diff options
author | pryazha <pryadeiniv@mail.ru> | 2025-06-15 16:11:31 +0500 |
---|---|---|
committer | pryazha <pryadeiniv@mail.ru> | 2025-06-15 16:11:31 +0500 |
commit | 9d944f26d359e4bc1ffd8e44350b0df9f0935b18 (patch) | |
tree | 9759a83a76ab741a587b99f00c2463eafd05d813 /advanced_opengl | |
parent | d65ddd07a43d5ffdcf2ddf90d6f86626cf9b92d8 (diff) |
something
Diffstat (limited to 'advanced_opengl')
22 files changed, 205 insertions, 225 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); } diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c b/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c index 250ab97..07c82c7 100644 --- a/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c +++ b/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c @@ -15,7 +15,6 @@ int main(void) F32 target_fps, target_spf, last_time; MAT4 proj, view, model; State state; - S32 width, height; U32 color_shader; if (glfwInit() == GLFW_FALSE) { @@ -23,12 +22,13 @@ int main(void) return(1); } - width = 1024; - height = 768; + S32 width = 1024; + S32 height = 768; glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); glfwWindowHint(GLFW_SAMPLES, 4); window = glfwCreateWindow(width, height, "Anti Aliasing (MSAA)", 0, 0); if (!window) { @@ -53,8 +53,7 @@ int main(void) 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"); + color_shader = load_shader("shaders/color.vert", "shaders/color.frag"); state.camera = (Camera) { v3f(0.0f, 0.0f, 3.0f), diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c index 31f3cae..beb0d12 100644 --- a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c +++ b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c @@ -32,6 +32,7 @@ int main(void) glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); window = glfwCreateWindow(width, height, "Anti Aliasing (Off-screen)", 0, 0); if (!window) { fprintf(stderr, "[ERROR] Failed to create window.\n"); @@ -52,10 +53,8 @@ int main(void) 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"); + color_shader = load_shader("shaders/color.vert", "shaders/color.frag"); + screen_shader = load_shader("shaders/screen.vert", "shaders/screen.frag"); glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glGenTextures(1, &color_tex); diff --git a/advanced_opengl/10.antialiasing/build.sh b/advanced_opengl/10.antialiasing/build index 9d1011a..9d1011a 100755 --- a/advanced_opengl/10.antialiasing/build.sh +++ b/advanced_opengl/10.antialiasing/build diff --git a/advanced_opengl/2.stencil/build.sh b/advanced_opengl/2.stencil/build index c4aa562..c4aa562 100755 --- a/advanced_opengl/2.stencil/build.sh +++ b/advanced_opengl/2.stencil/build diff --git a/advanced_opengl/2.stencil/stencil.c b/advanced_opengl/2.stencil/stencil.c index 3b01f5b..924d8f6 100644 --- a/advanced_opengl/2.stencil/stencil.c +++ b/advanced_opengl/2.stencil/stencil.c @@ -43,8 +43,8 @@ int main(void) glEnable(GL_STENCIL_TEST); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); - U32 shader = create_shader_program("shaders/stencil.vert", "shaders/stencil.frag"); - U32 outline_shader = create_shader_program("shaders/stencil.vert", "shaders/outline.frag"); + U32 shader = load_shader("shaders/stencil.vert", "shaders/stencil.frag"); + U32 outline_shader = load_shader("shaders/stencil.vert", "shaders/outline.frag"); U32 marble_texture = load_texture("../../data/textures/marble.jpg"); U32 metal_texture = load_texture("../../data/textures/metal.png"); diff --git a/advanced_opengl/3.blending/blending.c b/advanced_opengl/3.blending/blending.c index 8142ab3..dcc189f 100644 --- a/advanced_opengl/3.blending/blending.c +++ b/advanced_opengl/3.blending/blending.c @@ -43,8 +43,8 @@ int main(void) glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - U32 shader = create_shader_program("shaders/blending.vert", "shaders/blending.frag"); - U32 grass_shader = create_shader_program("shaders/blending.vert", "shaders/grass.frag"); + U32 shader = load_shader("shaders/blending.vert", "shaders/blending.frag"); + U32 grass_shader = load_shader("shaders/blending.vert", "shaders/grass.frag"); U32 marble_texture = load_texture("../../data/textures/marble.jpg"); U32 metal_texture = load_texture("../../data/textures/metal.png"); U32 grass_texture = load_texture("../../data/textures/grass.png"); diff --git a/advanced_opengl/3.blending/build.sh b/advanced_opengl/3.blending/build index 51f3629..51f3629 100755 --- a/advanced_opengl/3.blending/build.sh +++ b/advanced_opengl/3.blending/build diff --git a/advanced_opengl/4.face_culling/build.sh b/advanced_opengl/4.face_culling/build index d67eefa..d67eefa 100755 --- a/advanced_opengl/4.face_culling/build.sh +++ b/advanced_opengl/4.face_culling/build diff --git a/advanced_opengl/4.face_culling/face_culling.c b/advanced_opengl/4.face_culling/face_culling.c index c3a31c0..0e65e08 100644 --- a/advanced_opengl/4.face_culling/face_culling.c +++ b/advanced_opengl/4.face_culling/face_culling.c @@ -44,8 +44,7 @@ int main(void) glFrontFace(GL_CW); glCullFace(GL_BACK); - U32 shader = create_shader_program("shaders/face_culling.vert", - "shaders/face_culling.frag"); + U32 shader = load_shader("shaders/face_culling.vert", "shaders/face_culling.frag"); U32 grid_texture = load_texture("../../data/textures/grid.png"); diff --git a/advanced_opengl/5.framebuffers/build.sh b/advanced_opengl/5.framebuffers/build index cb55ebf..cb55ebf 100755 --- a/advanced_opengl/5.framebuffers/build.sh +++ b/advanced_opengl/5.framebuffers/build diff --git a/advanced_opengl/5.framebuffers/framebuffers.c b/advanced_opengl/5.framebuffers/framebuffers.c index 7948a61..67745ef 100644 --- a/advanced_opengl/5.framebuffers/framebuffers.c +++ b/advanced_opengl/5.framebuffers/framebuffers.c @@ -24,6 +24,7 @@ int main(void) glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); window = glfwCreateWindow(width, height, "Framebuffers", 0, 0); if (!window) { fprintf(stderr, "[ERROR] Failed to create window.\n"); @@ -39,10 +40,8 @@ int main(void) return(1); } - U32 screen_shader = create_shader_program("shaders/screen.vert", - "shaders/screen.frag"); - U32 cube_shader = create_shader_program("shaders/cube.vert", - "shaders/cube.frag"); + U32 screen_shader = load_shader("shaders/screen.vert", "shaders/screen.frag"); + U32 cube_shader = load_shader("shaders/cube.vert", "shaders/cube.frag"); U32 marble_texture = load_texture("../../data/textures/marble.jpg"); U32 metal_texture = load_texture("../../data/textures/metal.png"); U32 window_texture = load_texture("../../data/textures/window.png"); @@ -56,14 +55,12 @@ int main(void) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glBindTexture(GL_TEXTURE_2D, 0); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, texture_colorbuffer, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_colorbuffer, 0); glGenRenderbuffers(1, &rbo); glBindRenderbuffer(GL_RENDERBUFFER, rbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height); glBindRenderbuffer(GL_RENDERBUFFER, 0); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, - GL_RENDERBUFFER, rbo); + 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"); glBindFramebuffer(GL_FRAMEBUFFER, 0); @@ -120,8 +117,7 @@ int main(void) 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); + Transform platform_transform = transform_make_scale_translate(platform_pos, platform_scale); U32 cube_vao, quad_vao, vbo; glGenVertexArrays(1, &cube_vao); glBindVertexArray(cube_vao); diff --git a/advanced_opengl/6.cubemaps/build.sh b/advanced_opengl/6.cubemaps/build index 9bda0bc..9bda0bc 100755 --- a/advanced_opengl/6.cubemaps/build.sh +++ b/advanced_opengl/6.cubemaps/build diff --git a/advanced_opengl/6.cubemaps/cubemaps.c b/advanced_opengl/6.cubemaps/cubemaps.c index 32a53d1..d1088a4 100644 --- a/advanced_opengl/6.cubemaps/cubemaps.c +++ b/advanced_opengl/6.cubemaps/cubemaps.c @@ -24,6 +24,7 @@ int main(void) glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); window = glfwCreateWindow(width, height, "Cubemaps", 0, 0); if (!window) { fprintf(stderr, "[ERROR] Failed to create window.\n"); @@ -44,10 +45,10 @@ int main(void) glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); - U32 skybox_shader = create_shader_program("shaders/skybox.vert", "shaders/skybox.frag"); - U32 reflection_shader = create_shader_program("shaders/reflection.vert", "shaders/reflection.frag"); - U32 refraction_shader = create_shader_program("shaders/refraction.vert", "shaders/refraction.frag"); - U32 cube_shader = create_shader_program("shaders/cube.vert", "shaders/cube.frag"); + U32 skybox_shader = load_shader("shaders/skybox.vert", "shaders/skybox.frag"); + U32 reflection_shader = load_shader("shaders/reflection.vert", "shaders/reflection.frag"); + U32 refraction_shader = load_shader("shaders/refraction.vert", "shaders/refraction.frag"); + U32 cube_shader = load_shader("shaders/cube.vert", "shaders/cube.frag"); U32 grid_texture = load_texture("../../data/textures/grid.png"); const char *cube_texture_filenames[6] = { diff --git a/advanced_opengl/7.uniform_buffer/build.sh b/advanced_opengl/7.uniform_buffer/build index 54642df..54642df 100755 --- a/advanced_opengl/7.uniform_buffer/build.sh +++ b/advanced_opengl/7.uniform_buffer/build diff --git a/advanced_opengl/7.uniform_buffer/uniform_buffer.c b/advanced_opengl/7.uniform_buffer/uniform_buffer.c index a27c115..752b171 100644 --- a/advanced_opengl/7.uniform_buffer/uniform_buffer.c +++ b/advanced_opengl/7.uniform_buffer/uniform_buffer.c @@ -24,6 +24,7 @@ int main(void) glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); window = glfwCreateWindow(width, height, "Advanced data (uniform buffer)", 0, 0); if (!window) { fprintf(stderr, "[ERROR] Failed to create window.