#include "GL/glew.h" #include "GLFW/glfw3.h" #include "pwyazh.h" #include "pwyazh_GL.h" #include "common.h" 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; 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, "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); }