", - "shaders/explosion.gs"); - U32 normals_shader = create_shader_program_geom("shaders/normals.vs", - "shaders/normals.fs", - "shaders/normals.gs"); - U32 basic_shader = create_shader_program("shaders/basic.vs", "shaders/basic.fs"); - - U32 grid_texture = load_texture("../../data/textures/grid.png"); - - F32 points[] = { - -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, - 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, - 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, - -0.5f, -0.5f, 1.0f, 1.0f, 0.0f - }; - - GLuint points_vao, vbo; - glGenVertexArrays(1, &points_vao); - glBindVertexArray(points_vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(2*sizeof(F32))); - glBindVertexArray(0); - - F32 a = 0.5f; - /* NOTE(pryazha): Counter-clockwise order */ - F32 cube_vertices[] = { - /* 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 */ - }; - - U32 cube_vao; - glGenVertexArrays(1, &cube_vao); - glBindVertexArray(cube_vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_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 vertices[] = { - -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, - 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, - 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, - 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, - -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, - -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, - - -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, - 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, - 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, - -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, - - -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, - -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, - -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - - 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, - 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, - 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - - -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, - 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, - 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, - 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, - -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, - -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, - - -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, - 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, - 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, - 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, - -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, - -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f - }; - - U32 normals_cube_vao; - glGenVertexArrays(1, &normals_cube_vao); - glBindVertexArray(normals_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, 8*sizeof(F32), (void *)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(3*sizeof(F32))); - glEnableVertexAttribArray(2); - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(6*sizeof(F32))); - glBindVertexArray(0); - - F32 target_fps = 60.0f; - F32 target_spf = 1.0f/target_fps; - - F32 last_time = glfwGetTime(); - F32 time = last_time; - - S32 scene = 0; - - while (!glfwWindowShouldClose(window)) - { - glfwPollEvents(); - - /* NOTE(pryazha): Update */ - if (key_first_press(input.jump)) - { - scene++; - scene %= 3; - } - - input_update_last_state(&input); - - /* NOTE(pryazha): Render */ - glClearColor(0.15f, 0.15f, 0.15f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - if (scene == 0) - { - glUseProgram(shader); - glBindVertexArray(points_vao); - glDrawArrays(GL_POINTS, 0, 4); - glBindVertexArray(0); - } - else if (scene == 1) - { - F32 radius = 2.0f; - F32 x = f32_sin(0.5*time)*radius; - F32 z = f32_cos(0.5*time)*radius; - MAT4 projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f); - MAT4 view = look_at(v3f(x, 1.0f, z), v3f_zero(), v3f(0.0f, 1.0f, 0.0f)); - MAT4 model = mat4_identity(); - glUseProgram(explosion_shader); - shader_set_mat4fv(explosion_shader, "projection", projection); - shader_set_mat4fv(explosion_shader, "view", view); - shader_set_mat4fv(explosion_shader, "model", model); - shader_set_1f(explosion_shader, "time", time); - glBindVertexArray(cube_vao); - glBindTexture(GL_TEXTURE_2D, grid_texture); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindVertexArray(0); - } - else - { - MAT4 projection, view, model; - F32 radius, x, z; - - radius = 2.0f; - x = f32_sin(0.5*time)*radius; - z = f32_cos(0.5*time)*radius; - - projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f); - view = look_at(v3f(x, 1.0f, z), v3f_zero(), v3f(0.0f, 1.0f, 0.0f)); - model = mat4_identity(); - - glUseProgram(basic_shader); - shader_set_mat4fv(basic_shader, "projection", projection); - shader_set_mat4fv(basic_shader, "view", view); - shader_set_mat4fv(basic_shader, "model", model); - draw_cube(normals_cube_vao, grid_texture); - - glUseProgram(normals_shader); - shader_set_mat4fv(normals_shader, "projection", projection); - shader_set_mat4fv(normals_shader, "view", view); - shader_set_mat4fv(normals_shader, "model", model); - draw_cube(normals_cube_vao, grid_texture); - } - - 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; - time += dt; - last_time = current_time; - } - - glDeleteBuffers(1, &vbo); - glDeleteVertexArrays(1, &points_vao); - - glfwTerminate(); - return(0); + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } + + width = 1024; + height = 768; + + 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); + + if (glewInit() != GLEW_OK) { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + glEnable(GL_DEPTH_TEST); + + U32 shader = create_shader_program_geom("shaders/base.vert", + "shaders/base.frag", + "shaders/base.geom"); + U32 explosion_shader = create_shader_program_geom("shaders/explosion.vert", + "shaders/explosion.frag", + "shaders/explosion.geom"); + U32 normals_shader = create_shader_program_geom("shaders/normals.vert", + "shaders/normals.frag", + "shaders/normals.geom"); + U32 basic_shader = create_shader_program("shaders/basic.vert", + "shaders/basic.frag"); + + U32 grid_texture = load_texture("../../data/textures/grid.png"); + + F32 