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#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;
Input input;
F64 time, last_time;
V3F light_pos;
MAT4 proj, view, model;
F32 aspect, angle = 0.0f;
Mesh *cube = 0;
Arena *arena = 0;
S32 width, height;
glfwSetErrorCallback(error_callback);
if (glfwInit() == GLFW_FALSE)
return(1);
width = 800;
height = 600;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_SAMPLES, 4);
window = glfwCreateWindow(width, height, "Point shadows", 0, 0);
if (!window)
goto error;
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK)
goto error;
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
/* NOTE(pryazha): Init */
arena = arena_alloc(Kilobytes(4));
state.camera = (Camera){ v3f(0.0f, 1.0f, 3.0f), 100.0f, 0.1f, 100.0f, 0.0f, 0.0f };
V3F camera_dp = v3f_zero();
F32 x, y, z;
/* NOTE(pryazha): Meshes */
cube = mesh_load_obj(arena, "../../data/models/cube.obj");
/* Positions */
V3F p1 = v3f(-1.0f, 1.0f, 0.0f);
V3F p2 = v3f(-1.0f, -1.0f, 0.0f);
V3F p3 = v3f(1.0f, -1.0f, 0.0f);
V3F p4 = v3f(1.0f, 1.0f, 0.0f);
/* Texture ccoordinates */
V2F uv1 = v2f(0.0f, 1.0f);
V2F uv2 = v2f(0.0f, 0.0f);
V2F uv3 = v2f(1.0f, 0.0f);
V2F uv4 = v2f(1.0f, 1.0f);
/* Normal vector */
V3F nm = v3f(0.0f, 0.0f, 1.0f);
V3F edge1, edge2;
V2F duv1, duv2;
F32 f;
V3F t1, bit1, t2, bit2;
edge1 = v3f_sub(p2, p1);
edge2 = v3f_sub(p3, p1);
duv1 = v2f_sub(uv2, uv1);
duv2 = v2f_sub(uv3, uv1);
f = 1.0f/(duv1.x*duv2.y-duv2.x*duv1.y);
t1.x = f*(duv2.y*edge1.x-duv1.y*edge2.x);
t1.y = f*(duv2.y*edge1.y-duv1.y*edge2.y);
t1.z = f*(duv2.y*edge1.z-duv1.y*edge2.z);
bit1.x = f*(-duv2.x*edge1.x+duv1.x*edge2.x);
bit1.y = f*(-duv2.x*edge1.y+duv1.x*edge2.y);
bit1.z = f*(-duv2.x*edge1.z+duv1.x*edge2.z);
edge1 = v3f_sub(p3, p1);
edge2 = v3f_sub(p4, p1);
duv1 = v2f_sub(uv3, uv1);
duv2 = v2f_sub(uv4, uv1);
f = 1.0f/(duv1.x*duv2.y-duv2.x*duv1.y);
t2.x = f*(duv2.y*edge1.x-duv1.y*edge2.x);
t2.y = f*(duv2.y*edge1.y-duv1.y*edge2.y);
t2.z = f*(duv2.y*edge1.z-duv1.y*edge2.z);
bit2.x = f*(-duv2.x*edge1.x+duv1.x*edge2.x);
bit2.y = f*(-duv2.x*edge1.y+duv1.x*edge2.y);
bit2.z = f*(-duv2.x*edge1.z+duv1.x*edge2.z);
F32 quad_vertices[] = {
p1.x, p1.y, p1.z, nm.x, nm.y, nm.z, uv1.x, uv1.y, t1.x, t1.y, t1.z, bit1.x, bit1.y, bit1.z,
p2.x, p2.y, p2.z, nm.x, nm.y, nm.z, uv2.x, uv2.y, t1.x, t1.y, t1.z, bit1.x, bit1.y, bit1.z,
p3.x, p3.y, p3.z, nm.x, nm.y, nm.z, uv3.x, uv3.y, t1.x, t1.y, t1.z, bit1.x, bit1.y, bit1.z,
p1.x, p1.y, p1.z, nm.x, nm.y, nm.z, uv1.x, uv1.y, t2.x, t2.y, t2.z, bit2.x, bit2.y, bit2.z,
p3.x, p3.y, p3.z, nm.x, nm.y, nm.z, uv3.x, uv3.y, t2.x, t2.y, t2.z, bit2.x, bit2.y, bit2.z,
p4.x, p4.y, p4.z, nm.x, nm.y, nm.z, uv4.x, uv4.y, t2.x, t2.y, t2.z, bit2.x, bit2.y, bit2.z
};
U32 quad_vao, vbo;
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, 14*sizeof(F32), (void *)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 14*sizeof(F32), (void *)(3*sizeof(F32)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 14*sizeof(F32), (void *)(6*sizeof(F32)));
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 14*sizeof(F32), (void *)(8*sizeof(F32)));
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 14*sizeof(F32), (void *)(11*sizeof(F32)));
glBindVertexArray(0);
