diff options
Diffstat (limited to 'advanced_opengl/1.depth/depth.c')
-rw-r--r-- | advanced_opengl/1.depth/depth.c | 340 |
1 files changed, 166 insertions, 174 deletions
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); } |