points[] = { + -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, + 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, + 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, + -0.5f, -0.5f, 1.0f, 1.0f, 0.0f + }; + + GLuint points_vao, vbo; + glGenVertexArrays(1, &points_vao); + glBindVertexArray(points_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(2*sizeof(F32))); + glBindVertexArray(0); + + F32 a = 0.5f; + /* NOTE(pryazha): Counter-clockwise order */ + F32 cube_vertices[] = { + /* 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 */ + }; + + U32 cube_vao; + glGenVertexArrays(1, &cube_vao); + glBindVertexArray(cube_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_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 vertices[] = { + -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, + 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, + 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, + 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, + -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, + -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, + + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, + 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, + + -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, + -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + + -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, + 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, + 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, + 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, + -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, + -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, + + -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, + 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, + 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, + -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, + -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f + }; + + U32 normals_cube_vao; + glGenVertexArrays(1, &normals_cube_vao); + glBindVertexArray(normals_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, 8*sizeof(F32), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(3*sizeof(F32))); + glEnableVertexAttribArray(2); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(6*sizeof(F32))); + glBindVertexArray(0); + + state.camera = (Camera) { + v3f(2.0f, 1.0f, 2.0f), + 90.0f, 0.1f, 100.0f, + 0.0f, 0.0f + }; + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + F32 time = last_time; + + S32 scene = 0; + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + process_glfw_keyboard(window, &input); + glfwGetFramebufferSize(window, &width, &height); + + /* NOTE(pryazha): Update */ + V3F target = v3f_zero(); + + if (key_first_press(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + if (key_first_press(input.jump)) { + scene++; + scene %= 3; + } + + input_update_last_state(&input); + + /* NOTE(pryazha): Render */ + MAT4 view, proj, model; + + view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f)); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + + model = mat4_identity(); + + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + if (scene == 0) { + glUseProgram(shader); + glBindVertexArray(points_vao); + glDrawArrays(GL_POINTS, 0, 4); + glBindVertexArray(0); + } else if (scene == 1) { + glUseProgram(explosion_shader); + shader_set_mat4fv(explosion_shader, "proj", proj); + shader_set_mat4fv(explosion_shader, "view", view); + shader_set_mat4fv(explosion_shader, "model", model); + shader_set_1f(explosion_shader, "time", time); + glBindVertexArray(cube_vao); + glBindTexture(GL_TEXTURE_2D, grid_texture); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + } else { + glUseProgram(basic_shader); + shader_set_mat4fv(basic_shader, "proj", proj); + shader_set_mat4fv(basic_shader, "view", view); + shader_set_mat4fv(basic_shader, "model", model); + draw_cube(normals_cube_vao, grid_texture); + + glUseProgram(normals_shader); + shader_set_mat4fv(normals_shader, "proj", proj); + shader_set_mat4fv(normals_shader, "view", view); + shader_set_mat4fv(normals_shader, "model", model); + draw_cube(normals_cube_vao, grid_texture); + } + + 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(); + state.dt = current_time-last_time; + time += state.dt; + last_time = current_time; + } + + glDeleteBuffers(1, &vbo); + glDeleteVertexArrays(1, &points_vao); + + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/8.geometry_shader/shaders/base.frag b/advanced_opengl/8.geometry_shader/shaders/base.frag new file mode 100644 index 0000000..70d5585 --- /dev/null +++ b/advanced_opengl/8.geometry_shader/shaders/base.frag @@ -0,0 +1,10 @@ +#version 330 core + +in vec3 fcolor; + +out vec4 frag_color; + +void main(void) +{ + frag_color = vec4(fcolor, 1.0); +} diff --git a/advanced_opengl/8.geometry_shader/shaders/base.fs b/advanced_opengl/8.geometry_shader/shaders/base.fs deleted file mode 100644 index 73897db..0000000 --- a/advanced_opengl/8.geometry_shader/shaders/base.fs +++ /dev/null @@ -1,11 +0,0 @@ -#version 330 core - -in vec3 fcolor; - -out vec4 frag_color; - -void -main(void) -{ - frag_color = vec4(fcolor, 1.0); -} diff --git a/advanced_opengl/8.geometry_shader/shaders/base.geom b/advanced_opengl/8.geometry_shader/shaders/base.geom new file mode 100644 index 0000000..10d5c45 --- /dev/null +++ b/advanced_opengl/8.geometry_shader/shaders/base.geom @@ -0,0 +1,26 @@ +#version 330 core +layout(points) in; +layout(triangle_strip, max_vertices = 5) out; + +in VS_OUT { + vec3 color; +} gs_in[]; + +out vec3 fcolor; + +void main(void) +{ + fcolor = gs_in[0].color; + gl_Position = gl_in[0].gl_Position+vec4(-0.2, -0.2, 0.0, 0.0); + EmitVertex(); + gl_Position = gl_in[0].gl_Position+vec4(0.2, -0.2, 0.0, 0.0); + EmitVertex(); + gl_Position = gl_in[0].gl_Position+vec4(-0.2, 0.2, 0.0, 0.0); + EmitVertex(); + gl_Position = gl_in[0].gl_Position+vec4(0.2, 0.2, 0.0, 0.0); + EmitVertex(); + fcolor = vec3(1.0, 1.0, 1.0); + gl_Position = gl_in[0].gl_Position+vec4(0.0, 0.4, 0.0, 0.0); + EmitVertex(); + EndPrimitive(); +} diff --git a/advanced_opengl/8.geometry_shader/shaders/base.gs b/advanced_opengl/8.geometry_shader/shaders/base.gs