#include "GL/glew.h" #include "GLFW/glfw3.h" #include "pwyazh.h" #include "pwyazh_GL.h" #include "common.h" #include #define WIDTH 1024 #define HEIGHT 768 static Input global_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: { 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; } } 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); }