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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;
Arena *arena = 0;
Mesh *cube;
F32 target_fps, target_spf, last_time;
MAT4 proj, view, model;
U32 fbo, intermediate_fbo, color_tex,
screen_texture, rbo,
quad_vao, vbo, color_shader,
screen_shader;
S32 width, height;
State state;
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, "Anti Aliasing (Off-screen)", 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);
}
arena = arena_alloc(Kilobytes(4));
cube = mesh_load_obj(arena, "../../data/models/cube.obj");
color_shader = create_shader_program("shaders/color.vert",
"shaders/color.frag");
screen_shader = create_shader_program("shaders/screen.vert",
"shaders/screen.frag");
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &color_tex);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, color_tex);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB,
width, height, GL_TRUE);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D_MULTISAMPLE, color_tex, 0);
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8,
width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n");
fprintf(stdout, "[INFO]: Multisample fbo complete.\n");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glGenFramebuffers(1, &intermediate_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, intermediate_fbo);
glGenTextures(1, &screen_texture);
glBindTexture(GL_TEXTURE_2D, screen_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height,
0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, screen_texture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n");
fprintf(stdout, "[INFO]: Intermediate fbo complete.\n");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
F32 quad_vertices[] = {
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
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);
state.camera = (Camera) {
v3f(0.0f, 0.0f, 3.0f),
90.0f, 0.1f, 1000.0f,
0.0f, 0.0f
};
input = input_init();
target_fps = 60.0f;
target_spf = 1.0f/target_fps;
last_time = glfwGetTime();
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
/* 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);
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);
view = get_view_matrix(&state.camera);
proj = perspective(state.camera.fovx, (F32)width/(F32)height,
state.camera.near, state.camera.far);
model = mat4_identity();
/* NOTE(pryazha): Render */
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glUseProgram(color_shader);
shader_set_mat4fv(color_shader, "proj", proj);
shader_set_mat4fv(color_shader, "view", view);
shader_set_mat4fv(color_shader, "model", model);
mesh_draw(cube);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediate_fbo);
glBlitFramebuffer(0, 0, width, height,
0, 0, width, height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(screen_shader);
glDisable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D, screen_texture);
glBindVertexArray(quad_vao);
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();
state.dt = current_time-last_time;
last_time = current_time;
}
arena_release(arena);
glfwTerminate();
return(0);
}
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