deleted file mode 100644 index 6b140c5..0000000 --- a/advanced_opengl/8.geometry_shader/shaders/base.gs +++ /dev/null @@ -1,27 +0,0 @@ -#version 330 core -layout(points) in; -layout(triangle_strip, max_vertices = 5) out; - -in VS_OUT { - vec3 color; -} gs_in[]; - -out vec3 fcolor; - -void -main(void) -{ - fcolor = gs_in[0].color; - gl_Position = gl_in[0].gl_Position+vec4(-0.2, -0.2, 0.0, 0.0); - EmitVertex(); - gl_Position = gl_in[0].gl_Position+vec4(0.2, -0.2, 0.0, 0.0); - EmitVertex(); - gl_Position = gl_in[0].gl_Position+vec4(-0.2, 0.2, 0.0, 0.0); - EmitVertex(); - gl_Position = gl_in[0].gl_Position+vec4(0.2, 0.2, 0.0, 0.0); - EmitVertex(); - fcolor = vec3(1.0, 1.0, 1.0); - gl_Position = gl_in[0].gl_Position+vec4(0.0, 0.4, 0.0, 0.0); - EmitVertex(); - EndPrimitive(); -} diff --git a/advanced_opengl/8.geometry_shader/shaders/base.vert b/advanced_opengl/8.geometry_shader/shaders/base.vert new file mode 100644 index 0000000..5178f92 --- /dev/null +++ b/advanced_opengl/8.geometry_shader/shaders/base.vert @@ -0,0 +1,13 @@ +#version 330 core +layout(location = 0) in vec2 apos; +layout(location = 1) in vec3 acolor; + +out VS_OUT { + vec3 color; +} vs_out; + +void main(void) +{ + vs_out.color = acolor; + gl_Position = vec4(apos, 0.0, 1.0); +} diff --git a/advanced_opengl/8.geometry_shader/shaders/base.vs b/advanced_opengl/8.geometry_shader/shaders/base.vs deleted file mode 100644 index 9ad9e7a..0000000 --- a/advanced_opengl/8.geometry_shader/shaders/base.vs +++ /dev/null @@ -1,14 +0,0 @@ -#version 330 core -layout(location = 0) in vec2 apos; -layout(location = 1) in vec3 acolor; - -out VS_OUT { - vec3 color; -} vs_out; - -void -main(void) -{ - vs_out.color = acolor; - gl_Position = vec4(apos, 0.0, 1.0); -} diff --git a/advanced_opengl/8.geometry_shader/shaders/basic.frag b/advanced_opengl/8.geometry_shader/shaders/basic.frag new file mode 100644 index 0000000..09244b5 --- /dev/null +++ b/advanced_opengl/8.geometry_shader/shaders/basic.frag @@ -0,0 +1,12 @@ +#version 330 core + +in vec2 tex_coords; + +out vec4 frag_color; + +uniform sampler2D texture1; + +void main(void) +{ + frag_color = texture(texture1, tex_coords); +} diff --git a/advanced_opengl/8.geometry_shader/shaders/basic.fs b/advanced_opengl/8.geometry_shader/shaders/basic.fs deleted file mode 100644 index bdd4b9a..0000000 --- a/advanced_opengl/8.geometry_shader/shaders/basic.fs +++ /dev/null @@ -1,13 +0,0 @@ -#version 330 core - -in vec2 tex_coords; - -out vec4 frag_color; - -uniform sampler2D texture1; - -void -main(void) -{ - frag_color = texture(texture1, tex_coords); -} diff --git a/advanced_opengl/8.geometry_shader/shaders/basic.vert b/advanced_opengl/8.geometry_shader/shaders/basic.vert new file mode 100644 index 0000000..10ce805 --- /dev/null +++ b/advanced_opengl/8.geometry_shader/shaders/basic.vert @@ -0,0 +1,15 @@ +#version 330 core +layout(location = 0) in vec3 apos; +layout(location = 2) in vec2 atex_coords; + +out vec2 tex_coords; + +uniform mat4 model; +uniform mat4 view; +uniform mat4 proj; + +void main(void) +{ + gl_Position = proj*view*model*vec4(apos, 1.0); + tex_coords = atex_coords; +} diff --git a/advanced_opengl/8.geometry_shader/shaders/basic.vs b/advanced_opengl/8.geometry_shader/shaders/basic.vs deleted file mode 100644 index 77e8b70..0000000 --- a/advanced_opengl/8.geometry_shader/shaders/basic.vs +++ /dev/null @@ -1,16 +0,0 @@ -#version 330 core -layout(location = 0) in vec3 apos; -layout(location = 2) in vec2 atex_coords; - -out vec2 tex_coords; - -uniform mat4 model; -uniform mat4 view; -uniform mat4 projection; - -void -main(void) -{ - gl_Position = projection*view*model*vec4(apos, 1.0); - tex_coords = atex_coords; -} diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.frag b/advanced_opengl/8.geometry_shader/shaders/explosion.frag new file mode 100644 index 0000000..b751460 --- /dev/null +++ b/advanced_opengl/8.geometry_shader/shaders/explosion.frag @@ -0,0 +1,12 @@ +#version 330 core + +in vec2 ftex_coords; + +out vec4 frag_color; + +uniform sampler2D texture0; + +void main(void) +{ + frag_color = texture(texture0, ftex_coords); +} diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.fs b/advanced_opengl/8.geometry_shader/shaders/explosion.fs deleted file mode 100644 index 70e7151..0000000 --- a/advanced_opengl/8.geometry_shader/shaders/explosion.fs +++ /dev/null @@ -1,13 +0,0 @@ -#version 330 core - -in vec2 ftex_coords; - -out vec4 frag_color; - -uniform sampler2D texture0; - -void -main(void) -{ - frag_color = texture(texture0, ftex_coords); -} diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.geom b/advanced_opengl/8.geometry_shader/shaders/explosion.geom new file mode 100644 index 0000000..e708591 --- /dev/null +++ b/advanced_opengl/8.geometry_shader/shaders/explosion.geom @@ -0,0 +1,41 @@ +#version 330 core +layout(triangles) in; +layout(triangle_strip, max_vertices = 3) out; + +in VS_OUT { + vec2 gtex_coords; +} gs_in[]; + +out vec2 ftex_coords; + +uniform float time; + +vec3 get_normal(void) +{ + vec3 a = vec3(gl_in[0].gl_Position)-vec3(gl_in[1].gl_Position); + vec3 b = vec3(gl_in[2].gl_Position)-vec3(gl_in[1].gl_Position); + return(normalize(cross(a, b))); +} + +vec4 explode(vec4 position, vec3 normal) +{ + float magnitude = 0.2; + vec3 direction = normal*magnitude*((sin(time)+1.0)/2.0); + vec4 result = position+vec4(direction, 0.0); + return(result); +} + +void main(void) +{ + vec3 normal = get_normal(); + gl_Position = explode(gl_in[0].gl_Position, normal); + ftex_coords = gs_in[0].gtex_coords; + EmitVertex(); + gl_Position = explode(gl_in[1].gl_Position, normal); + ftex_coords = gs_in[1].gtex_coords; + EmitVertex(); + gl_Position = explode(gl_in[2].gl_Position, normal); + ftex_coords = gs_in[2].gtex_coords; + EmitVertex(); + EndPrimitive(); +} diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.gs b/advanced_opengl/8.geometry_shader/shaders/explosion.gs deleted file mode 100644 index 3498878..0000000 --- a/advanced_opengl/8.geometry_shader/shaders/explosion.gs +++ /dev/null @@ -1,44 +0,0 @@ -#version 330 core -layout(triangles) in; -layout(triangle_strip, max_vertices = 3) out; - -in VS_OUT { - vec2 gtex_coords; -} gs_in[]; - -out vec2 