summaryrefslogtreecommitdiff
path: root/source/lessons/instanced_rendering/planetary models/main.cpp
diff options
context:
space:
mode:
authortalha <talha@talhaamir.xyz>2024-04-22 03:38:29 +0500
committertalha <talha@talhaamir.xyz>2024-04-22 03:38:29 +0500
commitca2835943ca4327ad08b54af480e0c6333df201f (patch)
tree1cac87ca6d6ceee89f91d8735f319805d4bad38e /source/lessons/instanced_rendering/planetary models/main.cpp
parent9900ffe840ee0e9f914b0e7956a4e80ffb553e9e (diff)
Completed main levels to progress to text-rendering and 2d development.
- Only lessons left are geometry shaders and anti-aliasing - will get to those later on soon - need to do text rendering now
Diffstat (limited to 'source/lessons/instanced_rendering/planetary models/main.cpp')
-rw-r--r--source/lessons/instanced_rendering/planetary models/main.cpp935
1 files changed, 935 insertions, 0 deletions
diff --git a/source/lessons/instanced_rendering/planetary models/main.cpp b/source/lessons/instanced_rendering/planetary models/main.cpp
new file mode 100644
index 0000000..a9e5c81
--- /dev/null
+++ b/source/lessons/instanced_rendering/planetary models/main.cpp
@@ -0,0 +1,935 @@
+#include <stdio.h>
+#include <stdlib.h>
+#include <SDL2/SDL.h>
+#include <glad/glad.h>
+#include <assimp/Importer.hpp>
+#include <assimp/scene.h>
+#include <assimp/postprocess.h>
+#include <vector>
+
+#define STB_IMAGE_IMPLEMENTATION
+#include "stb_image.h"
+
+/* @lookup:
+* - understand kernals, how they work and how they affect post processing
+* - Check to see why it is necessary to do glBindTexture()
+* - understand the difference between binding textures, and activating a texture unit
+* - I do not understand how floating point numbers work, so I should probably look into that.
+* - The normal matrix calculation in the fragment shader for the object affected by light has been mainly copied.
+* I have tried to understand the formula, and whilst it made some sense, it is not fully clear to me, and I cannot picture it yet.
+* Revisit the derivation for the normal matrix some time in the future.
+* - Lookup the derivation of the formula for reflecting a vector about a normal. I am doing that for specular lighting, but the learnopengl tutorial
+* just uses a glsl reflect formula, and at the time of writing it is also very late so I am not in the mood or position to look into it at present.
+* - One of the things I have observed with specular lights is that the circle/specular highlight follows the camera (me) when I move. I would like to figure
+* out a way by which this does not happen and it remains fixed on the object, at the angle at which it hits. All of this will be made complicated by the fact
+* that ofcourse everything is actually happening from the cameras' perspective. I would still love to figure this out.
+*/
+
+/*
+ * @note:
+ * Model loading is busted and is missing a lot of things, not that it matters for now,
+ * but it will be useful for the future
+ */
+
+typedef uint8_t u8;
+typedef uint16_t u16;
+typedef uint32_t u32;
+typedef uint64_t u64;
+
+typedef int8_t s8;
+typedef int16_t s16;
+typedef int32_t s32;
+typedef int64_t s64;
+
+typedef float r32;
+typedef double r64;
+
+typedef u8 b8;
+
+#include "math.h"
+
+// =========== Shader Loading =============
+
+unsigned int gl_create_vertex_shader(char* vertex_shader_source)
+{
+ unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
+ glCompileShader(vertex_shader);
+
+ int success;
+ char info_log[512];
+ glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
+ if (!success)
+ {
+ glGetShaderInfoLog(vertex_shader, 512, NULL, info_log);
+ printf("================================\n");
+ printf("vertex shader compilation failed:\n%s\n", info_log);
+ }
+
+ return vertex_shader;
+}
+
+unsigned int gl_create_fragment_shader(char* fragment_shader_source)
+{
+ unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
+ glCompileShader(fragment_shader);
+
+ int success;
+ char info_log[512];
+ glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
+ if (!success)
+ {
+ glGetShaderInfoLog(fragment_shader, 512, NULL, info_log);
+ printf("================================\n");
+ printf("fragment shader compilation failed:\n%s\n", info_log);
+ }
+
+ return fragment_shader;
+}
+
+unsigned int gl_create_shader_program(unsigned int vertex_shader, unsigned int fragment_shader)
+{
+ unsigned int shader_program = glCreateProgram();
+
+ glAttachShader(shader_program, vertex_shader);
+ glAttachShader(shader_program, fragment_shader);
+ glLinkProgram(shader_program);
+
+ int success;
+ char info_log[512];
+ glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
+ if (!success)
+ {
+ glGetProgramInfoLog(shader_program, 512, NULL, info_log);
+ printf("================================\n");
+ printf("shader program linking failed:\n%s\n", info_log);
+ }
+
+ glDeleteShader(vertex_shader);
+ glDeleteShader(fragment_shader);
+
+ return shader_program;
+}
+
+unsigned int gl_shader_program(char* vertex_shader_source, char* fragment_shader_source)
+{
+ unsigned int vertex_shader = gl_create_vertex_shader(vertex_shader_source);
+ unsigned int fragment_shader = gl_create_fragment_shader(fragment_shader_source);
+ unsigned int shader_program = gl_create_shader_program(vertex_shader, fragment_shader);
+
+ return shader_program;
+}
+
+Mat4 camera_create4m(Vec3 camera_pos, Vec3 camera_look, Vec3 camera_up)
+{
+ // @note: We do this because this allows the camera to have the axis it looks at
+ // inwards be the +z axis.
+ // If we did not do this, then the inward axis the camera looks at would be negative.
+ // I am still learning from learnopengl.com but I imagine that this was done for conveniences' sake.
+ Vec3 camera_forward_dir = normalize3v(subtract3v(camera_pos, camera_look));
+ Vec3 camera_right_dir = normalize3v(cross_multiply3v(camera_up, camera_forward_dir));
+ Vec3 camera_up_dir = normalize3v(cross_multiply3v(camera_forward_dir, camera_right_dir));
+
+ Mat4 res = lookat4m(camera_up_dir, camera_forward_dir, camera_right_dir, camera_pos);
+
+ return res;
+}
+
+Vec3 camera_look_around(r32 angle_pitch, r32 angle_yaw)
+{
+ Vec3 camera_look = {0.0};
+ camera_look.x = cosf(angle_yaw) * cosf(angle_pitch);
+ camera_look.y = sinf(angle_pitch);
+ camera_look.z = sinf(angle_yaw) * cosf(angle_pitch);
+ camera_look = normalize3v(camera_look);
+
+ return camera_look;
+}
+
+s32 gl_load_texture(u32 texture_id, const char* path)
+{
+ s32 width, height, nrChannels;
+ unsigned char *data = stbi_load(path, &width, &height, &nrChannels, 0);
+ if (data)
+ {
+ GLenum format;
+ if (nrChannels == 1)
+ format = GL_RED;
+ else if (nrChannels == 3)
+ format = GL_RGB;
+ else if (nrChannels == 4)
+ format = GL_RGBA;
+
+ glBindTexture(GL_TEXTURE_2D, texture_id);
+ glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
+ glGenerateMipmap(GL_TEXTURE_2D);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ stbi_image_free(data);
+ }
+ else
+ {
+ printf("failed to load image texture at path: %s", path);
+ stbi_image_free(data);
+ }
+
+ return texture_id;
+}
+
+// =================== Model Loading ========================
+// This section contains a whole host of things:
+// 1. classes
+// 2. std::vectors
+// 3. std::strings
+// that I have only used as a glue for I did not know if I had the model loading setup properly.
+// @todo: replace these things eventually. For now the goal is to complete learnopengl
+
+s32 TextureFromFile(const char* filepath, std::string directory)
+{
+ // @note: this function is stupid as it already became outdated as I needed to tweak the parameters
+ // for wrapping. Either those become function parameters (Which makes sense I guess) or I look at
+ // exactly what steps I am reusing and just make that a function so the function is called fewer times.
+ //
+ // I am guessing this won't look good from a design point of view for all those jobs and postings, even if
+ // this may be the simpler and faster thing to do, albeit at the cost of typing.
