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authorpryazha <pryadeiniv@mail.ru>2025-06-15 16:11:31 +0500
committerpryazha <pryadeiniv@mail.ru>2025-06-15 16:11:31 +0500
commit9d944f26d359e4bc1ffd8e44350b0df9f0935b18 (patch)
tree9759a83a76ab741a587b99f00c2463eafd05d813 /advanced_opengl/1.depth
parentd65ddd07a43d5ffdcf2ddf90d6f86626cf9b92d8 (diff)
something
Diffstat (limited to 'advanced_opengl/1.depth')
-rwxr-xr-xadvanced_opengl/1.depth/build (renamed from advanced_opengl/1.depth/build.sh)0
-rw-r--r--advanced_opengl/1.depth/depth.c340
2 files changed, 166 insertions, 174 deletions
diff --git a/advanced_opengl/1.depth/build.sh b/advanced_opengl/1.depth/build
index 04fe803..04fe803 100755
--- a/advanced_opengl/1.depth/build.sh
+++ b/advanced_opengl/1.depth/build
diff --git a/advanced_opengl/1.depth/depth.c b/advanced_opengl/1.depth/depth.c
index 03092df..71a7ffc 100644
--- a/advanced_opengl/1.depth/depth.c
+++ b/advanced_opengl/1.depth/depth.c
@@ -8,178 +8,170 @@
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);
- glDepthFunc(GL_LESS);
-
- U32 shader = create_shader_program("shaders/depth.vert", "shaders/depth.frag");
- 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))
- };
-
- V3F platform_pos = v3f(10.0f, 0.2f, 10.0f);
- V3F platform_scale = v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f);
- Transform platform_transform = transform_make_scale_translate(platform_pos, platform_scale);
-
- 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);
-
- state.camera = (Camera) {
- v3f(0.0f, 0.0f, 3.0f),
- 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();
-
- while (!glfwWindowShouldClose(window)) {
- glfwPollEvents();
-
- process_glfw_keyboard(window, &input);
- glfwGetFramebufferSize(window, &width, &height);
-
- /* INFO(pryazha): Update */
- V3F target = v3f_zero();
-
- if (key_first_press(input.exit))
- glfwSetWindowShouldClose(window, GLFW_TRUE);
-
- V3F dv = get_dv_camera_orbital(&input, state.camera.pos,
- target, state.dt, 3.0f);
- state.camera.pos = v3f_add(state.camera.pos, dv);
-
- input_update_last_state(&input);
-
- /* INFO(pryazha): Render */
- MAT4 model, view, proj;
- view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f));
- /* proj = ortho(-5.0f, 5.0f, -5.0f, 5.0f, 0.1f, 100.0f); */
- proj = perspective(state.camera.fovx, (F32)width/(F32)height,
- state.camera.near, state.camera.far);
-
- glViewport(0, 0, width, height);
- glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glUseProgram(shader);
- shader_set_mat4fv(shader, "view", view);
- shader_set_mat4fv(shader, "proj", proj);
- glBindTexture(GL_TEXTURE_2D, marble_texture);
- glBindVertexArray(VAO);
- for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) {
- model = transform_apply(cube_positions[i]);
- shader_set_mat4fv(shader, "model", model);
- glDrawArrays(GL_TRIANGLES, 0, 36);
- }
- glBindTexture(GL_TEXTURE_2D, metal_texture);
- model = transform_apply(platform_transform);
- shader_set_mat4fv(shader, "model", model);
- glDrawArrays(GL_TRIANGLES, 0, 36);
- 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;
- }
-
- glfwTerminate();
- return(0);
+ if (glfwInit() == GLFW_FALSE) {
+ fprintf(stderr, "[ERROR] Failed to initialize glfw.\n");
+ return(1);
+ }
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ S32 width = 1024;
+ S32 height = 768;
+ GLFWwindow *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);
+ glDepthFunc(GL_LESS);
+
+ U32 shader = load_shader("shaders/depth.vert", "shaders/depth.frag");
+ 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))
+ };
+
+ V3F platform_pos = v3f(10.0f, 0.2f, 10.0f);
+ V3F platform_scale = v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f);
+ Transform platform_transform = transform_make_scale_translate(platform_pos, platform_scale);
+
+ 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);
+
+ State state = {0};
+ Input input = {0};
+ state.camera = (Camera){v3f(0.0f, 0.0f, 3.0f), 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();
+
+ while (!glfwWindowShouldClose(window)) {
+ glfwPollEvents();
+
+ process_glfw_keyboard(window, &input);
+ glfwGetFramebufferSize(window, &width, &height);
+
+ /* INFO(pryazha): Update */
+ V3F target = v3f_zero();
+
+ if (key_first_press(input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+
+ V3F dv = get_dv_camera_orbital(&input, state.camera.pos,
+ target, state.dt, 3.0f);
+ state.camera.pos = v3f_add(state.camera.pos, dv);
+
+ input_update_last_state(&input);
+
+ /* INFO(pryazha): Render */
+ MAT4 model, view, proj;
+ view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f));
+ /* proj = ortho(-5.0f, 5.0f, -5.0f, 5.0f, 0.1f, 100.0f); */
+ proj = perspective(state.camera.fovx, (F32)width/(F32)height,
+ state.camera.near, state.camera.far);
+
+ glViewport(0, 0, width, height);
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glUseProgram(shader);
+ shader_set_mat4fv(shader, "view", view);
+ shader_set_mat4fv(shader, "proj", proj);
+ glBindTexture(GL_TEXTURE_2D, marble_texture);
+ glBindVertexArray(VAO);
+ for (S32 i = 0; i < (S32)ArrayCount(cube_positions); ++i) {
+ model = transform_apply(cube_positions[i]);
+ shader_set_mat4fv(shader, "model", model);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ }
+ glBindTexture(GL_TEXTURE_2D, metal_texture);
+ model = transform_apply(platform_transform);
+ shader_set_mat4fv(shader, "model", model);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ 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;
+ }
+
+ glfwTerminate();
+ return(0);
}