ftex_coords; - -uniform float time; - -vec3 -get_normal(void) -{ - vec3 a = vec3(gl_in[0].gl_Position)-vec3(gl_in[1].gl_Position); - vec3 b = vec3(gl_in[2].gl_Position)-vec3(gl_in[1].gl_Position); - return(normalize(cross(a, b))); -} - -vec4 -explode(vec4 position, vec3 normal) -{ - float magnitude = 0.2; - vec3 direction = normal*magnitude*((sin(time)+1.0)/2.0); - vec4 result = position+vec4(direction, 0.0); - return(result); -} - -void -main(void) -{ - vec3 normal = get_normal(); - gl_Position = explode(gl_in[0].gl_Position, normal); - ftex_coords = gs_in[0].gtex_coords; - EmitVertex(); - gl_Position = explode(gl_in[1].gl_Position, normal); - ftex_coords = gs_in[1].gtex_coords; - EmitVertex(); - gl_Position = explode(gl_in[2].gl_Position, normal); - ftex_coords = gs_in[2].gtex_coords; - EmitVertex(); - EndPrimitive(); -} diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.vert b/advanced_opengl/8.geometry_shader/shaders/explosion.vert new file mode 100644 index 0000000..a79b432 --- /dev/null +++ b/advanced_opengl/8.geometry_shader/shaders/explosion.vert @@ -0,0 +1,17 @@ +#version 330 core +layout(location = 0) in vec3 apos; +layout(location = 1) in vec2 atex_coords; + +out VS_OUT { + vec2 gtex_coords; +} vs_out; + +uniform mat4 proj; +uniform mat4 view; +uniform mat4 model; + +void main(void) +{ + vs_out.gtex_coords = atex_coords; + gl_Position = proj*view*model*vec4(apos, 1.0); +} diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.vs b/advanced_opengl/8.geometry_shader/shaders/explosion.vs deleted file mode 100644 index 46abd27..0000000 --- a/advanced_opengl/8.geometry_shader/shaders/explosion.vs +++ /dev/null @@ -1,18 +0,0 @@ -#version 330 core -layout(location = 0) in vec3 apos; -layout(location = 1) in vec2 atex_coords; - -out VS_OUT { - vec2 gtex_coords; -} vs_out; - -uniform mat4 projection; -uniform mat4 view; -uniform mat4 model; - -void -main(void) -{ - vs_out.gtex_coords = atex_coords; - gl_Position = projection*view*model*vec4(apos, 1.0); -} diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.frag b/advanced_opengl/8.geometry_shader/shaders/normals.frag new file mode 100644 index 0000000..d40d866 --- /dev/null +++ b/advanced_opengl/8.geometry_shader/shaders/normals.frag @@ -0,0 +1,8 @@ +#version 330 core + +out vec4 frag_color; + +void main(void) +{ + frag_color = vec4(1.0, 0.0, 0.0, 1.0); +} diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.fs b/advanced_opengl/8.geometry_shader/shaders/normals.fs deleted file mode 100644 index fbbafbf..0000000 --- a/advanced_opengl/8.geometry_shader/shaders/normals.fs +++ /dev/null @@ -1,9 +0,0 @@ -#version 330 core - -out vec4 frag_color; - -void -main(void) -{ - frag_color = vec4(1.0, 0.0, 0.0, 1.0); -} diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.geom b/advanced_opengl/8.geometry_shader/shaders/normals.geom new file mode 100644 index 0000000..f0e1a75 --- /dev/null +++ b/advanced_opengl/8.geometry_shader/shaders/normals.geom @@ -0,0 +1,42 @@ +#version 330 core +layout(triangles) in; +layout(line_strip, max_vertices = 6) out; + +in VS_OUT { + vec3 normal; +} gs_in[]; + +uniform mat4 proj; + +const float MAGNITUDE = 0.4; + +void generate_line(int index) +{ + gl_Position = proj*gl_in[index].gl_Position; + EmitVertex(); + gl_Position = proj*(gl_in[index].gl_Position+ + vec4(gs_in[index].normal, 0.0)*MAGNITUDE); + EmitVertex(); + EndPrimitive(); +} + +void main(void) +{ + /* + vec4 center = (gl_in[0].gl_Position+ + gl_in[1].gl_Position+ + gl_in[2].gl_Position)/3.0; + vec4 end = center+vec4(((gs_in[0].normal+ + gs_in[1].normal+ + gs_in[2].normal)/3.0), + 0.0)*MAGNITUDE; + gl_Position = proj*center; + EmitVertex(); + gl_Position = proj*end; + EmitVertex(); + EndPrimitive(); + */ + generate_line(0); + generate_line(1); + generate_line(2); +} diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.gs b/advanced_opengl/8.geometry_shader/shaders/normals.gs deleted file mode 100644 index 3720a5f..0000000 --- a/advanced_opengl/8.geometry_shader/shaders/normals.gs +++ /dev/null @@ -1,44 +0,0 @@ -#version 330 core -layout(triangles) in; -layout(line_strip, max_vertices = 6) out; - -in VS_OUT { - vec3 normal; -} gs_in[]; - -uniform mat4 projection; - -const float MAGNITUDE = 0.4; - -void -generate_line(int index) -{ - gl_Position = projection*gl_in[index].gl_Position; - EmitVertex(); - gl_Position = projection*(gl_in[index].gl_Position+ - vec4(gs_in[index].normal, 0.0)*MAGNITUDE); - EmitVertex(); - EndPrimitive(); -} - -void -main(void) -{ - /* - vec4 center = (gl_in[0].gl_Position+ - gl_in[1].gl_Position+ - gl_in[2].gl_Position)/3.0; - vec4 end = center+vec4(((gs_in[0].normal+ - gs_in[1].normal+ - gs_in[2].normal)/3.0), - 0.0)*MAGNITUDE; - gl_Position = projection*center; - EmitVertex(); - gl_Position = projection*end; - EmitVertex(); - EndPrimitive(); - */ - generate_line(0); - generate_line(1); - generate_line(2); -} diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.vert b/advanced_opengl/8.geometry_shader/shaders/normals.vert new file mode 100644 index 0000000..14f7d8b --- /dev/null +++ b/advanced_opengl/8.geometry_shader/shaders/normals.vert @@ -0,0 +1,17 @@ +#version 330 core +layout(location = 0) in vec3 apos; +layout(location = 1) in vec3 anormal; + +out VS_OUT { + vec3 normal; +} vs_out; + +uniform mat4 view; +uniform mat4 model; + +void main(void) +{ + mat3 normal_matrix = mat3(transpose(inverse(view*model))); + vs_out.normal = normalize(normal_matrix*anormal); + gl_Position = view*model*vec4(apos, 1.0); +} diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.vs b/advanced_opengl/8.geometry_shader/shaders/normals.vs deleted file mode 100644 index 3b728e5..0000000 --- a/advanced_opengl/8.geometry_shader/shaders/normals.vs +++ /dev/null @@ -1,18 +0,0 @@ -#version 330 core -layout(location = 0) in vec3 apos; -layout(location = 1) in vec3 anormal; - -out VS_OUT { - vec3 normal; -} vs_out; - -uniform mat4 view; -uniform mat4 model; - -void -main(void) -{ - mat3 normal_matrix = mat3(transpose(inverse(view*model))); - vs_out.normal = normalize(normal_matrix*anormal); - gl_Position = view*model*vec4(apos, 1.0); -} diff --git a/advanced_opengl/9.instancing/instancing b/advanced_opengl/9.instancing/instancing index