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#include "GL/glew.h"
#include "GLFW/glfw3.h"
#include "pwyazh.h"
#include "pwyazh_GL.h"
#include "common.h"
void draw_cube(U32 cube_vao, U32 texture)
{
glBindVertexArray(cube_vao);
glBindTexture(GL_TEXTURE_2D, texture);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindTexture(GL_TEXTURE_2D, 0);
glBindVertexArray(0);
}
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, "depth testing", 0, 0);
if (!window) {
fprintf(stderr, "[ERROR] Failed to create window.\n");
glfwTerminate();
return(1);
}
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) {
fprintf(stderr, "[ERROR] Failed to initialize glew.\n");
glfwTerminate();
return(1);
}
glEnable(GL_DEPTH_TEST);
U32 shader = create_shader_program_geom("shaders/base.vert",
"shaders/base.frag",
"shaders/base.geom");
U32 explosion_shader = create_shader_program_geom("shaders/explosion.vert",
"shaders/explosion.frag",
"shaders/explosion.geom");
U32 normals_shader = create_shader_program_geom("shaders/normals.vert",
"shaders/normals.frag",
"shaders/normals.geom");
U32 basic_shader = create_shader_program("shaders/basic.vert",
"shaders/basic.frag");
U32 grid_texture = load_texture("../../data/textures/grid.png");
F32 points[] = {
-0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 1.0f, 1.0f, 0.0f
};
GLuint points_vao, vbo;
glGenVertexArrays(1, &points_vao);
glBindVertexArray(points_vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(2*sizeof(F32)));
glBindVertexArray(0);
F32 a = 0.5f;
/* NOTE(pryazha): Counter-clockwise order */
F32 cube_vertices[] = {
/* NOTE(pryazha): Back face */
a, -a, -a, 0.0f, 0.0f, /* bottom-left */
-a, a, -a, 1.0f, 1.0f, /* top-right */
a, a, -a, 0.0f, 1.0f, /* top-left */
a, -a, -a, 0.0f, 0.0f, /* bottom-left */
-a, -a, -a, 1.0f, 0.0f, /* bottom-right */
-a, a, -a, 1.0f, 1.0f, /* top-right */
/* NOTE(pryazha): Front face */
-a, -a, a, 0.0f, 0.0f, /* bottom-left */
a, a, a, 1.0f, 1.0f, /* top-right */
-a, a, a, 0.0f, 1.0f, /* top-left */
-a, -a, a, 0.0f, 0.0f, /* bottom-left */
a, -a, a, 1.0f, 0.0f, /* bottom-right */
a, a, a, 1.0f, 1.0f, /* top-right */
/* NOTE(pryazha): Left face */
-a, -a, -a, 0.0f, 0.0f, /* bottom-left */
-a, a, a, 1.0f, 1.0f, /* top-right */
-a, a, -a, 0.0f, 1.0f, /* top-left */
-a, -a, -a, 0.0f, 0.0f, /* bottom-left */
-a, -a, a, 1.0f, 0.0f, /* bottom-right */
-a, a, a, 1.0f, 1.0f, /* top-right */
/* NOTE(pryazha): Right face */
a, -a, a, 0.0f, 0.0f, /* bottom-left */
a, a, -a, 1.0f, 1.0f, /* top-right */
a, a, a, 0.0f, 1.0f, /* top-left */
a, -a, a, 0.0f, 0.0f, /* bottom-left */
a, -a, -a, 1.0f, 0.0f, /* bottom-right */
a, a, -a, 1.0f, 1.0f, /* top-right */
/* NOTE(pryazha): Top face */
-a, a, a, 0.0f, 0.0f, /* bottom-left */
a, a, -a, 1.0f, 1.0f, /* top-right */
-a, a, -a, 0.0f, 1.0f, /* top-left */
-a, a, a, 0.0f, 0.0f, /* bottom-left */
a, a, a, 1.0f, 0.0f, /* bottom-right */
a, a, -a, 1.0f, 1.0f, /* top-right */
/* NOTE(pryazha): Bottom face */
-a, -a, -a, 0.0f, 0.0f, /* bottom-left */
a, -a, a, 1.0f, 1.0f, /* top-right */
-a, -a, a, 0.0f, 1.0f, /* top-left */
-a, -a, -a, 0.0f, 0.0f, /* bottom-left */
a, -a, -a, 1.0f, 0.0f, /* bottom-right */
a, -a, a, 1.0f, 1.0f, /* top-right */
};
U32 cube_vao;
glGenVertexArrays(1, &cube_vao);
glBindVertexArray(cube_vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_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 vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
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(vertices), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(3*sizeof(F32)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(6*sizeof(F32)));
glBindVertexArray(0);
state.camera = (Camera) {
v3f(2.0f, 1.0f, 2.0f),
90.0f, 0.1f, 100.0f,
0.0f, 0.0f
};
F32 target_fps = 60.0f;
F32 target_spf = 1.0f/target_fps;
F32 last_time = glfwGetTime();
F32 time = last_time;
S32 scene = 0;
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
process_glfw_keyboard(window, &input);
glfwGetFramebufferSize(window, &width, &height);
/* NOTE(pryazha): Update */
V3F target = v3f_zero();
if (key_first_press(input.exit))
glfwSetWindowShouldClose(window, GLFW_TRUE);
if (key_first_press(input.jump)) {
scene++;
scene %= 3;
}
input_update_last_state(&input);
/* NOTE(pryazha): Render */
MAT4 view, proj, model;
view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f));
proj = perspective(state.camera.fovx, (F32)width/(F32)height,
state.camera.near, state.camera.far);
model = mat4_identity();
glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (scene == 0) {
glUseProgram(shader);
glBindVertexArray(points_vao);
glDrawArrays(GL_POINTS, 0, 4);
glBindVertexArray(0);
} else if (scene == 1) {
glUseProgram(explosion_shader);
shader_set_mat4fv(explosion_shader, "proj", proj);
shader_set_mat4fv(explosion_shader, "view", view);
shader_set_mat4fv(explosion_shader, "model", model);
shader_set_1f(explosion_shader, "time", time);
glBindVertexArray(cube_vao);
glBindTexture(GL_TEXTURE_2D, grid_texture);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
} else {
glUseProgram(basic_shader);
shader_set_mat4fv(basic_shader, "proj", proj);
shader_set_mat4fv(basic_shader, "view", view);
shader_set_mat4fv(basic_shader, "model", model);
draw_cube(normals_cube_vao, grid_texture);
glUseProgram(normals_shader);
shader_set_mat4fv(normals_shader, "proj", proj);
shader_set_mat4fv(normals_shader, "view", view);
shader_set_mat4fv(normals_shader, "model", model);
draw_cube(normals_cube_vao, grid_texture);
}
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;
time += state.dt;
last_time = current_time;
}
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &points_vao);
glfwTerminate();
return(0);
}
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