+ std::string filename = std::string(filepath);
+ filename = directory + '/' + filename;
+
+ u32 texid;
+ glGenTextures(1, &texid);
+
+ s32 width, height, nrChannels;
+ unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrChannels, 0);
+ if (data)
+ {
+ GLenum format;
+ if (nrChannels == 1)
+ format = GL_RED;
+ else if (nrChannels == 3)
+ format = GL_RGB;
+ else if (nrChannels == 4)
+ format = GL_RGBA;
+
+ glBindTexture(GL_TEXTURE_2D, texid);
+ glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
+ glGenerateMipmap(GL_TEXTURE_2D);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ stbi_image_free(data);
+ }
+ else
+ {
+ printf("failed to load image texture at path: %s", filepath);
+ stbi_image_free(data);
+ }
+
+ return texid;
+}
+
+enum TextureType { TextureDiffuse=0, TextureSpecular };
+
+struct Vertex {
+ Vec3 position;
+ Vec3 normal;
+ Vec2 texture;
+};
+
+struct Texture {
+ u32 id;
+ enum TextureType type;
+ std::string fname;
+};
+
+class Mesh {
+ public:
+ std::vector<Vertex> vertices;
+ std::vector<u32> indices;
+ std::vector<Texture> textures;
+
+ u32 vao;
+ u32 vbo;
+ u32 ebo;
+
+ Mesh(std::vector<Vertex> vertices, std::vector<u32> indices, std::vector<Texture> textures)
+ {
+ this->vertices = vertices;
+ this->indices = indices;
+ this->textures = textures;
+
+ // setup mesh shader stuff
+ glGenVertexArrays(1, &vao);
+ glGenBuffers(1, &vbo);
+ glGenBuffers(1, &ebo);
+
+ glBindVertexArray(vao);
+
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, this->vertices.size() * sizeof(struct Vertex), &(this->vertices[0]), GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, this->indices.size() * sizeof(u32), &(this->indices[0]), GL_STATIC_DRAW);
+
+ // position
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
+ // normal
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, normal));
+ // texture
+ glEnableVertexAttribArray(2);
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texture));
+
+ glBindVertexArray(0);
+ }
+
+ void draw(u32 shader_program)
+ {
+ glUseProgram(shader_program);
+
+ u32 diffuse_num = 1;
+ u32 specular_num = 1;
+ char tex_unit_name[64];
+ // set shininess
+ s32 mat_shine_loc = glGetUniformLocation(shader_program, "material.shininess");
+ glUniform1f(mat_shine_loc, 32.0f);
+
+ for (u32 i=0; i<textures.size(); i++)
+ {
+ struct Texture curr_tex = textures[i];
+ if (curr_tex.type == TextureDiffuse)
+ {
+ sprintf(tex_unit_name, "material.diffuse[%i]", diffuse_num);
+ }
+ else if (curr_tex.type == TextureSpecular)
+ {
+ sprintf(tex_unit_name, "material.diffuse[%i]", specular_num);
+ }
+
+ glActiveTexture(GL_TEXTURE0 + i);
+ s32 tex_unit_loc = glGetUniformLocation(shader_program, tex_unit_name);
+ glUniform1i(tex_unit_loc, i);
+ glBindTexture(GL_TEXTURE_2D, curr_tex.id);
+ }
+ glActiveTexture(GL_TEXTURE0);
+
+ glBindVertexArray(vao);
+ glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
+ glBindVertexArray(0);
+ }
+
+ void draw_instanced(u32 shader_program, u32 instance_count)
+ {
+ glUseProgram(shader_program);
+
+ u32 diffuse_num = 1;
+ u32 specular_num = 1;
+ char tex_unit_name[64];
+ // set shininess
+ s32 mat_shine_loc = glGetUniformLocation(shader_program, "material.shininess");
+ glUniform1f(mat_shine_loc, 32.0f);
+
+ for (u32 i=0; i<textures.size(); i++)
+ {
+ struct Texture curr_tex = textures[i];
+ if (curr_tex.type == TextureDiffuse)
+ {
+ sprintf(tex_unit_name, "material.diffuse[%i]", diffuse_num);
+ }
+ else if (curr_tex.type == TextureSpecular)