c722860..c1a31f8 100755 Binary files a/advanced_opengl/9.instancing/instancing and b/advanced_opengl/9.instancing/instancing differ diff --git a/advanced_opengl/9.instancing/instancing.c b/advanced_opengl/9.instancing/instancing.c index f24a258..e77c693 100644 --- a/advanced_opengl/9.instancing/instancing.c +++ b/advanced_opengl/9.instancing/instancing.c @@ -2,403 +2,293 @@ #include "GLFW/glfw3.h" #include "pwyazh.h" - #include "pwyazh_GL.h" #include "common.h" -#include +int main(void) +{ + GLFWwindow *window; + State state; + S32 width, height; + Input input; + Arena *arena = 0; + B32 move_camera; -static S32 global_width = 1024, global_height = 768; -static Input global_input; + if (glfwInit() == GLFW_FALSE) { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(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: { - 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_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_LEFT: { - global_input.action_left.state = KeyState_RELEASE; - } break; - case GLFW_KEY_ESCAPE: { - global_input.exit.state = KeyState_RELEASE; - } break; - } - } break; - } -} + width = 1024; + height = 768; -void -window_resize_callback(GLFWwindow* window, int width, int height) -{ - global_width = width; - global_height = height; - glViewport(0, 0, global_width, global_height); -} + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(width, height, "Instancing", 0, 0); + if (!window) { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } -int -main(void) -{ - GLFWwindow *window; - Arena *arena = 0; - - 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(global_width, global_height, "Instancing", 0, 0); - if (!window) - { - fprintf(stderr, "[ERROR] Failed to create window.\n"); - glfwTerminate(); - return(1); - } - - glfwMakeContextCurrent(window); - - glfwSetKeyCallback(window, key_callback); - glfwSetWindowSizeCallback(window, window_resize_callback); - - if (glewInit() != GLEW_OK) - { - fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); - glfwTerminate(); - return(1); - } - - glEnable(GL_DEPTH_TEST); - - U32 instancing_uniform_array_shader = - create_shader_program("shaders/instancing_uniform_array.vs", - "shaders/instancing_uniform_array.fs"); - U32 instanced_arrays_shader = - create_shader_program("shaders/instanced_arrays.vs", - "shaders/instanced_arrays.fs"); - - F32 quad_vertices[] = { - -0.05f, 0.05f, 1.0f, 0.0f, 0.0f, - 0.05f, -0.05f, 0.0f, 1.0f, 0.0f, - -0.05f, -0.05f, 0.0f, 0.0f, 1.0f, - - -0.05f, 0.05f, 1.0f, 0.0f, 0.0f, - 0.05f, -0.05f, 0.0f, 1.0f, 0.0f, - 0.05f, 0.05f, 0.0f, 1.0f, 1.0f, - }; - - GLuint quad_vao, vbo; - glGenVertexArrays(1, &quad_vao); - glBindVertexArray(quad_vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(2*sizeof(F32))); - glBindVertexArray(0); - - V2F translations[100]; - S32 index = 0; - F32 offset = 0.1f; - for (S32 y = -10; - y < 10; - y += 2) - { - for (S32 x = -10; - x < 10; - x += 2) - { - V2F translation = v2f((F32)x, (F32)y); - translation = v2f_scalef(translation, 1.0f/10.0f); - translation = v2f_add(translation, v2f(offset, offset)); - translations[index++] = translation; - } - } - - U32 instance_vbo; - glBindVertexArray(quad_vao); - glGenBuffers(1, &instance_vbo); - glBindBuffer(GL_ARRAY_BUFFER, instance_vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(translations), translations, GL_STATIC_DRAW); - glEnableVertexAttribArray(2); - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(V2F), (void *)0); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glVertexAttribDivisor(2, 1); - glBindVertexArray(0); - - arena = arena_alloc(Megabytes(64)); - - U32 default_shader = create_shader_program("shaders/default.vs", "shaders/default.fs"); - U32 instanced_shader = create_shader_program("shaders/instanced_mat4.vs", - "shaders/instanced_mat4.fs"); - Mesh *planet_mesh = mesh_load_obj(arena, "../../data/models/planet/planet.obj"); - U32 planet_texture = load_texture("../../data/models/planet/mars.png"); - Mesh *rock_mesh = mesh_load_obj(arena, "../../data/models/rock/rock.obj"); - U32 rock_texture = load_texture("../../data/models/rock/rock.png"); - - S32 amount = 80000; - F32 radius = 150.0f; - offset = 25.0f; - MAT4 trns[amount]; - for (S32 i = 0; i < amount; ++i) - { - F32 angle, displacement, x, y, z, scale; - MAT4 model = mat4_identity(); - - angle = rand()%360; - model = mat4_rotate_angles(model, v3f(angle, angle, angle)); - - scale = (rand()%20)/100.0f+0.05f; - model = mat4_scale(model, v3f(scale, scale, scale)); - - angle = ((F32)i/(F32)amount)*360.0f; - displacement = (rand()%(S32)(2.0f*offset))-offset; - x = f32_sin(DEG2RAD*angle)*radius+displacement; - displacement = (rand()%(S32)(2.0f*offset))-offset; - y = 0.4f*displacement; - displacement = (rand()%(S32)(2.0f*offset))-offset; - z = f32_cos(DEG2RAD*angle)*radius; - model = mat4_translate(model, v3f(x, y, z)); - - trns[i] = model; - } - - U32 buffer; - glGenBuffers(1, &buffer); - glBindBuffer(GL_ARRAY_BUFFER, buffer); - glBufferData(GL_ARRAY_BUFFER, amount*sizeof(MAT4), &trns[0], GL_STATIC_DRAW); - glBindVertexArray(rock_mesh->vao); - glEnableVertexAttribArray(3); - glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)0); - glEnableVertexAttribArray(4); - glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)(1*sizeof(V4F))); - glEnableVertexAttribArray(5); - glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)(2*sizeof(V4F))); - glEnableVertexAttribArray(6); - glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)(3*sizeof(V4F))); - - glVertexAttribDivisor(3, 1); - glVertexAttribDivisor(4, 1); - glVertexAttribDivisor(5, 1); - glVertexAttribDivisor(6, 1); - glBindVertexArray(0); - - F32 target_fps = 60.0f; - F32 target_spf = 1.0f/target_fps; - - F32 last_time = glfwGetTime(); - F32 time = last_time; - F32 dt; - - S32 scene = 0; - S32 number_scene = 4; - - MAT4 projection, view, model; - - V3F camera_pos = v3f(0.0f, 50.0f, 220.0f); - F32 camera_speed = 10.0f; - F32 fovx = 90.0f; - F32 near = 0.1f; - F32 far = 1000.0f; - - while (!glfwWindowShouldClose(window)) - { - glfwPollEvents(); - - /* NOTE(pryazha): Update */ - if (key_is_pressed(global_input.exit)) - { - glfwSetWindowShouldClose(window, GLFW_TRUE); - } - if (key_first_press(global_input.jump) || - key_first_press(global_input.action_right)) - { - scene++; - } - else if (key_first_press(global_input.action_left)) - { - scene--; - if (scene < 0) - scene = number_scene-1; - } - scene %= number_scene; - - /* NOTE(pryazha): Render */ - glClearColor(0.15f, 0.15f, 0.15f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - switch (scene) - { - case 0: { - glUseProgram(instancing_uniform_array_shader); - for (S32 translation_index = 0; - translation_index < 100; - ++translation_index) - { - char temp[256]; - snprintf(temp, 256, "offsets[%d]", translation_index); - shader_set_2fv(instancing_uniform_array_shader, - temp, translations[translation_index]); - } - glBindVertexArray(quad_vao); - glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 100); - glBindVertexArray(0); - } break; - - case 1: { - glUseProgram(instanced_arrays_shader); - glBindVertexArray(quad_vao); - glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 100); - glBindVertexArray(0); - } break; - - case 2: { - V3F camera_dv = get_dv_camera_orbital(&global_input, - camera_pos, v3f_zero(), - dt, camera_speed); - camera_pos = v3f_add(camera_pos, camera_dv); - - projection = perspective(fovx, (F32)global_width/(F32)global_height, near, far); - V3F world_up = v3f(0.0f, 1.0f, 0.0f); - view = look_at(camera_pos, v3f_zero(), world_up); - - glUseProgram(default_shader); - shader_set_mat4fv(default_shader, "projection", projection); - shader_set_mat4fv(default_shader, "view", view); - - F32 scale = 5.0f; - model = mat4_make_scale(v3f(scale, scale, scale)); - shader_set_mat4fv(default_shader, "model", model); - glBindTexture(GL_TEXTURE_2D, planet_texture); - mesh_draw(planet_mesh); - - glBindTexture(GL_TEXTURE_2D, rock_texture); - for (S32 i = 0; i < amount; ++i) - { - model = trns[i]; - shader_set_mat4fv(default_shader, "model", model); - mesh_draw(rock_mesh); - } - } break; - - case 3: { - V3F camera_dv = get_dv_camera_orbital(&global_input, - camera_pos, v3f_zero(), - dt, camera_speed); - camera_pos = v3f_add(camera_pos, camera_dv); - - projection = perspective(fovx, (F32)global_width/(F32)global_height, near, far); - V3F world_up = v3f(0.0f, 1.0f, 0.0f); - view = look_at(camera_pos, v3f_zero(), world_up); - - glUseProgram(default_shader); - shader_set_mat4fv(default_shader, "projection", projection); - shader_set_mat4fv(default_shader, "view", view); - F32 scale = 5.0f; - model = mat4_make_scale(v3f(scale, scale, scale)); - shader_set_mat4fv(default_shader, "model", model); - glBindTexture(GL_TEXTURE_2D, planet_texture); - mesh_draw(planet_mesh); - glBindTexture(GL_TEXTURE_2D, 0); - - glUseProgram(instanced_shader); - shader_set_mat4fv(default_shader, "projection", projection); - shader_set_mat4fv(default_shader, "view", view); - glBindTexture(GL_TEXTURE_2D, rock_texture); - glBindVertexArray(rock_mesh->vao); - glDrawElementsInstanced(GL_TRIANGLES, rock_mesh->index_count, - GL_UNSIGNED_INT, 0, amount); - glBindVertexArray(0); - glBindTexture(GL_TEXTURE_2D, 0); - } break; - } - - input_update_last_state(&global_input); - - 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; - time += dt; - last_time = current_time; - } - - glfwTerminate(); - return(0); + glfwMakeContextCurrent(window); + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + if (glewInit() != GLEW_OK) { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + glEnable(GL_DEPTH_TEST); + + U32 instancing_uniform_array_shader = create_shader_program("shaders/instancing_uniform_array.vert", + "shaders/instancing_uniform_array.frag"); + U32 instanced_arrays_shader = create_shader_program("shaders/instanced_arrays.vert", + "shaders/instanced_arrays.frag"); + U32 default_shader = create_shader_program("shaders/default.vert", + "shaders/default.frag"); + U32 instanced_shader = create_shader_program("shaders/instanced_mat4.vert", + "shaders/instanced_mat4.frag"); + + F32 quad_vertices[] = { + -0.05f, 0.05f, 1.0f, 0.0f, 0.0f, + 0.05f, -0.05f, 0.0f, 1.0f, 0.0f, + -0.05f, -0.05f, 0.0f, 0.0f, 1.0f, + + -0.05f, 0.05f, 1.0f, 0.0f, 0.0f, + 0.05f, -0.05f, 0.0f, 1.0f, 0.0f, + 0.05f, 0.05f, 0.0f, 1.0f, 1.0f, + }; + + GLuint quad_vao, vbo; + glGenVertexArrays(1, &quad_vao); + glBindVertexArray(quad_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(2*sizeof(F32))); + glBindVertexArray(0); + + V2F translations[100]; + S32 index = 0; + F32 offset = 0.1f; + for (S32 y = -10; y < 10; y += 2) { + for (S32 x = -10; x < 10; x += 2) { + V2F translation = v2f((F32)x, (F32)y); + translation = v2f_scalef(translation, 1.0f/10.0f); + translation = v2f_add(translation, v2f(offset, offset)); + translations[index++] = translation; + } + } + + U32 instance_vbo; + glBindVertexArray(quad_vao); + glGenBuffers(1, &instance_vbo); + glBindBuffer(GL_ARRAY_BUFFER, instance_vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(translations), translations, GL_STATIC_DRAW); + glEnableVertexAttribArray(2); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(V2F), (void *)0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glVertexAttribDivisor(2, 1); + glBindVertexArray(0); + + arena = arena_alloc(Megabytes(64)); + + Mesh *planet_mesh = mesh_load_obj(arena, "../../data/models/planet/planet.obj"); + Mesh *rock_mesh = mesh_load_obj(arena, "../../data/models/rock/rock.obj"); + + U32 planet_texture = load_texture("../../data/models/planet/mars.png"); + U32 rock_texture = load_texture("../../data/models/rock/rock.png"); + + S32 amount = 80000; + F32 radius = 150.0f; + offset = 25.0f; + MAT4 trns[amount]; + for (S32 i = 0; i < amount; ++i) { + F32 angle, displacement, x, y, z, scale; + MAT4 model = mat4_identity(); + + angle = rand()%360; + model = mat4_rotate_angles(model, v3f(angle, angle, angle)); + + scale = (rand()%20)/100.0f+0.05f; + model = mat4_scale(model, v3f(scale, scale, scale)); + + angle = ((F32)i/(F32)amount)*360.0f; + displacement = (rand()%(S32)(2.0f*offset))-offset; + x = f32_sin(DEG2RAD*angle)*radius+displacement; + displacement = (rand()%(S32)(2.0f*offset))-offset; + y = 0.4f*displacement; + displacement = (rand()%(S32)(2.0f*offset))-offset; + z = f32_cos(DEG2RAD*angle)*radius; + model = mat4_translate(model, v3f(x, y, z)); + + trns[i] = model; + } + + U32 