#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); glDepthFunc(GL_LESS); U32 shader = create_shader_program("shaders/depth.vs", "shaders/depth.fs"); U32 marble_texture = load_texture("../data/textures/marble.jpg"); U32 metal_texture = load_texture("../data/textures/metal.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*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 VAO, VBO; glGenVertexArrays(1, &VAO); glBindVertexArray(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 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); /* INFO(pryazha): render */ glClearColor(0.15f, 0.15f, 0.15f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(shader); MAT4 model, view, projection; view = look_at(camera_pos, v3f(0.0f, 0.0f, 0.0f), v3f(0.0f, 1.0f, 0.0f)); shader_set_mat4fv(shader, "view", view); /* projection = ortho(-5.0f, 5.0f, -5.0f, 5.0f, 0.1f, 100.0f); */ F32 fovx = 90.0f; F32 near = 0.1f; F32 far = 100.0f; projection = perspective(fovx, (F32)WIDTH/(F32)HEIGHT, near, far); shader_set_mat4fv(shader, "projection", projection); glBindTexture(GL_TEXTURE_2D, marble_texture); glBindVertexArray(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); 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); }