diff options
author | talha <talha@talhaamir.xyz> | 2024-04-06 03:26:09 +0500 |
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committer | talha <talha@talhaamir.xyz> | 2024-04-06 03:26:09 +0500 |
commit | 21439a3eeb0a91e1f0f3f653492574b6a79e867d (patch) | |
tree | 05cab1476dadd663ba0c249bf2dfa9ebd3a0e0c5 /source/main.cpp | |
parent | 02077305a5b63fcf7242ac909d8caed5cc3cf18f (diff) |
Completed Depth Testing
Diffstat (limited to 'source/main.cpp')
-rw-r--r-- | source/main.cpp | 255 |
1 files changed, 200 insertions, 55 deletions
diff --git a/source/main.cpp b/source/main.cpp index 18a816b..80eb2d6 100644 --- a/source/main.cpp +++ b/source/main.cpp @@ -36,7 +36,6 @@ typedef double r64; typedef u8 b8; - #include "math.h" // =========== Shader Loading ============= @@ -129,6 +128,40 @@ Vec3 camera_look_around(r32 angle_pitch, r32 angle_yaw) 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 @@ -439,7 +472,7 @@ int main(int argc, char* argv[]) SDL_WINDOW_OPENGL); SDL_SetRelativeMouseMode(SDL_TRUE); - + // create an opengl context SDL_GLContext context = SDL_GL_CreateContext(window); if (!context) @@ -457,20 +490,109 @@ int main(int argc, char* argv[]) // filesystem playground stuff size_t read_count; - char* vertex_source = (char*)SDL_LoadFile("./source/shaders/model/model.vs.glsl", &read_count); - char* fragment_source = (char*)SDL_LoadFile("./source/shaders/model/model.fs.glsl", &read_count); + char* vertex_source = (char*)SDL_LoadFile("./source/shaders/depth_test.vs.glsl", &read_count); + char* fragment_source = (char*)SDL_LoadFile("./source/shaders/depth_test.fs.glsl", &read_count); GLuint vertex_shader = gl_create_vertex_shader(vertex_source); GLuint fragment_shader = gl_create_fragment_shader(fragment_source); GLuint shader_program = gl_create_shader_program(vertex_shader, fragment_shader); printf("Successfully compiled shaders.\n"); - glUseProgram(shader_program); + float cubeVertices[] = { + // positions // texture Coords + -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, + 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, + 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, + 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, + -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, + -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, + + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, + 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, + -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, + + -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, + -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, + -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, + -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, + -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, + + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, + 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, + 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, + 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, + 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, + + -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, + 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, + 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, + 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, + -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, + + -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, + 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, + -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, + -0.5f, 0.5f, -0.5f, 0.0f, 1.0f + }; + float planeVertices[] = { + // 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) + 5.0f, -0.5f, 5.0f, 2.0f, 0.0f, + -5.0f, -0.5f, 5.0f, 0.0f, 0.0f, + -5.0f, -0.5f, -5.0f, 0.0f, 2.0f, + + 5.0f, -0.5f, 5.0f, 2.0f, 0.0f, + -5.0f, -0.5f, -5.0f, 0.0f, 2.0f, + 5.0f, -0.5f, -5.0f, 