#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, "Framebuffers", 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); } U32 screen_shader = create_shader_program("shaders/screen.vert", "shaders/screen.frag"); U32 cube_shader = create_shader_program("shaders/cube.vert", "shaders/cube.frag"); U32 marble_texture = load_texture("../../data/textures/marble.jpg"); U32 metal_texture = load_texture("../../data/textures/metal.png"); U32 window_texture = load_texture("../../data/textures/window.png"); U32 fbo, texture_colorbuffer, rbo; glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glGenTextures(1, &texture_colorbuffer); glBindTexture(GL_TEXTURE_2D, texture_colorbuffer); 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); glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_colorbuffer, 0); glGenRenderbuffers(1, &rbo); glBindRenderbuffer(GL_RENDERBUFFER, rbo); glRenderbufferStorage(GL_RENDERBUFFER, 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"); glBindFramebuffer(GL_FRAMEBUFFER, 0); 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, -4.0f*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 cube_vao, quad_vao, vbo; glGenVertexArrays(1, &cube_vao); glBindVertexArray(cube_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); 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); Transform window_transforms[] = { transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, 0.0f, a+0.1f)), transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, 0.0f, 2.0f)), transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(1.0f, 0.0f, -1.0f)), transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-2.0f, 0.0f, 0.5f)), transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-3.0f, 0.0f, -3.0f)), transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(3.0f, 0.0f, 0.2)), }; F32 angle = 0.0f; for (S32 i = 0; i < (S32)ArrayCount(window_transforms); ++i) { Transform *transform = window_transforms+i; *transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f)); angle += 30.0f; } 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); Transform sorted[ArrayCount(window_transforms)]; MemoryCopyArray(sorted, window_transforms); for (S32 i = 0; i < (S32)ArrayCount(sorted); ++i) { for (S32 j = 1; j < (S32)ArrayCount(sorted); ++j) { F32 dist_left = v3f_length(v3f_sub(sorted[j-1].translate, state.camera.pos)); F32 dist_right = v3f_length(v3f_sub(sorted[j].translate, state.camera.pos)); if (dist_left < dist_right) { Transform temp = sorted[j]; sorted[j] = sorted[j-1]; sorted[j-1] = temp; } } } /* 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); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glViewport(0, 0, width, height); glClearColor(0.15f, 0.15f, 0.15f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glUseProgram(cube_shader); shader_set_mat4fv(cube_shader, "view", view); shader_set_mat4fv(cube_shader, "proj", proj); glBindTexture(GL_TEXTURE_2D, marble_texture); glBindVertexArray(cube_vao); for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) { model = transform_apply(cube_positions[i]); shader_set_mat4fv(cube_shader, "model", model); glDrawArrays(GL_TRIANGLES, 0, 36); } glBindTexture(GL_TEXTURE_2D, metal_texture); model = transform_apply(platform_transform); shader_set_mat4fv(cube_shader, "model", model); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glUseProgram(cube_shader); glBindTexture(GL_TEXTURE_2D, window_texture); shader_set_mat4fv(cube_shader, "view", view); shader_set_mat4fv(cube_shader, "proj", proj); glBindVertexArray(quad_vao); for (S32 i = 0; i < (S32)ArrayCount(sorted); ++i) { model = transform_apply(sorted[i]); shader_set_mat4fv(cube_shader, "model", model); glDrawArrays(GL_TRIANGLES, 0, 6); } glBindVertexArray(0); glDisable(GL_BLEND); glBindFramebuffer(GL_FRAMEBUFFER, 0); glViewport(0, 0, width, height); 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, texture_colorbuffer); glBindVertexArray(quad_vao); shader_set_mat4fv(screen_shader, "model", mat4_identity()); glDrawArrays(GL_TRIANGLES, 0, 6); glBindVertexArray(0); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glViewport(0, 0, width, height); glClearColor(0.15f, 0.15f, 0.15f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); V3F f = v3f(view.m2.x, view.m2.y, view.m2.z); target = v3f_add(state.camera.pos, v3f_negate(f)); view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f)); glUseProgram(cube_shader); shader_set_mat4fv(cube_shader, "view", view); shader_set_mat4fv(cube_shader, "proj", proj); glBindTexture(GL_TEXTURE_2D, marble_texture); glBindVertexArray(cube_vao); for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) { model = transform_apply(cube_positions[i]); shader_set_mat4fv(cube_shader, "model", model); glDrawArrays(GL_TRIANGLES, 0, 36); } glBindTexture(GL_TEXTURE_2D, metal_texture); model = transform_apply(platform_transform); shader_set_mat4fv(cube_shader, "model", model); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glUseProgram(cube_shader); glBindTexture(GL_TEXTURE_2D, window_texture); shader_set_mat4fv(cube_shader, "view", view); shader_set_mat4fv(cube_shader, "proj", proj); glBindVertexArray(quad_vao); for (S32 i = 0; i < (S32)ArrayCount(sorted); ++i) { model = transform_apply(sorted[i]); shader_set_mat4fv(cube_shader, "model", model); glDrawArrays(GL_TRIANGLES, 0, 6); } glBindVertexArray(0); glDisable(GL_BLEND); glBindFramebuffer(GL_FRAMEBUFFER, 0); glViewport(0, 0, width, height); glUseProgram(screen_shader); glDisable(GL_DEPTH_TEST); glBindTexture(GL_TEXTURE_2D, texture_colorbuffer); glBindVertexArray(quad_vao); model = transform_apply(transform_make_scale_translate(v3f(0.3f, 0.3f, 0.3f), v3f(-0.7f, 0.7f, 0.0f))); shader_set_mat4fv(screen_shader, "model", model); 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; } glfwTerminate(); return(0); }