/* NOTE(pryazha): Shaders */
U32 normal_map_shader = create_shader_program("shaders/normal_map.vert",
"shaders/normal_map.frag");
U32 normals_debug_shader = create_shader_program_geom("shaders/normals_debug.vert",
"shaders/normals_debug.frag",
"shaders/normals_debug.geom");
U32 color_shader = create_shader_program("shaders/color.vert",
"shaders/color.frag");
glUseProgram(normal_map_shader);
shader_set_1i(normal_map_shader, "diffuse_texture", 0);
shader_set_1i(normal_map_shader, "normal_map", 1);
glUseProgram(0);
U32 brickwall_diffuse_texture = load_texture("../../data/textures/brickwall.jpg");
U32 brickwall_normal_texture = load_texture("../../data/textures/brickwall_normal.jpg");
last_time = glfwGetTime();
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
/* NOTE(pryazha): For now it's easier to write all of the logic in the main loop */
/* NOTE(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);
F32 speed = 2.0f;
V3F dv = get_dv_camera_first_person(&input, &state.camera,
speed, state.dt);
if (key_is_pressed(input.action_up))
dv = v3f_scalef(dv, 3.0f);
camera_dp = v3f_add(camera_dp, dv);
camera_dp = v3f_scalef(camera_dp, 0.8f);
state.camera.pos = v3f_add(state.camera.pos, camera_dp);
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);
angle += 40.0f*state.dt;
x = f32_cos((F32)time);
y = f32_sin((F32)time);
z = 1.0f;
light_pos = v3f(x, y, z);
/* NOTE(pryazha): Render */
aspect = (F32)width/(F32)height;
proj = perspective(state.camera.fovx, aspect,
state.camera.near, state.camera.far);
view = get_view_matrix(&state.camera);
glViewport(0, 0, width, height);
glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(normal_map_shader);
shader_set_mat4fv(normal_map_shader, "proj", proj);
shader_set_mat4fv(normal_map_shader, "view", view);
shader_set_3fv(normal_map_shader, "light_pos", light_pos);
shader_set_3fv(normal_map_shader, "view_pos", state.camera.pos);
model = mat4_rotate_angles(mat4_identity(), v3f(angle, angle, angle));
shader_set_mat4fv(normal_map_shader, "model", model);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, brickwall_diffuse_texture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, brickwall_normal_texture);
glBindVertexArray(quad_vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glUseProgram(0);
glUseProgram(color_shader);
shader_set_mat4fv(color_shader, "proj", proj);
shader_set_mat4fv(color_shader, "view", view);
model = mat4_make_scale(v3f(0.05f, 0.05f, 0.05f));
model = mat4_translate(model, light_pos);
shader_set_mat4fv(color_shader, "model", model);
mesh_draw(cube);
glUseProgram(0);
glUseProgram(normals_debug_shader);
shader_set_mat4fv(normals_debug_shader, "proj", proj);
shader_set_mat4fv(normals_debug_shader, "view", view);
model = mat4_rotate_angles(mat4_identity(), v3f(angle, angle, angle));
shader_set_mat4fv(normals_debug_shader, "model", model);
glBindVertexArray(quad_vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glUseProgram(0);
glfwSwapBuffers(window);
time = glfwGetTime();
state.dt = time-last_time;
last_time = time;
}
arena_release(arena);
glfwTerminate();
return(0);
error:
arena_release(arena);
glfwTerminate();
return(1);
}
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