2.0f, 2.0f + }; stbi_set_flip_vertically_on_load(1); - // ============ Start Model handling using Assimp ============ - // loading a 3d model using assimp - Model test_model = Model(std::string("assets/Survival_Backpack/backpack.obj")); + + u32 cube_vao, cube_vbo, plane_vao, plane_vbo; + + glGenVertexArrays(1, &cube_vao); + glGenBuffers(1, &cube_vbo); + + glBindVertexArray(cube_vao); + glBindBuffer(GL_ARRAY_BUFFER, cube_vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3*sizeof(float))); + glBindVertexArray(0); + + glGenVertexArrays(1, &plane_vao); + glGenBuffers(1, &plane_vbo); + + glBindVertexArray(plane_vao); + glBindBuffer(GL_ARRAY_BUFFER, plane_vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3*sizeof(float))); + glBindVertexArray(0); + + u32 cube_tex_id; + glGenTextures(1, &cube_tex_id); + glActiveTexture(GL_TEXTURE0); + gl_load_texture(cube_tex_id, "assets/container.jpg"); + + u32 plane_tex_id; + glGenTextures(1, &plane_tex_id); + glActiveTexture(GL_TEXTURE1); + gl_load_texture(plane_tex_id, "assets/smiling.png"); + + glUseProgram(shader_program); + // directional light things // - directional light params @@ -479,15 +601,15 @@ int main(int argc, char* argv[]) Vec3 DL_diffuse = Vec3{ 0.5f, 0.5f, 0.5f }; Vec3 DL_specular = Vec3{ 1.0f, 1.0f, 1.0f }; - int DL_ambient_loc = glGetUniformLocation(shader_program, "dirLight.ambient"); - int DL_diffuse_loc = glGetUniformLocation(shader_program, "dirLight.diffuse"); - int DL_specular_loc = glGetUniformLocation(shader_program, "dirLight.specular"); - int DL_dir_loc = glGetUniformLocation(shader_program, "dirLight.direction"); + //int DL_ambient_loc = glGetUniformLocation(shader_program, "dirLight.ambient"); + //int DL_diffuse_loc = glGetUniformLocation(shader_program, "dirLight.diffuse"); + //int DL_specular_loc = glGetUniformLocation(shader_program, "dirLight.specular"); + //int DL_dir_loc = glGetUniformLocation(shader_program, "dirLight.direction"); - glUniform3fv(DL_dir_loc, 1, DL_direction.data); - glUniform3fv(DL_ambient_loc, 1, DL_ambient.data); - glUniform3fv(DL_diffuse_loc, 1, DL_diffuse.data); - glUniform3fv(DL_specular_loc, 1, DL_specular.data); + //glUniform3fv(DL_dir_loc, 1, DL_direction.data); + //glUniform3fv(DL_ambient_loc, 1, DL_ambient.data); + //glUniform3fv(DL_diffuse_loc, 1, DL_diffuse.data); + //glUniform3fv(DL_specular_loc, 1, DL_specular.data); // load point light Vec3 PL_position = Vec3{ 0.0f, 0.0f, 3.0f }; @@ -495,24 +617,24 @@ int main(int argc, char* argv[]) Vec3 PL_diffuse = Vec3{ 0.5f, 0.5f, 0.5f }; Vec3 PL_specular = Vec3{ 1.0f, 1.0f, 1.0f }; - s32 PL_pos_loc = glGetUniformLocation(shader_program, "pointLight.position"); - s32 PL_ambient_loc = glGetUniformLocation(shader_program, "pointLight.ambient"); - s32 PL_diffuse_loc = glGetUniformLocation(shader_program, "pointLight.diffuse"); - s32 PL_specular_loc = glGetUniformLocation(shader_program, "pointLight.specular"); - s32 PL_kc_loc = glGetUniformLocation(shader_program, "pointLight.kC"); - s32 PL_kl_loc = glGetUniformLocation(shader_program, "pointLight.kL"); - s32 PL_kq_loc = glGetUniformLocation(shader_program, "pointLight.kQ"); - - glUniform3fv(PL_pos_loc, 1, PL_position.data); - glUniform3fv(PL_ambient_loc, 1, PL_ambient.data); - glUniform3fv(PL_diffuse_loc, 1, PL_diffuse.data); - glUniform3fv(PL_specular_loc, 1, PL_specular.data); - // attenuation factors - glUniform1f(PL_kc_loc, 1.0f); - glUniform1f(PL_kl_loc, 0.09f); - glUniform1f(PL_kq_loc, 0.032f); - - int camera_pos_loc = glGetUniformLocation(shader_program, "cameraPosition"); + //s32 PL_pos_loc = glGetUniformLocation(shader_program, "pointLight.position"); + //s32 PL_ambient_loc = glGetUniformLocation(shader_program, "pointLight.ambient"); + //s32 PL_diffuse_loc = glGetUniformLocation(shader_program, "pointLight.diffuse"); + //s32 PL_specular_loc = glGetUniformLocation(shader_program, "pointLight.specular"); + //s32 