#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, "Face culling", 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_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); }