#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, "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); if (glewInit() != GLEW_OK) { fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); glfwTerminate(); return(1); } glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); U32 skybox_shader = create_shader_program("shaders/skybox.vert", "shaders/skybox.frag"); U32 reflection_shader = create_shader_program("shaders/reflection.vert", "shaders/reflection.frag"); U32 refraction_shader = create_shader_program("shaders/refraction.vert", "shaders/refraction.frag"); U32 cube_shader = create_shader_program("shaders/cube.vert", "shaders/cube.frag"); 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)) }; 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, 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); state.camera = (Camera) { v3f(0.0f, 1.0f, 3.0f), 100.0f, 0.1f, 100.0f, 0.0f, 0.0f }; input = input_init(); F32 target_fps = 60.0f; F32 target_spf = 1.0f/target_fps; F32 last_time = glfwGetTime(); while (!glfwWindowShouldClose(window)) { glfwPollEvents(); /* INFO(pryazha): update */ glfwGetFramebufferSize(window, &width, &height); process_glfw_keyboard(window, &input); process_glfw_mouse_pos(window, &input); if (key_first_press(input.exit)) glfwSetWindowShouldClose(window, GLFW_TRUE); V3F dv = get_dv_camera_first_person(&input, &state.camera, 4.0f, state.dt); state.camera.pos = v3f_add(state.camera.pos, dv); F32 sensitivity = 0.1f; input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity); state.camera.yaw += input.mouse_offset.x; state.camera.pitch += input.mouse_offset.y; if (state.camera.pitch > 89.0f) state.camera.pitch = 89.0f; if (state.camera.pitch < -89.0f) state.camera.pitch = -89.0f; input_update_last_state(&input); /* NOTE(pryazha): Render */ MAT4 view, proj, model; view = get_view_matrix(&state.camera); proj = perspective(state.camera.fovx, (F32)width/(F32)height, state.camera.near, state.camera.far); 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, "proj", proj); glBindTexture(GL_TEXTURE_2D, grid_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); } model = transform_apply(platform_transform); shader_set_mat4fv(cube_shader, "model", model); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); glUseProgram(reflection_shader); model = mat4_make_translate(v3f(0.0f, 2.0f, 0.0f)); shader_set_mat4fv(reflection_shader, "model", model); shader_set_mat4fv(reflection_shader, "view", view); shader_set_mat4fv(reflection_shader, "proj", proj); shader_set_3fv(reflection_shader, "camera_pos", state.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); model = mat4_make_translate(v3f(2.0f, 2.0f, 0.0f)); shader_set_mat4fv(refraction_shader, "model", model); shader_set_mat4fv(refraction_shader, "view", view); shader_set_mat4fv(refraction_shader, "proj", proj); shader_set_3fv(refraction_shader, "camera_pos", state.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, "proj", proj); 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(); state.dt = current_time-last_time; last_time = current_time; } glfwTerminate(); return(0); }