+ {
+ sprintf(tex_unit_name, "material.diffuse[%i]", specular_num);
+ }
+
+ glActiveTexture(GL_TEXTURE0 + i);
+ s32 tex_unit_loc = glGetUniformLocation(shader_program, tex_unit_name);
+ glUniform1i(tex_unit_loc, i);
+ glBindTexture(GL_TEXTURE_2D, curr_tex.id);
+ }
+ glActiveTexture(GL_TEXTURE0);
+
+ glBindVertexArray(vao);
+ glDrawElementsInstanced(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0, instance_count);
+ glBindVertexArray(0);
+ }
+};
+
+class Model
+{
+ public:
+ std::vector<Texture> loaded_textures;
+ std::vector<Mesh> meshes;
+ std::string directory;
+
+ Model(std::string path)
+ {
+ load_model(path);
+ }
+ void instance_mesh();
+ void draw(u32 shader_program);
+ void draw_instanced(u32 shader_program, u32 instance_count);
+ private:
+ void load_model(std::string path);
+ void process_node(aiNode *node, const aiScene *scene);
+ Mesh process_mesh(aiMesh *mesh, const aiScene *scene);
+ std::vector<Texture> load_material_textures(aiMaterial *mat, aiTextureType type, TextureType type_name);
+};
+
+void Model::instance_mesh()
+{
+ for (u32 i=0; i < meshes.size(); i++)
+ {
+ Mesh curr_mesh = meshes[i];
+ glBindVertexArray(curr_mesh.vao);
+ glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, 16 * sizeof(u32), (void*)0);
+ glEnableVertexAttribArray(3);
+
+ glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, 16 * sizeof(u32), (void*)(4*sizeof(u32)));
+ glEnableVertexAttribArray(4);
+
+ glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 16 * sizeof(u32), (void*)(8*sizeof(u32)));
+ glEnableVertexAttribArray(5);
+
+ glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, 16 * sizeof(u32), (void*)(12*sizeof(u32)));
+ glEnableVertexAttribArray(6);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glVertexAttribDivisor(3, 1);
+ glVertexAttribDivisor(4, 1);
+ glVertexAttribDivisor(5, 1);
+ glVertexAttribDivisor(6, 1);
+
+ glBindVertexArray(0);
+ }
+}
+
+void Model::draw(u32 shader_program)
+{
+ for (int i=0; i < meshes.size(); i++)
+ {
+ meshes[i].draw(shader_program);
+ }
+}
+
+void Model::draw_instanced(u32 shader_program, u32 instance_count)
+{
+ for (int i=0; i < meshes.size(); i++)
+ {
+ meshes[i].draw_instanced(shader_program, instance_count);
+ }
+}
+
+void Model::load_model(std::string path)
+{
+ Assimp::Importer import;
+ const aiScene *scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
+
+ if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
+ {
+ printf("error loading model :%s\n", import.GetErrorString());
+ return;
+ }
+
+ directory = path.substr(0, path.find_last_of('/'));
+ process_node(scene->mRootNode, scene);
+}
+
+void Model::process_node(aiNode *node, const aiScene *scene)
+{
+ for (int i=0; i < node->mNumMeshes; i++)
+ {
+ aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
+ meshes.push_back(process_mesh(mesh, scene));
+ }
+
+ for (int i=0; i<node->mNumChildren; i++)
+ {
+ process_node(node->mChildren[i], scene);
+ }
+}
+
+Mesh Model::process_mesh(aiMesh *mesh, const aiScene *scene)
+{
+ std::vector<Vertex> vertices;
+ std::vector<u32> indices;
+ std::vector<Texture> textures;
+
+ for (u32 i=0; i < mesh->mNumVertices; i++)
+ {
+ Vec3 position;
+ position.x = mesh->mVertices[i].x;
+ position.y = mesh->mVertices[i].y;
+ position.z = mesh->mVertices[i].z;
+
+ Vec3 normal;
+ normal.x = mesh->mNormals[i].x;
+ normal.y = mesh->mNormals[i].y;
+ normal.z = mesh->mNormals[i].z;
+
+ Vec2 texture = {0, 0};
+ if (mesh->mTextureCoords[0])
+ {
