voxel-test/main.c
2024-07-13 01:58:25 -04:00

193 lines
No EOL
5.1 KiB
C

// adapted from
// https://github.com/glfw/glfw/blob/master/examples/triangle-opengl.c
#define GLAD_GL_IMPLEMENTATION
#include "gl.h"
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include "const.h"
#include "cubes.h"
#include "linmath.h"
#include "stb_image.h"
#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
static const char *vertex_shader_text =
"#version 330\n"
"layout (location = 0) in vec3 vPos;"
//"layout (location = 1) in vec3 vOff;"
"uniform mat4 MVP;\n"
"out vec2 vTex;\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vPos, 1.0);\n"
" vTex=0.5*vPos.xy + vec2(0.5,0);\n"
"}\n";
static const char *fragment_shader_text =
"#version 330\n"
"out vec4 color;\n"
"in vec2 vTex;\n"
"uniform sampler2D texSampler;\n"
"void main()\n"
"{\n"
//" color=vec4(vTex.rg,0.5,0.5);\n"
" color=vec4(texture(texSampler, vTex).rg+vTex/10.0,0.5,0.5);\n"
"}\n";
static void key_callback(GLFWwindow *window, int key, int scancode, int action,
int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
double cx = 0;
double cy = 0;
int width, height;
static void cursor_position_callback(GLFWwindow *window, double x, double y) {
cx = x / 1000.0;
cy = y / 1000.0;
cy = (cy > M_PI / 2) ? M_PI / 2 : ((cy < -M_PI / 2) ? -M_PI / 2 : cy);
return;
}
int main(void) {
if (!glfwInit())
exit(EXIT_FAILURE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window =
glfwCreateWindow(640, 480, "OpenGL Triangle", NULL, NULL);
if (!window) {
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window);
gladLoadGL(glfwGetProcAddress);
glfwSwapInterval(1);
Vertex *cube = malloc(CTRI_ALL);
gen_cubes(cube, 0, 0, 0);
GLuint vertex_buffer;
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, CTRI_ALL, cube, GL_STATIC_DRAW);
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
glCompileShader(vertex_shader);
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
glCompileShader(fragment_shader);
GLuint program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
GLint tex_location = glGetUniformLocation(program, "texSampler");
GLint vpos_location = 0;
GLint mvp_location = glGetUniformLocation(program, "MVP");
GLuint vertex_array;
glGenVertexArrays(1, &vertex_array);
glBindVertexArray(vertex_array);
glEnableVertexAttribArray(vpos_location);
glVertexAttribPointer(vpos_location, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(void *)0);
unsigned char pixels[1024 * 1024 * 3];
for (int i = 0; i < 1024 * 1024 * 3; i++) {
pixels[i] = i * 69420;
}
glClearColor(0.2f, 0.5f, 0.7f, 1.0f);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH);
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, cursor_position_callback);
vec3 pos = {0, 0, 0};
int x = 0, y = 25, z = 0;
while (!glfwWindowShouldClose(window)) {
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwGetFramebufferSize(window, &width, &height);
const float ratio = width / (float)height;
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(program);
glBindTexture(GL_TEXTURE_2D, GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB,
GL_UNSIGNED_BYTE, pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
mat4x4 m, v, p, mvp;
mat4x4_identity(m);
mat4x4_perspective(p, 45.0 / 180.0 * M_PI, ratio, 0.1, 1000);
vec3 direction = {cosf(cy) * sinf(cx), sinf(cy), cosf(cy) * cosf(cx)};
vec3 right = {sinf(cx - 3.14f / 2.0f), 0, cosf(cx - 3.14f / 2.0f)};
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
vec3_add(pos, pos, direction);
}
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
vec3_sub(pos, pos, direction);
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
vec3_add(pos, pos, right);
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
vec3_sub(pos, pos, right);
}
vec3 dir_pos;
vec3_add(dir_pos, direction, pos);
vec3 up = {0,1,0};
//vec3_mul_cross(up, right, direction);
mat4x4_look_at(v, pos, dir_pos, up);
mat4x4_mul(mvp, p, v);
mat4x4_mul(mvp, mvp, m);
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat *)&mvp);
glBindVertexArray(vertex_array);
glDrawArrays(GL_TRIANGLES, 0, BLOCK_ALL * 18);
glfwSwapBuffers(window);
glfwPollEvents();
}
free(cube);
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}