#include "GL/glew.h" #include "GLFW/glfw3.h" #include "pwyazh.h" #include "common.h" #include #define WIDTH 1280 #define HEIGHT 720 static V3F camera_pos; static F32 dt; static Input input; 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; } } 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, "depth testing", 0, 0); if (!window) { fprintf(stderr, "[ERROR] Failed to create window.\n"); glfwTerminate(); return(1); } glfwMakeContextCurrent(window); glfwSetKeyCallback(window, key_callback); if (glewInit() != GLEW_OK) { fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); glfwTerminate(); return(1); } glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); U32 shader = create_shader_program("shaders/blending.vs", "shaders/blending.fs"); U32 grass_shader = create_shader_program("shaders/blending.vs", "shaders/grass.fs"); U32 marble_texture = load_texture("../data/textures/marble.jpg"); U32 metal_texture = load_texture("../data/textures/metal.png"); U32 grass_texture = load_texture("../data/textures/grass.png"); U32 window_texture = load_texture("../data/textures/window.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, -4.0f*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, 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_side = 1.0f; F32 quad_vertices[] = { /* NOTE(pryazha): left top triangle */ -quad_side/2.0f, 0.0f, 0.0f, 0.0f, 0.0f, -quad_side/2.0f, quad_side, 0.0f, 0.0f, 1.0f, quad_side/2.0f, quad_side, 0.0f, 1.0f, 1.0f, /* NOTE(pryazha): right bottom triangle */ -quad_side/2.0f, 0.0f, 0.0f, 0.0f, 0.0f, quad_side/2.0f, quad_side, 0.0f, 1.0f, 1.0f, quad_side/2.0f, 0.0f, 0.0f, 1.0f, 0.0f }; 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 grass_positions[] = { transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(1.0f, -0.5f, 0.0f)), transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-1.5f, -0.5f, 2.0f)), transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, -0.5f, -1.0f)), transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(3.0f, -0.5f, 1.0f)), transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-2.0f, -0.5f, -3.0f)) }; Transform window_transforms[] = { transform_make_translate(v3f(0.0f, -0.5f, a+0.1f)), transform_make_translate(v3f(0.0f, -0.5f, 2.0f)), transform_make_translate(v3f(1.0f, -0.5f, -1.0f)), transform_make_translate(v3f(-2.0f, -0.5f, 0.5f)), transform_make_translate(v3f(-3.0f, -0.5f, -3.0f)), transform_make_translate(v3f(3.0f, -0.5f, 0.2)), }; F32 angle = 0.0f; for (S32 window_index = 0; window_index < (S32)ArrayCount(window_transforms); ++window_index) { Transform *transform = window_transforms+window_index; *transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f)); angle += 30.0f; } F32 target_fps = 60.0f; F32 target_spf = 1.0f/target_fps; camera_pos = v3f(0.0f, 0.0f, 3.0f); /* glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); */ F32 last_time = glfwGetTime(); while (!glfwWindowShouldClose(window)) { glfwPollEvents(); /* INFO(pryazha): update */ V3F left, up, forward; V3F world_up = v3f(0.0f, 1.0f, 0.0f); forward = v3f_norm(v3f_sub(v3f(0.0f, 0.0f, 0.0f), camera_pos)); left = v3f_norm(v3f_cross(world_up, forward)); up = v3f_cross(forward, left); 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)); input_update_last_state(&input); camera_pos = v3f_add(camera_pos, dp); Transform sorted_window_transforms[ArrayCount(window_transforms)]; MemoryCopyArray(sorted_window_transforms, window_transforms); for (S32 i = 0; i < (S32)ArrayCount(sorted_window_transforms); ++i) { for (S32 pos_index = 1; pos_index < (S32)ArrayCount(sorted_window_transforms); ++pos_index) { F32 distance_left = v3f_length(v3f_sub(sorted_window_transforms[pos_index-1].translate, camera_pos)); F32 distance_right = v3f_length(v3f_sub(sorted_window_transforms[pos_index].translate, camera_pos)); if (distance_left < distance_right) { Transform temp = sorted_window_transforms[pos_index]; sorted_window_transforms[pos_index] = sorted_window_transforms[pos_index-1]; sorted_window_transforms[pos_index-1] = temp; } } } /* INFO(pryazha): Render */ glClearColor(0.15f, 0.15f, 0.15f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); MAT4 model, view, projection; view = look_at(camera_pos, v3f(0.0f, 0.0f, 0.0f), v3f(0.0f, 1.0f, 0.0f)); projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f); glUseProgram(shader); shader_set_mat4fv(shader, "view", view); shader_set_mat4fv(shader, "projection", projection); glBindTexture(GL_TEXTURE_2D, marble_texture); glBindVertexArray(cube_vao); for (S32 transform_index = 0; transform_index < (S32)ArrayCount(cube_positions); ++transform_index) { model = transform_apply(cube_positions[transform_index]); shader_set_mat4fv(shader, "model", model); glDrawArrays(GL_TRIANGLES, 0, 36); } glBindTexture(GL_TEXTURE_2D, metal_texture); model = transform_apply(platform_position); shader_set_mat4fv(shader, "model", model); glDrawArrays(GL_TRIANGLES, 0, 36); glUseProgram(grass_shader); glBindTexture(GL_TEXTURE_2D, grass_texture); shader_set_mat4fv(shader, "view", view); shader_set_mat4fv(shader, "projection", projection); glBindVertexArray(quad_vao); F32 angle = 0.0f; for (S32 transform_index = 0; transform_index < (S32)ArrayCount(grass_positions); ++transform_index) { Transform *transform = grass_positions+transform_index; Transform new_transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f)); shader_set_mat4fv(shader, "model", transform_apply(new_transform)); glDrawArrays(GL_TRIANGLES, 0, 6); angle += 30.0f; } glUseProgram(shader); glBindTexture(GL_TEXTURE_2D, window_texture); shader_set_mat4fv(shader, "view", view); shader_set_mat4fv(shader, "projection", projection); for (S32 window_index = 0; window_index < (S32)ArrayCount(sorted_window_transforms); ++window_index) { MAT4 model = transform_apply(sorted_window_transforms[window_index]); shader_set_mat4fv(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(); dt = current_time-last_time; last_time = current_time; } glfwTerminate(); return(0); }