+ texture.x = mesh->mTextureCoords[0][i].x;
+ texture.y = mesh->mTextureCoords[0][i].y;
+ }
+
+ struct Vertex vertex;
+ vertex.position = position;
+ vertex.normal = normal;
+ vertex.texture = texture;
+
+ vertices.push_back(vertex);
+ }
+ // process indices
+ for (u32 i = 0; i < mesh->mNumFaces; i++)
+ {
+ aiFace face = mesh->mFaces[i];
+ for(u32 j = 0; j < face.mNumIndices; j++)
+ {
+ indices.push_back(face.mIndices[j]);
+ }
+ }
+ // process material
+ if (mesh->mMaterialIndex >= 0)
+ {
+ aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
+ std::vector<Texture> diffuse_maps = load_material_textures(material, aiTextureType_DIFFUSE, TextureDiffuse);
+ textures.insert(textures.end(), diffuse_maps.begin(), diffuse_maps.end());
+ std::vector<Texture> specular_maps = load_material_textures(material, aiTextureType_SPECULAR, TextureSpecular);
+ textures.insert(textures.end(), specular_maps.begin(), specular_maps.end());
+ }
+
+ return Mesh(vertices, indices, textures);
+}
+
+std::vector<Texture> Model::load_material_textures(aiMaterial *mat, aiTextureType type, TextureType tex_type)
+{
+ std::vector<Texture> textures;
+ for(u32 i=0; i<mat->GetTextureCount(type); i++)
+ {
+ bool load_texture = true;
+ aiString str;
+ mat->GetTexture(type, i, &str);
+ const char* fname = str.C_Str();
+
+ for (s32 j=0; j<loaded_textures.size(); j++)
+ {
+ if (std::strcmp(loaded_textures[j].fname.data(), fname) == 0)
+ {
+ load_texture = false;
+ textures.push_back(loaded_textures[j]);
+ break;
+ }
+ }
+ if (load_texture)
+ {
+ Texture texture;
+ texture.id = TextureFromFile(fname, directory);
+ texture.type = tex_type;
+ texture.fname = std::string(fname);
+ textures.push_back(texture);
+ loaded_textures.push_back(texture);
+ }
+ }
+
+ return textures;
+}
+
+class Shader {
+ // @note: this is a draft, I think frankly, it's a stupid idea to be making this at this point
+ // but my goal is to look at my code at this stage (which is in the second half of (or so I think)
+ // learnopengl and identify repeated code that I think I can yank out and can make convenient to write.
+ // The precondition for all of this is that I do not remodel the program based off of some vague idea of
+ // cleanliness in my head. This is all still very procedural, I just want to minimize the amount I type
+ // and at the same time see how well I can identify good abstractions
+ //
+ //
+ // I much prefer to have things be not a class, especially if I look at how I did my lovely
+ // math functions, which are so simple and straightforward
+ public:
+ u32 id;
+
+ // @note: all well and good until you get compute shaders
+ // then the entire thing shits the bed
+ Shader(char* vertex_shader_source, char* fragment_shader_source) {
+ id = gl_shader_program(vertex_shader_source, fragment_shader_source);
+ }
+
+ void use() {
+ glUseProgram(id);
+ }
+
+ void draw_triangles(u32 vao, u32 count) {
+ glBindVertexArray(vao);
+ glDrawArrays(GL_TRIANGLES, 0, count);
+ }
+
+ void set_1i(char* variable, s32 value) {
+ s32 loc = glGetUniformLocation(id, variable);
+ glUniform1i(loc, value);
+ }
+
+ void set_matrix4fv(char* variable, Mat4 value, int count) {
+ s32 loc = glGetUniformLocation(id, variable);
+ glUniformMatrix4fv(loc, count, GL_TRUE, value.buffer);
+ };
+
+ ~Shader() {
+ // @note: this can literally be replaced by another function that goes over the entire list
+ // of shader_programs near the program exit and deletes them, if I even need to do that.