\n"); @@ -44,9 +45,9 @@ int main(void) glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); - U32 skybox_shader = create_shader_program("shaders/skybox.vert", "shaders/skybox.frag"); - U32 cube_shader = create_shader_program("shaders/cube.vert", "shaders/cube.frag"); - U32 color_cube_shader = create_shader_program("shaders/color_cube.vert", "shaders/color_cube.frag"); + U32 skybox_shader = load_shader("shaders/skybox.vert", "shaders/skybox.frag"); + U32 cube_shader = load_shader("shaders/cube.vert", "shaders/cube.frag"); + U32 color_cube_shader = load_shader("shaders/color_cube.vert", "shaders/color_cube.frag"); U32 skybox_matrices = glGetUniformBlockIndex(skybox_shader, "Matrices"); U32 cube_matrices = glGetUniformBlockIndex(cube_shader, "Matrices"); @@ -235,12 +236,10 @@ int main(void) state.camera.near, state.camera.far); glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(MAT4), - (const void *)&proj); + glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(MAT4), (const void *)&proj); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, sizeof(MAT4), - sizeof(MAT4), (const void *)&view); + glBufferSubData(GL_UNIFORM_BUFFER, sizeof(MAT4), sizeof(MAT4), (const void *)&view); glBindBuffer(GL_UNIFORM_BUFFER, 0); glClearColor(0.15f, 0.15f, 0.15f, 1.0f); diff --git a/advanced_opengl/8.geometry_shader/build.sh b/advanced_opengl/8.geometry_shader/build index f3339cb..f3339cb 100755 --- a/advanced_opengl/8.geometry_shader/build.sh +++ b/advanced_opengl/8.geometry_shader/build diff --git a/advanced_opengl/8.geometry_shader/geometry_shader.c b/advanced_opengl/8.geometry_shader/geometry_shader.c index f242709..03bb7b9 100644 --- a/advanced_opengl/8.geometry_shader/geometry_shader.c +++ b/advanced_opengl/8.geometry_shader/geometry_shader.c @@ -33,6 +33,7 @@ int main(void) glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); window = glfwCreateWindow(width, height, "depth testing", 0, 0); if (!window) { fprintf(stderr, "[ERROR] Failed to create window.\n"); @@ -50,17 +51,10 @@ int main(void) 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 shader = load_shader_geom("shaders/base.vert", "shaders/base.frag", "shaders/base.geom"); + U32 explosion_shader = load_shader_geom("shaders/explosion.vert", "shaders/explosion.frag", "shaders/explosion.geom"); + U32 normals_shader = load_shader_geom("shaders/normals.vert", "shaders/normals.frag", "shaders/normals.geom"); + U32 basic_shader = load_shader("shaders/basic.vert", "shaders/basic.frag"); U32 grid_texture = load_texture("../../data/textures/grid.png"); diff --git a/advanced_opengl/9.instancing/build.sh b/advanced_opengl/9.instancing/build index ebb6a01..ebb6a01 100755 --- a/advanced_opengl/9.instancing/build.sh +++ b/advanced_opengl/9.instancing/build diff --git a/advanced_opengl/9.instancing/instancing.c b/advanced_opengl/9.instancing/instancing.c index e77c693..16fd373 100644 --- a/advanced_opengl/9.instancing/instancing.c +++ b/advanced_opengl/9.instancing/instancing.c @@ -26,6 +26,7 @@ int main(void) glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); window = glfwCreateWindow(width, height, "Instancing", 0, 0); if (!window) { fprintf(stderr, "[ERROR] Failed to create window.\n"); @@ -44,13 +45,13 @@ int main(void) glEnable(GL_DEPTH_TEST); - U32 instancing_uniform_array_shader = create_shader_program("shaders/instancing_uniform_array.vert", + U32 instancing_uniform_array_shader = load_shader("shaders/instancing_uniform_array.vert", "shaders/instancing_uniform_array.frag"); - U32 instanced_arrays_shader = create_shader_program("shaders/instanced_arrays.vert", + U32 instanced_arrays_shader = load_shader("shaders/instanced_arrays.vert", "shaders/instanced_arrays.frag"); - U32 default_shader = create_shader_program("shaders/default.vert", + U32 default_shader = load_shader("shaders/default.vert", "shaders/default.frag"); - U32 instanced_shader = create_shader_program("shaders/instanced_mat4.vert", + U32 instanced_shader = load_shader("shaders/instanced_mat4.vert", "shaders/instanced_mat4.frag"); F32 quad_vertices[] = { diff --git a/advanced_opengl/build.sh b/advanced_opengl/build index 4829c7d..4829c7d 100755 --- a/advanced_opengl/build.sh +++ b/advanced_opengl/build |