From bf1c59565096ac9774493846cfb15e259d3b0e66 Mon Sep 17 00:00:00 2001 From: pryazha Date: Thu, 23 Jan 2025 19:39:54 +0500 Subject: restructure --- face_culling/build.sh | 5 - face_culling/face_culling.c | 304 ----------------------------------- face_culling/shaders/face_culling.fs | 13 -- face_culling/shaders/face_culling.vs | 16 -- 4 files changed, 338 deletions(-) delete mode 100755 face_culling/build.sh delete mode 100644 face_culling/face_culling.c delete mode 100644 face_culling/shaders/face_culling.fs delete mode 100644 face_culling/shaders/face_culling.vs (limited to 'face_culling') diff --git a/face_culling/build.sh b/face_culling/build.sh deleted file mode 100755 index 571cdc2..0000000 --- a/face_culling/build.sh +++ /dev/null @@ -1,5 +0,0 @@ -#!/bin/sh -. ../config -TARGET='face_culling' -set -x -gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS && ./$TARGET diff --git a/face_culling/face_culling.c b/face_culling/face_culling.c deleted file mode 100644 index 01c2325..0000000 --- a/face_culling/face_culling.c +++ /dev/null @@ -1,304 +0,0 @@ -#include "GL/glew.h" -#include "GLFW/glfw3.h" - -#include "pwyazh.h" - -#include "common.h" - -#include - -#define WIDTH 1280 -#define HEIGHT 720 - -static V3F camera_pos; -static F32 dt; -static Input input; - -void -key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) -{ - switch (action) - { - case GLFW_PRESS: { - switch (key) - { - case GLFW_KEY_D: { - input.move_right.state = KeyState_PRESS; - } break; - case GLFW_KEY_W: { - input.move_forward.state = KeyState_PRESS; - } break; - case GLFW_KEY_A: { - input.move_left.state = KeyState_PRESS; - } break; - case GLFW_KEY_S: { - input.move_backward.state = KeyState_PRESS; - } break; - case GLFW_KEY_E: { - input.move_up.state = KeyState_PRESS; - } break; - case GLFW_KEY_Q: { - input.move_down.state = KeyState_PRESS; - } break; - } - } break; - - case GLFW_RELEASE: { - switch (key) - { - case GLFW_KEY_D: { - input.move_right.state = KeyState_RELEASE; - } break; - case GLFW_KEY_W: { - input.move_forward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_A: { - input.move_left.state = KeyState_RELEASE; - } break; - case GLFW_KEY_S: { - input.move_backward.state = KeyState_RELEASE; - } break; - case GLFW_KEY_E: { - input.move_up.state = KeyState_RELEASE; - } break; - case GLFW_KEY_Q: { - input.move_down.state = KeyState_RELEASE; - } break; - } - } break; - } -} - -int -main(void) -{ - GLFWwindow *window; - - if (glfwInit() == GLFW_FALSE) - { - fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); - return(1); - } - - glfwWindowHint(GLFW_RESIZABLE, 0); - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - window = glfwCreateWindow(WIDTH, HEIGHT, "depth testing", 0, 0); - if (!window) - { - fprintf(stderr, "[ERROR] Failed to create window.\n"); - glfwTerminate(); - return(1); - } - - glfwMakeContextCurrent(window); - - glfwSetKeyCallback(window, key_callback); - - if (glewInit() != GLEW_OK) - { - fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); - glfwTerminate(); - return(1); - } - - glEnable(GL_DEPTH_TEST); - glEnable(GL_CULL_FACE); - glFrontFace(GL_CW); - glCullFace(GL_BACK); - - U32 shader = create_shader_program("shaders/face_culling.vs", "shaders/face_culling.fs"); - - U32 grid_texture = load_texture("../data/textures/grid.png"); - - F32 