PL_kc_loc = glGetUniformLocation(shader_program, "pointLight.kC"); + //s32 PL_kl_loc = glGetUniformLocation(shader_program, "pointLight.kL"); + //s32 PL_kq_loc = glGetUniformLocation(shader_program, "pointLight.kQ"); + + //glUniform3fv(PL_pos_loc, 1, PL_position.data); + //glUniform3fv(PL_ambient_loc, 1, PL_ambient.data); + //glUniform3fv(PL_diffuse_loc, 1, PL_diffuse.data); + //glUniform3fv(PL_specular_loc, 1, PL_specular.data); + //// attenuation factors + //glUniform1f(PL_kc_loc, 1.0f); + //glUniform1f(PL_kl_loc, 0.09f); + //glUniform1f(PL_kq_loc, 0.032f); + + //int camera_pos_loc = glGetUniformLocation(shader_program, "cameraPosition"); // objects Vec3 model_translations[] = { @@ -529,7 +651,7 @@ int main(int argc, char* argv[]) uint32_t model_loc = glGetUniformLocation(shader_program, "Model"); // camera stuff - Vec3 camera_pos = Vec3{ 0.0, 5.0, 10.0f}; + 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; @@ -552,6 +674,7 @@ int main(int argc, char* argv[]) glUniformMatrix4fv(proj_loc, 1, GL_TRUE, proj.buffer); glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LESS); u8 game_running = true; @@ -607,10 +730,10 @@ int main(int argc, char* argv[]) } break; case (SDL_KEYUP): { - if (ev.key.keysym.sym == SDLK_LSHIFT) - { - hold_lshift = false; - } + if (ev.key.keysym.sym == SDLK_LSHIFT) + { + hold_lshift = false; + } if (ev.key.keysym.sym == SDLK_w) { move_w = false; @@ -628,11 +751,11 @@ int main(int argc, char* argv[]) 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; + 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); @@ -640,7 +763,7 @@ int main(int argc, char* argv[]) camera_look = camera_look_around(angle_pitch, angle_yaw); } - } break; + } break; default: { break; @@ -675,7 +798,7 @@ int main(int argc, char* argv[]) glUseProgram(shader_program); glUniformMatrix4fv(view_loc, 1, GL_TRUE, view.buffer); - glUniform3fv(camera_pos_loc, 1, camera_pos.data); + //glUniform3fv(camera_pos_loc, 1, camera_pos.data); time_prev = time_curr; @@ -684,15 +807,37 @@ int main(int argc, char* argv[]) //glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - for (int i = 0; i < 1; i++) - { - Vec3 translation_iter = model_translations[i]; - Mat4 model = init_value4m(1.0); - Mat4 model_translation = translation_matrix4m(translation_iter.x, translation_iter.y, translation_iter.z); - model = multiply4m(model_translation, model); - glUniformMatrix4fv(model_loc, 1, GL_TRUE, model.buffer); - test_model.draw(shader_program); - } + { + s32 tex_id_loc = glGetUniformLocation(shader_program, "TexId"); + glUniform1i(tex_id_loc, 0); + Vec3 translation_iter = model_translations[0]; + Mat4 model = init_value4m(1.0); + Mat4 model_translation = translation_matrix4m(translation_iter.x, translation_iter.y, translation_iter.z); + model = multiply4m(model_translation, model); + glUniformMatrix4fv(model_loc, 1, GL_TRUE, model.buffer); + glBindVertexArray(cube_vao); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + { + s32 tex_id_loc = glGetUniformLocation(shader_program, "TexId"); + glUniform1i(tex_id_loc, 1); + Vec3 translation_iter = model_translations[1]; + Mat4 model = init_value4m(1.0); + Mat4 model_translation = translation_matrix4m(translation_iter.x, translation_iter.y, translation_iter.z); + model = multiply4m(model_translation, model); + glUniformMatrix4fv(model_loc, 1, GL_TRUE, model.buffer); + glBindVertexArray(plane_vao); + glDrawArrays(GL_TRIANGLES, 0, 6); + } + + //for (int i = 0; i < 2; i++) + //{ + // Vec3 translation_iter = model_translations[i]; + // Mat4 model = init_value4m(1.0); + // Mat4 model_translation = translation_matrix4m(translation_iter.x, translation_iter.y, translation_iter.z); + // model = multiply4m(model_translation, model); + // glUniformMatrix4fv(model_loc, 1, GL_TRUE, model.buffer); + //} SDL_GL_SwapWindow(window); } |