buffer; + glGenBuffers(1, &buffer); + glBindBuffer(GL_ARRAY_BUFFER, buffer); + glBufferData(GL_ARRAY_BUFFER, amount*sizeof(MAT4), &trns[0], GL_STATIC_DRAW); + glBindVertexArray(rock_mesh->vao); + glEnableVertexAttribArray(3); + glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)0); + glEnableVertexAttribArray(4); + glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)(1*sizeof(V4F))); + glEnableVertexAttribArray(5); + glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)(2*sizeof(V4F))); + glEnableVertexAttribArray(6); + glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, 4*sizeof(V4F), (void *)(3*sizeof(V4F))); + + glVertexAttribDivisor(3, 1); + glVertexAttribDivisor(4, 1); + glVertexAttribDivisor(5, 1); + glVertexAttribDivisor(6, 1); + glBindVertexArray(0); + + state.camera = (Camera) { + v3f(0.0f, 50.0f, 220.0f), + 90.0f, 0.1f, 1000.0f, + 0.0f, 0.0f + }; + F32 camera_speed = 10.0f; + + F32 target_fps = 60.0f; + F32 target_spf = 1.0f/target_fps; + F32 last_time = glfwGetTime(); + F32 time = last_time; + + S32 scene = 0; + S32 number_scene = 4; + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + /* NOTE(pryazha): Update */ + glfwGetFramebufferSize(window, &width, &height); + process_glfw_keyboard(window, &input); + process_glfw_mouse_pos(window, &input); + + if (key_is_pressed(input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + if (key_first_press(input.jump) || + key_first_press(input.action_right)) { + scene++; + } else if (key_first_press(input.action_left)) { + scene--; + if (scene < 0) + scene = number_scene-1; + } + scene %= number_scene; + + move_camera = (scene > 1) ? 1 : 0; + + if (move_camera) { + V3F dv = get_dv_camera_first_person(&input, &state.camera, + 4.0f, state.dt); + state.camera.pos = v3f_add(state.camera.pos, dv); + F32 sensitivity = 0.1f; + input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity); + state.camera.yaw += input.mouse_offset.x; + state.camera.pitch += input.mouse_offset.y; + if (state.camera.pitch > 89.0f) + state.camera.pitch = 89.0f; + if (state.camera.pitch < -89.0f) + state.camera.pitch = -89.0f; + } + + input_update_last_state(&input); + + /* NOTE(pryazha): Render */ + MAT4 proj, view, model; + F32 scale = 5.0f; + + view = get_view_matrix(&state.camera); + proj = perspective(state.camera.fovx, (F32)width/(F32)height, + state.camera.near, state.camera.far); + + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + switch (scene) { + case 0: + glUseProgram(instancing_uniform_array_shader); + for (S32 i = 0; i < 100; ++i) { + char temp[256]; + snprintf(temp, 256, "offsets[%d]", i); + shader_set_2fv(instancing_uniform_array_shader, + temp, translations[i]); + } + glBindVertexArray(quad_vao); + glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 100); + glBindVertexArray(0); + break; + case 1: + glUseProgram(instanced_arrays_shader); + glBindVertexArray(quad_vao); + glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 100); + glBindVertexArray(0); + break; + case 2: + glUseProgram(default_shader); + shader_set_mat4fv(default_shader, "proj", proj); + shader_set_mat4fv(default_shader, "view", view); + + model = mat4_make_scale(v3f(scale, scale, scale)); + shader_set_mat4fv(default_shader, "model", model); + glBindTexture(GL_TEXTURE_2D, planet_texture); + mesh_draw(planet_mesh); + + glBindTexture(GL_TEXTURE_2D, rock_texture); + for (S32 i = 0; i < amount; ++i) { + model = trns[i]; + shader_set_mat4fv(default_shader, "model", model); + mesh_draw(rock_mesh); + } + break; + case 3: + glUseProgram(default_shader); + shader_set_mat4fv(default_shader, "proj", proj); + shader_set_mat4fv(default_shader, "view", view); + model = mat4_make_scale(v3f(scale, scale, scale)); + shader_set_mat4fv(default_shader, "model", model); + glBindTexture(GL_TEXTURE_2D, planet_texture); + mesh_draw(planet_mesh); + glBindTexture(GL_TEXTURE_2D, 0); + + glUseProgram(instanced_shader); + shader_set_mat4fv(default_shader, "proj", proj); + shader_set_mat4fv(default_shader, "view", view); + glBindTexture(GL_TEXTURE_2D, rock_texture); + glBindVertexArray(rock_mesh->vao); + glDrawElementsInstanced(GL_TRIANGLES, rock_mesh->index_count, + GL_UNSIGNED_INT, 0, amount); + glBindVertexArray(0); + glBindTexture(GL_TEXTURE_2D, 0); + break; + } + + 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(); + state.dt = current_time-last_time; + time += state.dt; + last_time = current_time; + } + + glfwTerminate(); + return(0); } diff --git a/advanced_opengl/9.instancing/shaders/default.frag b/advanced_opengl/9.instancing/shaders/default.frag new file mode 100644 index 0000000..8ae5c3b --- /dev/null +++ b/advanced_opengl/9.instancing/shaders/default.frag @@ -0,0 +1,12 @@ +#version 330 core + +in vec2 tex_coords; + +out vec4 frag_color; + +uniform sampler2D texture0; + +void main(void) +{ + frag_color = texture(texture0, tex_coords); +} diff --git a/advanced_opengl/9.instancing/shaders/default.fs b/advanced_opengl/9.instancing/shaders/default.fs deleted file mode 100644 index c655ac8..0000000 --- a/advanced_opengl/9.instancing/shaders/default.fs +++ /dev/null @@ -1,13 +0,0 @@ -#version 330 core - -in vec2 tex_coords; - -out vec4 frag_color; - -uniform sampler2D texture0; - -void -main(void) -{ - frag_color = texture(texture0, tex_coords); -} \ No newline at end of file diff --git a/advanced_opengl/9.instancing/shaders/default.vert b/advanced_opengl/9.instancing/shaders/default.vert new file mode 100644 index 0000000..87cb538 --- /dev/null +++ b/advanced_opengl/9.instancing/shaders/default.vert @@ -0,0 +1,17 @@ +#version 330 core +layout(location = 0) in vec3 apos; +layout(location = 1) in vec3 anormal; +layout(location = 2) in vec2 atex_coords; + +out vec3 normal; +out vec2 tex_coords; + +uniform mat4 proj; +uniform mat4 view; +uniform mat4 model; + +void main(void) +{ + tex_coords = atex_coords; + gl_Position = proj*view*model*vec4(apos, 1.0); +} diff --git a/advanced_opengl/9.instancing/shaders/default.vs b/advanced_opengl/9.instancing/shaders/default.vs deleted file mode 100644 index 85d3c19..0000000 --- a/advanced_opengl/9.instancing/shaders/default.vs +++ /dev/null @@ -1,18 +0,0 @@ -#version 330 core -layout(location = 0) in vec3 