+ glDeleteProgram(id);
+ }
+};
+
+int main(int argc, char* argv[])
+{
+
+ // ============ END ============
+ int width = 1024;
+ int height = 768;
+
+ if (SDL_Init(SDL_INIT_VIDEO) != 0)
+ {
+ printf("Error initialising SDL2: %s\n", SDL_GetError());
+ return 0;
+ };
+
+ // set opengl version and profile
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 8 );
+
+ // initialise window with opengl flag
+ SDL_Window* window = SDL_CreateWindow("SDL Test",
+ 50,
+ 50,
+ width,
+ height,
+ SDL_WINDOW_OPENGL);
+
+ SDL_SetRelativeMouseMode(SDL_TRUE);
+
+ // create an opengl context
+ SDL_GLContext context = SDL_GL_CreateContext(window);
+ if (!context)
+ {
+ printf("OpenGL context creation failed: %s\n", SDL_GetError());
+ return -1;
+ }
+
+
+ // load glad
+ if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) {
+ printf("Failed to initialize Glad\n");
+ return 1;
+ }
+
+ // vsync controls: 0 = OFF | 1 = ON (Default)
+ // SDL_GL_SetSwapInterval(0);
+
+ // filesystem playground stuff
+ size_t read_count;
+ char* vertex_source = (char*)SDL_LoadFile("./source/shaders/model.vs.glsl", &read_count);
+ char* inst_vertex_source = (char*)SDL_LoadFile("./source/shaders/instanced_model.vs.glsl", &read_count);
+ char* fragment_source = (char*)SDL_LoadFile("./source/shaders/model.fs.glsl", &read_count);
+
+ u32 shader_program = gl_shader_program(vertex_source, fragment_source);
+ u32 inst_shader_program = gl_shader_program(inst_vertex_source, fragment_source);
+
+ stbi_set_flip_vertically_on_load(1);
+
+ Model planet_model = Model(std::string("./assets/planet/planet.obj"));
+ Model rock_model = Model(std::string("assets/rock/rock.obj"));
+
+ float inst_vertices[] = {
+ // positions // texture Coords (note we set these higher than 1 (together with GL_REPEAT as texture wrapping mode). this will cause the floor texture to repeat)
+ // BottomFace
+ -0.5f, -1.0f, -0.5f, // top-right
+ 0.5f, -1.0f, -0.5f, // top-left
+ 0.5f, -1.0f, 0.5f, // bottom-left
+ 0.5f, -1.0f, 0.5f, // bottom-left
+ -0.5f, -1.0f, 0.5f, // bottom-right
+ -0.5f, -1.0f, -0.5f, // top-right
+ // Top face
+ -0.5f, -0.9f, -0.5f, // top-left
+ 0.5f, -0.9f, 0.5f, // bottom-right
+ 0.5f, -0.9f, -0.5f, // top-right
+ 0.5f, -0.9f, 0.5f, // bottom-right
+ -0.5f, -0.9f, -0.5f, // top-left
+ -0.5f, -0.9f, 0.5f // bottom-left
+ };
+ const u32 instance_count = 100000;
+ Mat4 *offsets = (Mat4 *)calloc(instance_count, sizeof(Mat4));
+ u32 amount = instance_count;
+ r32 offset = 7.0f;
+ r32 radius = 50.0f;
+ srand(SDL_GetTicks64());
+ for (u32 i = 0; i < amount; i++)
+ {
+ Mat4 model = init_value4m(1.0f);
+
+ // 1. translation
+ u32 angle = (i*360)/amount;
+ r32 displacement = (rand()%(u32)(2 * offset * 100)) / 100.0f - offset;
+ r32 x = sin(angle) * radius + displacement;
+ displacement = (rand()%(u32)(2 * offset * 100)) / 100.0f - offset;
+ r32 y = displacement * 1.5f;
+ displacement = (rand()%(u32)(2 * offset * 100)) / 100.0f - offset;
+ r32 z = cos(angle) * radius + displacement;
+ Mat4 translation = translation_matrix4m(x, y, z);
+
+ // 2. scale
+ r32 rnd_scale = (rand()%20) / 100.0f + 0.05;
+ Mat4 scale = scaling_matrix4m(rnd_scale, rnd_scale, rnd_scale);
+
+ // 3. rotation
+ r32 rot_angle = To_Radian(rand()%360);
