#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 V3F camera_pos; static F32 dt; static Input input; static B32 first_mouse = 1; void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) { switch (action) { case GLFW_PRESS: { switch (key) { case GLFW_KEY_D: { input.move_right.state = KeyState_PRESS; } break; case GLFW_KEY_W: { input.move_forward.state = KeyState_PRESS; } break; case GLFW_KEY_A: { input.move_left.state = KeyState_PRESS; } break; case GLFW_KEY_S: { input.move_backward.state = KeyState_PRESS; } break; case GLFW_KEY_E: { input.move_up.state = KeyState_PRESS; } break; case GLFW_KEY_Q: { input.move_down.state = KeyState_PRESS; } break; } } break; case GLFW_RELEASE: { switch (key) { case GLFW_KEY_D: { input.move_right.state = KeyState_RELEASE; } break; case GLFW_KEY_W: { input.move_forward.state = KeyState_RELEASE; } break; case GLFW_KEY_A: { input.move_left.state = KeyState_RELEASE; } break; case GLFW_KEY_S: { input.move_backward.state = KeyState_RELEASE; } break; case GLFW_KEY_E: { input.move_up.state = KeyState_RELEASE; } break; case GLFW_KEY_Q: { input.move_down.state = KeyState_RELEASE; } break; } } break; } } void cursor_pos_callback(GLFWwindow* window, double xpos, double ypos) { if (first_mouse) { input.last_mouse_pos = v2f(xpos, ypos); first_mouse = 0; } input.mouse_offset = v2f(input.mouse_offset.x+((F32)xpos-input.last_mouse_pos.x), input.mouse_offset.y+((F32)ypos-input.last_mouse_pos.y)); input.last_mouse_pos = v2f((F32)xpos, (F32)ypos); } int main(void) { GLFWwindow *window; if (glfwInit() == GLFW_FALSE) { fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); return(1); } glfwWindowHint(GLFW_RESIZABLE, 0); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window = glfwCreateWindow(WIDTH, HEIGHT, "Cubemaps", 0, 0); if (!window) { fprintf(stderr, "[ERROR] Failed to create window.\n"); glfwTerminate(); return(1); } glfwMakeContextCurrent(window); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, cursor_pos_callback); if (glewInit() != GLEW_OK) { fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); glfwTerminate(); return(1); } U32 skybox_shader = create_shader_program("shaders/skybox.vs", "shaders/skybox.fs"); U32 reflection_shader = create_shader_program("shaders/reflection.vs", "shaders/reflection.fs"); U32 refraction_shader = create_shader_program("shaders/refraction.vs", "shaders/refraction.fs"); U32 cube_shader = create_shader_program("shaders/cube.vs", "shaders/cube.fs"); U32 grid_texture = load_texture("../../data/textures/grid.png"); const char *cube_texture_filenames[6] = { "../../data/textures/skybox/right.jpg", "../../data/textures/skybox/left.jpg", "../../data/textures/skybox/top.jpg", "../../data/textures/skybox/bottom.jpg", "../../data/textures/skybox/front.jpg", "../../data/textures/skybox/back.jpg" }; U32 skybox_texture = load_cubemap(cube_texture_filenames); 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)) }; Transform platform_position = transform_make_scale_translate(v3f(10.0f, 0.2f, 10.0f), v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f)); U32 cube_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); a = 1.0f; F32 skybox_cube_vertices[] = { -a, -a, -a, a, -a, -a, a, a, -a, a, a, -a, -a, a, -a, -a, -a, -a, -a, -a, a, a, -a, a, a, a, a, a, a, a, -a, a, a, -a, -a, a, -a, a, a, -a, a, -a, -a, -a, -a, -a, -a, -a, -a, -a, a, -a, a, a, a, a, a, a, a, -a, a, -a, -a, a, -a, -a, a, -a, a, a, a, a, -a, -a, -a, a, -a, -a, a, -a, a, a, -a, a, -a, -a, a, -a, -a, -a, -a, a, -a, a, a, -a, a, a, a, a, a, a, -a, a, a, -a, a, -a, }; U32 skybox_cube_vao; glGenVertexArrays(1, &skybox_cube_vao); glBindVertexArray(skybox_cube_vao); glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(skybox_cube_vertices), skybox_cube_vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(F32), (void *)0); glBindVertexArray(0); F32 normals_cube_vertices[] = { -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f }; U32 normals_cube_vao; glGenVertexArrays(1, &normals_cube_vao); glBindVertexArray(normals_cube_vao); glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(normals_cube_vertices), normals_cube_vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(F32), (void *)0); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(F32), (void *)(3*sizeof(F32))); glBindVertexArray(0); F32 target_fps = 60.0f; F32 target_spf = 1.0f/target_fps; camera_pos = v3f(0.0f, 1.0f, 3.0f); F32 yaw = 0.0f, pitch = 0.0f; F32 last_time = glfwGetTime(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); MAT4 view, projection; view = mat4_make_translate(v3f_negate(camera_pos)); view = mat4_rotate_angles(view, v3f(pitch, yaw, 0.0f)); projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f); while (!glfwWindowShouldClose(window)) { glfwPollEvents(); /* INFO(pryazha): update */ V3F left, up, forward; left = v3f(-view.m0.x, -view.m1.x, -view.m2.x); up = v3f(view.m0.y, view.m1.y, view.m2.y); forward = v3f(-view.m0.z, -view.m1.z, -view.m2.z); V3F dp = v3f_zero(); F32 speed = 2.0f; if (key_is_pressed(input.move_right)) dp = v3f_add(dp, v3f_scalef(left, -speed*dt)); if (key_is_pressed(input.move_forward)) dp = v3f_add(dp, v3f_scalef(forward, speed*dt)); if (key_is_pressed(input.move_left)) dp = v3f_add(dp, v3f_scalef(left, speed*dt)); if (key_is_pressed(input.move_backward)) dp = v3f_add(dp, v3f_scalef(forward, -speed*dt)); if (key_is_pressed(input.move_up)) dp = v3f_add(dp, v3f_scalef(up, speed*dt)); if (key_is_pressed(input.move_down)) dp = v3f_add(dp, v3f_scalef(up, -speed*dt)); camera_pos = v3f_add(camera_pos, dp); /* NOTE(pryazha): Mouse handling */ F32 sensitivity = 0.1f; input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity); yaw += input.mouse_offset.x; pitch += input.mouse_offset.y; if (pitch > 89.0f) pitch = 89.0f; if (pitch < -89.0f) pitch = -89.0f; view = mat4_make_translate(v3f_negate(camera_pos)); view = mat4_rotate_angles(view, v3f(pitch, yaw, 0.0f)); input_update_last_state(&input); /* NOTE(pryazha): Render */ glClearColor(0.15f, 0.15f, 0.15f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(cube_shader); shader_set_mat4fv(cube_shader, "view", view); shader_set_mat4fv(cube_shader, "projection", projection); glBindTexture(GL_TEXTURE_2D, grid_texture); glBindVertexArray(cube_vao); for (S32 transform_index = 0; transform_index < (S32)ArrayCount(cube_positions); ++transform_index) { shader_set_mat4fv(cube_shader, "model", transform_apply(cube_positions[transform_index])); glDrawArrays(GL_TRIANGLES, 0, 36); } shader_set_mat4fv(cube_shader, "model", transform_apply(platform_position)); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); glUseProgram(reflection_shader); shader_set_mat4fv(reflection_shader, "model", mat4_make_translate(v3f(0.0f, 2.0f, 0.0f))); shader_set_mat4fv(reflection_shader, "view", view); shader_set_mat4fv(reflection_shader, "projection", projection); shader_set_3fv(reflection_shader, "camera_pos", camera_pos); glBindVertexArray(normals_cube_vao); glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_texture); glDrawArrays(GL_TRIANGLES, 0, 36); glBindTexture(GL_TEXTURE_CUBE_MAP, 0); glBindVertexArray(0); glUseProgram(refraction_shader); shader_set_mat4fv(refraction_shader, "model", mat4_make_translate(v3f(2.0f, 2.0f, 0.0f))); shader_set_mat4fv(refraction_shader, "view", view); shader_set_mat4fv(refraction_shader, "projection", projection); shader_set_3fv(refraction_shader, "camera_pos", camera_pos); glBindVertexArray(normals_cube_vao); glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_texture); glDrawArrays(GL_TRIANGLES, 0, 36); glBindTexture(GL_TEXTURE_CUBE_MAP, 0); glBindVertexArray(0); glUseProgram(skybox_shader); MAT4 rotate_view = mat4_identity(); rotate_view.m0 = v4f(view.m0.x, view.m0.y, view.m0.z, 0.0f); rotate_view.m1 = v4f(view.m1.x, view.m1.y, view.m1.z, 0.0f); rotate_view.m2 = v4f(view.m2.x, view.m2.y, view.m2.z, 0.0f); shader_set_mat4fv(skybox_shader, "view", rotate_view); shader_set_mat4fv(skybox_shader, "projection", projection); glBindVertexArray(skybox_cube_vao); glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_texture); 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(); dt = current_time-last_time; last_time = current_time; } glfwTerminate(); return(0); }