apos; -layout(location = 1) in vec3 anormal; -layout(location = 2) in vec2 atex_coords; - -out vec3 normal; -out vec2 tex_coords; - -uniform mat4 projection; -uniform mat4 view; -uniform mat4 model; - -void -main(void) -{ - tex_coords = atex_coords; - gl_Position = projection*view*model*vec4(apos, 1.0); -} diff --git a/advanced_opengl/9.instancing/shaders/instanced_arrays.frag b/advanced_opengl/9.instancing/shaders/instanced_arrays.frag new file mode 100644 index 0000000..4865933 --- /dev/null +++ b/advanced_opengl/9.instancing/shaders/instanced_arrays.frag @@ -0,0 +1,10 @@ +#version 330 core + +in vec3 color; + +out vec4 frag_color; + +void main(void) +{ + frag_color = vec4(color, 1.0); +} diff --git a/advanced_opengl/9.instancing/shaders/instanced_arrays.fs b/advanced_opengl/9.instancing/shaders/instanced_arrays.fs deleted file mode 100644 index a32e52e..0000000 --- a/advanced_opengl/9.instancing/shaders/instanced_arrays.fs +++ /dev/null @@ -1,11 +0,0 @@ -#version 330 core - -in vec3 color; - -out vec4 frag_color; - -void -main(void) -{ - frag_color = vec4(color, 1.0); -} diff --git a/advanced_opengl/9.instancing/shaders/instanced_arrays.vert b/advanced_opengl/9.instancing/shaders/instanced_arrays.vert new file mode 100644 index 0000000..ce3ea7d --- /dev/null +++ b/advanced_opengl/9.instancing/shaders/instanced_arrays.vert @@ -0,0 +1,13 @@ +#version 330 core +layout(location = 0) in vec2 apos; +layout(location = 1) in vec3 acolor; +layout(location = 2) in vec2 aoffset; + +out vec3 color; + +void main(void) +{ + color = acolor; + vec2 pos = apos*(gl_InstanceID/100.0); + gl_Position = vec4(pos+aoffset, 0.0, 1.0); +} diff --git a/advanced_opengl/9.instancing/shaders/instanced_arrays.vs b/advanced_opengl/9.instancing/shaders/instanced_arrays.vs deleted file mode 100644 index 4ea0fe4..0000000 --- a/advanced_opengl/9.instancing/shaders/instanced_arrays.vs +++ /dev/null @@ -1,14 +0,0 @@ -#version 330 core -layout(location = 0) in vec2 apos; -layout(location = 1) in vec3 acolor; -layout(location = 2) in vec2 aoffset; - -out vec3 color; - -void -main(void) -{ - color = acolor; - vec2 pos = apos*(gl_InstanceID/100.0); - gl_Position = vec4(pos+aoffset, 0.0, 1.0); -} diff --git a/advanced_opengl/9.instancing/shaders/instanced_mat4.frag b/advanced_opengl/9.instancing/shaders/instanced_mat4.frag new file mode 100644 index 0000000..3b96d36 --- /dev/null +++ b/advanced_opengl/9.instancing/shaders/instanced_mat4.frag @@ -0,0 +1,13 @@ +#version 330 core + +in vec2 tex_coords; + +out vec4 frag_color; + +uniform sampler2D texture1; + +void main(void) +{ + frag_color = texture(texture1, tex_coords); +} + diff --git a/advanced_opengl/9.instancing/shaders/instanced_mat4.fs b/advanced_opengl/9.instancing/shaders/instanced_mat4.fs deleted file mode 100644 index ae625b2..0000000 --- a/advanced_opengl/9.instancing/shaders/instanced_mat4.fs +++ /dev/null @@ -1,14 +0,0 @@ -#version 330 core - -in vec2 tex_coords; - -out vec4 frag_color; - -uniform sampler2D texture1; - -void -main(void) -{ - frag_color = texture(texture1, tex_coords); -} - diff --git a/advanced_opengl/9.instancing/shaders/instanced_mat4.vert b/advanced_opengl/9.instancing/shaders/instanced_mat4.vert new file mode 100644 index 0000000..835cc5d --- /dev/null +++ b/advanced_opengl/9.instancing/shaders/instanced_mat4.vert @@ -0,0 +1,15 @@ +#version 330 core +layout(location = 0) in vec3 apos; +layout(location = 2) in vec2 atex_coords; +layout(location = 3) in mat4 instance_matrix; + +out vec2 tex_coords; + +uniform mat4 proj; +uniform mat4 view; + +void main(void) +{ + tex_coords = atex_coords; + gl_Position = proj*view*instance_matrix*vec4(apos, 1.0); +} diff --git a/advanced_opengl/9.instancing/shaders/instanced_mat4.vs b/advanced_opengl/9.instancing/shaders/instanced_mat4.vs deleted file mode 100644 index c65be90..0000000 --- a/advanced_opengl/9.instancing/shaders/instanced_mat4.vs +++ /dev/null @@ -1,16 +0,0 @@ -#version 330 core -layout(location = 0) in vec3 apos; -layout(location = 2) in vec2 atex_coords; -layout(location = 3) in mat4 instance_matrix; - -out vec2 tex_coords; - -uniform mat4 projection; -uniform mat4 view; - -void -main(void) -{ - tex_coords = atex_coords; - gl_Position = projection*view*instance_matrix*vec4(apos, 1.0); -} diff --git a/advanced_opengl/9.instancing/shaders/instancing_uniform_array.frag b/advanced_opengl/9.instancing/shaders/instancing_uniform_array.frag new file mode 100644 index 0000000..4865933 --- /dev/null +++ b/advanced_opengl/9.instancing/shaders/instancing_uniform_array.frag @@ -0,0 +1,10 @@ +#version 330 core + +in vec3 color; + +out vec4 frag_color; + +void main(void) +{ + frag_color = vec4(color, 1.0); +} diff --git a/advanced_opengl/9.instancing/shaders/instancing_uniform_array.fs b/advanced_opengl/9.instancing/shaders/instancing_uniform_array.fs deleted file mode 100644 index a32e52e..0000000 --- a/advanced_opengl/9.instancing/shaders/instancing_uniform_array.fs +++ /dev/null @@ -1,11 +0,0 @@ -#version 330 core - -in vec3 color; - -out vec4 frag_color; - -void -main(void) -{ - frag_color = vec4(color, 1.0); -} diff --git a/advanced_opengl/9.instancing/shaders/instancing_uniform_array.vert b/advanced_opengl/9.instancing/shaders/instancing_uniform_array.vert new file mode 100644 index 0000000..61b07a0 --- /dev/null +++ b/advanced_opengl/9.instancing/shaders/instancing_uniform_array.vert @@ -0,0 +1,13 @@ +#version 330 core +layout(location = 0) in vec2 apos; +layout(location = 1) in vec3 acolor; + +out vec3 color; + +uniform vec2 offsets[100]; + +void main(void) +{ + color = acolor; + gl_Position = vec4(apos+offsets[gl_InstanceID], 0.0, 1.0); +} diff --git a/advanced_opengl/9.instancing/shaders/instancing_uniform_array.vs b/advanced_opengl/9.instancing/shaders/instancing_uniform_array.vs deleted file mode 100644 index a77be31..0000000 --- a/advanced_opengl/9.instancing/shaders/instancing_uniform_array.vs +++ /dev/null @@ -1,14 +0,0 @@ -#version 330 core -layout(location = 0) in vec2 apos; -layout(location = 1) in vec3 acolor; - -out vec3 color; - -uniform vec2 offsets[100]; - -void -main(void) -{ - color = acolor; - gl_Position = vec4(apos+offsets[gl_InstanceID], 0.0, 1.0); -} -- cgit v1.2.3