a = 0.5f; - /* NOTE(pryazha): Counter-clockwise order */ - F32 cube_vertices_ccw[] = { - /* NOTE(pryazha): Back face */ - a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - -a, a, -a, 1.0f, 1.0f, /* top-right */ - a, a, -a, 0.0f, 1.0f, /* top-left */ - a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - -a, -a, -a, 1.0f, 0.0f, /* bottom-right */ - -a, a, -a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Front face */ - -a, -a, a, 0.0f, 0.0f, /* bottom-left */ - a, a, a, 1.0f, 1.0f, /* top-right */ - -a, a, a, 0.0f, 1.0f, /* top-left */ - -a, -a, a, 0.0f, 0.0f, /* bottom-left */ - a, -a, a, 1.0f, 0.0f, /* bottom-right */ - a, a, a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Left face */ - -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - -a, a, a, 1.0f, 1.0f, /* top-right */ - -a, a, -a, 0.0f, 1.0f, /* top-left */ - -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - -a, -a, a, 1.0f, 0.0f, /* bottom-right */ - -a, a, a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Right face */ - a, -a, a, 0.0f, 0.0f, /* bottom-left */ - a, a, -a, 1.0f, 1.0f, /* top-right */ - a, a, a, 0.0f, 1.0f, /* top-left */ - a, -a, a, 0.0f, 0.0f, /* bottom-left */ - a, -a, -a, 1.0f, 0.0f, /* bottom-right */ - a, a, -a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Top face */ - -a, a, a, 0.0f, 0.0f, /* bottom-left */ - a, a, -a, 1.0f, 1.0f, /* top-right */ - -a, a, -a, 0.0f, 1.0f, /* top-left */ - -a, a, a, 0.0f, 0.0f, /* bottom-left */ - a, a, a, 1.0f, 0.0f, /* bottom-right */ - a, a, -a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Bottom face */ - -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - a, -a, a, 1.0f, 1.0f, /* top-right */ - -a, -a, a, 0.0f, 1.0f, /* top-left */ - -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - a, -a, -a, 1.0f, 0.0f, /* bottom-right */ - a, -a, a, 1.0f, 1.0f, /* top-right */ - }; - - F32 cube_vertices_cw[] = { - /* NOTE(pryazha): Back face */ - a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - -a, a, -a, 1.0f, 1.0f, /* top-right */ - -a, -a, -a, 1.0f, 0.0f, /* bottom-right */ - a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - a, a, -a, 0.0f, 1.0f, /* top-left */ - -a, a, -a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Front face */ - -a, -a, a, 0.0f, 0.0f, /* bottom-left */ - a, a, a, 1.0f, 1.0f, /* top-right */ - a, -a, a, 1.0f, 0.0f, /* bottom-right */ - -a, -a, a, 0.0f, 0.0f, /* bottom-left */ - -a, a, a, 0.0f, 1.0f, /* top-left */ - a, a, a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Left face */ - -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - -a, a, a, 1.0f, 1.0f, /* top-right */ - -a, -a, a, 1.0f, 0.0f, /* bottom-right */ - -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - -a, a, -a, 0.0f, 1.0f, /* top-left */ - -a, a, a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Right face */ - a, -a, a, 0.0f, 0.0f, /* bottom-left */ - a, a, -a, 1.0f, 1.0f, /* top-right */ - a, -a, -a, 1.0f, 0.0f, /* bottom-right */ - a, -a, a, 0.0f, 0.0f, /* bottom-left */ - a, a, a, 0.0f, 1.0f, /* top-left */ - a, a, -a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Top face */ - -a, a, a, 0.0f, 0.0f, /* bottom-left */ - a, a, -a, 1.0f, 1.0f, /* top-right */ - a, a, a, 1.0f, 0.0f, /* bottom-right */ - -a, a, a, 0.0f, 0.0f, /* bottom-left */ - -a, a, -a, 0.0f, 1.0f, /* top-left */ - a, a, -a, 1.0f, 1.0f, /* top-right */ - - /* NOTE(pryazha): Bottom face */ - -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - a, -a, a, 1.0f, 1.0f, /* top-right */ - a, -a, -a, 1.0f, 0.0f, /* bottom-right */ - -a, -a, -a, 0.0f, 0.0f, /* bottom-left */ - -a, -a, a, 0.0f, 1.0f, /* top-left */ - a, -a, a, 1.0f, 1.0f, /* top-right */ - }; - - U32 cube_vao, vbo; - glGenVertexArrays(1, &cube_vao); - glBindVertexArray(cube_vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices_cw), cube_vertices_cw, GL_STATIC_DRAW); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32))); - glBindVertexArray(0); - - Transform cube_transform = transform_default(); - - F32 target_fps = 60.0f; - F32 target_spf = 1.0f/target_fps; - camera_pos = v3f(0.0f, 1.0f, 3.0f); - - F32 last_time = glfwGetTime(); - - F32 d_angle = 45.0f; - - while (!glfwWindowShouldClose(window)) - { - glfwPollEvents(); - - /* INFO(pryazha): update */ - V3F left, up, forward; - V3F world_up = v3f(0.0f, 1.0f, 0.0f); - - forward = v3f_norm(v3f_sub(v3f(0.0f, 0.0f, 0.0f), camera_pos)); - left = v3f_norm(v3f_cross(world_up, forward)); - up = v3f_cross(forward, left); - - V3F dp = v3f_zero(); - F32 speed = 2.0f; - if (key_is_pressed(input.move_right)) - dp = v3f_add(dp, v3f_scalef(left, -speed*dt)); - if (key_is_pressed(input.move_forward)) - dp = v3f_add(dp, v3f_scalef(forward, speed*dt)); - if (key_is_pressed(input.move_left)) - dp = v3f_add(dp, v3f_scalef(left, speed*dt)); - if (key_is_pressed(input.move_backward)) - dp = v3f_add(dp, v3f_scalef(forward, -speed*dt)); - if (key_is_pressed(input.move_up)) - dp = v3f_add(dp, v3f_scalef(up, speed*dt)); - if (key_is_pressed(input.move_down)) - dp = v3f_add(dp, v3f_scalef(up, -speed*dt)); - - input_update_last_state(&input); - - camera_pos = v3f_add(camera_pos, dp); - - /* INFO(pryazha): Render */ - glClearColor(0.15f, 0.15f, 0.15f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - MAT4 model, view, projection; - cube_transform = transform_rotate(cube_transform, v3f(0.0f, d_angle*dt, 0.0f)); - model = transform_apply(cube_transform); - view = look_at(camera_pos, v3f(0.0f, 0.0f, 0.0f), v3f(0.0f, 1.0f, 0.0f)); - projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f); - - glUseProgram(shader); - glBindTexture(GL_TEXTURE_2D, grid_texture); - shader_set_mat4fv(shader, "model", model); - shader_set_mat4fv(shader, "view", view); - shader_set_mat4fv(shader, "projection", projection); - glBindVertexArray(cube_vao); - glDrawArrays(GL_TRIANGLES, 0, 36); - - glfwSwapBuffers(window); - - F32 elapsed = glfwGetTime()-last_time; - if (elapsed < target_spf) { - U32 sleep_time = (U32)(target_spf-elapsed); - if (sleep_time > 0) { - sleep(sleep_time); - } - } - F32 current_time = glfwGetTime(); - dt = current_time-last_time; - last_time = current_time; - } - - glfwTerminate(); - return(0); -} diff --git a/face_culling/shaders/face_culling.fs b/face_culling/shaders/face_culling.fs deleted file mode 100644 index f58c5d3..0000000 --- a/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/face_culling/shaders/face_culling.vs b/face_culling/shaders/face_culling.vs deleted file mode 100644 index d3d92d1..0000000 --- a/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, 1.0f); - tex_coords = atex_coords; -} -- cgit v1.2.3