+ Mat4 rotation = rotation_matrix4m(rot_angle, Vec3{0.4f, 0.6f, 0.8f});
+
+ model = multiply4m(rotation, model);
+ model = multiply4m(scale, model);
+ model = multiply4m(translation, model);
+
+ offsets[i] = to_col_major4m(model);
+ }
+
+ u32 instance_vbo;
+ glGenBuffers(1, &instance_vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, instance_vbo);
+
+#if 0
+ u32 offset_sz = offsets.size();
+ Mat4 *offset_ptr = offsets.data();
+#endif
+ u32 offset_sz = instance_count * sizeof(Mat4);
+ Mat4 *offset_ptr = &offsets[0];
+ glBufferData(GL_ARRAY_BUFFER, offset_sz, offset_ptr, GL_STATIC_DRAW);
+
+ rock_model.instance_mesh();
+
+ // uniform buffer objects
+ u32 ubo_camera_block;
+ glGenBuffers(1, &ubo_camera_block);
+ glBindBuffer(GL_UNIFORM_BUFFER, ubo_camera_block);
+ glBufferData(GL_UNIFORM_BUFFER, 128, NULL, GL_STATIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ // objects
+ Vec3 model_translations[] = {
+ Vec3{ 0.5, 0.0, 0.0}, // 0: origin square
+ Vec3{ -1.0, 0.0, -1.0}, // 1: plane
+ Vec3{ -1.0, 0.0, -0.5}, // 2: window between squares
+ Vec3{ 0.0, 0.0, 3.0}, // 3: window infront of origin square
+ Vec3{ -2.5, 0.0, -0.5}, // 4: square to the left
+ Vec3{ -1.0, 0.0, -1.5}, // 5: random square behind window between squares
+ Vec3{ -1.0, 0.0, -8.0}, // 6: reflective plane
+ Vec3{ -1.0, 2.0, -8.0}, // 6: refractive "window"
+ };
+
+ r32 FOV = 90.0;
+ r32 time_curr;
+ r32 time_prev = SDL_GetTicks64() / 100.0;
+ // camera stuff
+ Vec3 camera_pos = Vec3{ 0.0, 0.0, 10.0f};
+ Vec3 preset_up_dir = Vec3{ 0.0, 1.0, 0.0 };
+
+ r32 angle_yaw, angle_pitch, angle_roll;
+ angle_pitch = (r32)To_Radian(0.0f);
+ angle_yaw = (r32)-To_Radian(90.0f);
+
+ Vec3 camera_look = camera_look_around(angle_pitch, angle_yaw);
+
+ // @todo: remove this, I dont like this and think that this is unnecessary
+ Vec3 camera_look_increment;
+ r32 camera_speed = 2.5f;
+
+ Mat4 view = camera_create4m(camera_pos, camera_look, preset_up_dir);
+
+ Mat4 proj = perspective4m((r32)To_Radian(90.0), (r32)width / (r32)height, 0.1f, 1000.0f);
+
+ u32 block_binding = 0;
+ u32 matrices_ind;
+ matrices_ind = glGetUniformBlockIndex(shader_program, "Matrices");
+ glUniformBlockBinding(shader_program, matrices_ind, block_binding);
+ matrices_ind = glGetUniformBlockIndex(inst_shader_program, "Matrices");
+ glUniformBlockBinding(inst_shader_program, matrices_ind, block_binding);
+ // or glBindBufferBase();
+ glBindBufferRange(GL_UNIFORM_BUFFER, block_binding, ubo_camera_block, 0, 128);
+
+ Mat4 col_major_proj = to_col_major4m(proj);
+ glBindBuffer(GL_UNIFORM_BUFFER, ubo_camera_block);
+ glBufferSubData(GL_UNIFORM_BUFFER, 64, 64, col_major_proj.buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+
+ u8 game_running = true;
+
+ u8 hold_lshift = false;
+ u8 move_w = false;
+ u8 move_a = false;
+ u8 move_s = false;
+ u8 move_d = false;
+
+ while(game_running)
+ {
+
+ // frame delta
+ time_curr = SDL_GetTicks64() / 100.0;
+ r32 time_delta = time_curr - time_prev;
+
+ r32 camera_speed_adjusted = time_delta * camera_speed;
+ camera_look_increment = scaler_multiply3v(camera_look, camera_speed_adjusted);
+
+ SDL_Event ev;
+ while(SDL_PollEvent(&ev))
+ {
+
+ // INPUT
+ switch (ev.type)
+ {
+ case (SDL_QUIT):
+ {
+ game_running = false;
