#include "GL/glew.h" #include "GLFW/glfw3.h" #include "pwyazh.h" #include "pwyazh_GL.h" #include "common.h" int main(void) { GLFWwindow *window; State state; S32 width, height; 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, "Stencil 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); 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); }