+ } break;
+ case (SDL_KEYDOWN):
+ {
+ if (ev.key.keysym.sym == SDLK_LSHIFT)
+ {
+ hold_lshift = true;
+ }
+ if (ev.key.keysym.sym == SDLK_w)
+ {
+ move_w = true;
+ }
+ if (ev.key.keysym.sym == SDLK_s)
+ {
+ move_s = true;
+ }
+ if (ev.key.keysym.sym == SDLK_a)
+ {
+ move_a = true;
+ }
+ if (ev.key.keysym.sym == SDLK_d)
+ {
+ move_d = true;
+ }
+ } break;
+ case (SDL_KEYUP):
+ {
+ if (ev.key.keysym.sym == SDLK_LSHIFT)
+ {
+ hold_lshift = false;
+ }
+ if (ev.key.keysym.sym == SDLK_w)
+ {
+ move_w = false;
+ }
+ if (ev.key.keysym.sym == SDLK_s)
+ {
+ move_s = false;
+ }
+ if (ev.key.keysym.sym == SDLK_a)
+ {
+ move_a = false;
+ }
+ if (ev.key.keysym.sym == SDLK_d)
+ {
+ move_d = false;
+ }
+ } break;
+ case (SDL_MOUSEMOTION):
+ {
+ SDL_MouseMotionEvent mouse_event = ev.motion;
+ r32 x_motion = (r32)mouse_event.xrel;
+ r32 y_motion = (r32)mouse_event.yrel;
+ if (x_motion != 0.0 || y_motion != 0.0)
+ {
+ angle_yaw = angle_yaw + To_Radian(x_motion * 0.1f);
+ angle_pitch = clampf(angle_pitch + To_Radian(-y_motion * 0.1f), To_Radian(-89.0f), To_Radian(89.0f));
+
+ camera_look = camera_look_around(angle_pitch, angle_yaw);
+ }
+ } break;
+ default:
+ {
+ break;
+ }
+ }
+ }
+
+ // PROCESS
+ if (move_w)
+ {
+ camera_pos = add3v(camera_pos, camera_look_increment);
+ }
+ if (move_s)
+ {
+ camera_pos = subtract3v(camera_pos, camera_look_increment);
+ }
+ if (move_a)
+ {
+ Vec3 camera_right = normalize3v(cross_multiply3v(preset_up_dir, camera_look));
+ Vec3 camera_right_scaled = scaler_multiply3v(camera_right, camera_speed_adjusted);
+ camera_pos = add3v(camera_pos, camera_right_scaled);
+ }
+ if (move_d)
+ {
+ Vec3 camera_right = normalize3v(cross_multiply3v(preset_up_dir, camera_look));
+ Vec3 camera_right_scaled = scaler_multiply3v(camera_right, camera_speed_adjusted);
+ camera_pos = subtract3v(camera_pos, camera_right_scaled);
+ }
+ view = camera_create4m(camera_pos, add3v(camera_pos, camera_look), preset_up_dir);
+
+ // object shader program stuff
+ Mat4 col_major_view = to_col_major4m(view);
+ glBindBuffer(GL_UNIFORM_BUFFER, ubo_camera_block);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, 64, col_major_view.buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ time_prev = time_curr;
+
+ // OUTPUT
+ glClearColor(1.0f, 0.6f, .6f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ {
+ glUseProgram(shader_program);
+ Vec3 translation_iter = model_translations[0];
+ Mat4 model = init_value4m(1.0);
+ Mat4 model_scale = scaling_matrix4m(5.0f, 5.0f, 5.0f);
+ model = multiply4m(model_scale, model);
+ Mat4 model_translation = translation_matrix4m(translation_iter.x, translation_iter.y, translation_iter.z);
+ model = multiply4m(model_translation, model);
+ u32 model_loc = glGetUniformLocation(shader_program, "Model");
+ glUniformMatrix4fv(model_loc, 1, GL_TRUE, model.buffer);
+ planet_model.draw(shader_program);
+ }
+ {
+ rock_model.draw_instanced(inst_shader_program, instance_count);
+ }
+
+ SDL_GL_SwapWindow(window);
+ }
+
+ // opengl free calls
+ //glDeleteVertexArrays(1, &vao);
+ //glDeleteBuffers(1, &vbo);
+ glDeleteProgram(shader_program);
+
+ // sdl free calls
+ SDL_GL_DeleteContext(context);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+ return 0;
+}