add texture_cube_depth_vertex_shader

This commit is contained in:
Zack Buhman 2025-10-18 17:38:03 -05:00
parent 58f136c245
commit d567af85b3
2 changed files with 369 additions and 0 deletions

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#include <fcntl.h>
#include <string.h>
#include <errno.h>
#include <unistd.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#include <assert.h>
#include <GLFW/glfw3.h>
#include <GLES2/gl2.h>
static void * read_file(const char * filename)
{
int fd = open(filename, O_RDONLY);
if (fd == -1) {
fprintf(stderr, "open(%s): %s\n", filename, strerror(errno));
return NULL;
}
off_t size = lseek(fd, 0, SEEK_END);
if (size == (off_t)-1) {
fprintf(stderr, "lseek(%s, SEEK_END): %s\n", filename, strerror(errno));
return NULL;
}
off_t start = lseek(fd, 0, SEEK_SET);
if (start == (off_t)-1) {
fprintf(stderr, "lseek(%s, SEEK_SET): %s\n", filename, strerror(errno));
return NULL;
}
void * buf = malloc(size+1);
ssize_t read_size = read(fd, buf, size);
if (read_size == -1) {
fprintf(stderr, "read(%s): %s\n", filename, strerror(errno));
return NULL;
}
((char*)buf)[read_size] = 0;
return buf;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
unsigned int compile_shaders()
{
void * vertexShaderSource = read_file("src/texture_cube_depth_vertex_shader.vp.glsl");
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, (const char **)&vertexShaderSource, NULL);
glCompileShader(vertexShader);
{
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if(!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
printf("vertex shader compile failed:\n%s\n", infoLog);
}
}
free(vertexShaderSource);
void * fragmentShaderSource = read_file("src/texture_cube.fp.glsl");
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, (const char **)&fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
{
int success;
char infoLog[512];
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if(!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
printf("fragment shader compile failed:\n%s\n", infoLog);
}
}
free(fragmentShaderSource);
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
{
int success;
char infoLog[512];
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
printf("program link failed:\n%s\n", infoLog);
}
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}
static int make_buffer(unsigned int target,
const void * data,
size_t size)
{
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(target, buffer);
glBufferData(target, size, data, GL_DYNAMIC_DRAW);
return buffer;
}
static float vertex_buffer_data[5 * 6 * 2 * 3] = {
// position // texture
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // top right
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // bottom left
-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, // top left
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // top right
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // bottom left
};
struct location {
struct {
unsigned int position;
unsigned int texture;
} attrib;
struct {
unsigned int texture1;
unsigned int theta;
} uniform;
};
typedef struct {
float x;
float y;
float z;
} vec3;
typedef struct {
float x;
float y;
} vec2;
typedef struct {
int p;
int t;
} face;
const vec3 position[] = {
{1.0, 1.0, -1.0},
{1.0, -1.0, -1.0},
{1.0, 1.0, 1.0},
{1.0, -1.0, 1.0},
{-1.0, 1.0, -1.0},
{-1.0, -1.0, -1.0},
{-1.0, 1.0, 1.0},
{-1.0, -1.0, 1.0},
};
const vec2 texture[] = {
{1.0, 0.0},
{0.0, 1.0},
{0.0, 0.0},
{1.0, 1.0},
};
const face faces[] = {
{5,1}, {3,2}, {1,3},
{3,1}, {8,2}, {4,3},
{7,1}, {6,2}, {8,3},
{2,1}, {8,2}, {6,3},
{1,1}, {4,2}, {2,3},
{5,1}, {2,2}, {6,3},
{5,1}, {7,4}, {3,2},
{3,1}, {7,4}, {8,2},
{7,1}, {5,4}, {6,2},
{2,1}, {4,4}, {8,2},
{1,1}, {3,4}, {4,2},
{5,1}, {1,4}, {2,2},
};
static inline vec3 rotate(vec3 vertex, float theta)
{
float x = vertex.x;
float y = vertex.y;
float z = vertex.z;
float t;
t = y * cosf(theta) - z * sinf(theta);
z = y * sinf(theta) + z * cosf(theta);
y = t;
float theta2 = 3.14 * sinf(theta / 2);
t = x * cosf(theta2) - z * sinf(theta2);
z = x * sinf(theta2) + z * cosf(theta2);
x = t;
return (vec3){x, y, z};
}
int main()
{
glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_X11);
glfwInit();
GLFWmonitor* monitor = glfwGetPrimaryMonitor();
float xscale, yscale;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
glfwGetMonitorContentScale(monitor, &xscale, &yscale);
printf("%f %f\n", xscale, yscale);
//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
GLFWwindow* window = glfwCreateWindow(1600, 1200, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
const char* description;
glfwGetError(&description);
printf("Failed to create GLFW window: %s\n", description);
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glViewport(0, 0, 1600, 1200);
//glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
{
const int faces_length = (sizeof (faces)) / (sizeof (faces[0]));
const int vertex_buffer_length = (sizeof (vertex_buffer_data)) / (sizeof (vertex_buffer_data[0]));
assert(faces_length == (vertex_buffer_length / 5));
for (int i = 0; i < faces_length; i++) {
vec3 p = position[faces[i].p - 1];
vec2 t = texture[faces[i].t - 1];
vertex_buffer_data[i * 5 + 0] = p.x;
vertex_buffer_data[i * 5 + 1] = p.y;
vertex_buffer_data[i * 5 + 2] = p.z;
vertex_buffer_data[i * 5 + 3] = t.x;
vertex_buffer_data[i * 5 + 4] = t.y;
}
}
int vertex_buffer = make_buffer(GL_ARRAY_BUFFER, vertex_buffer_data, (sizeof (vertex_buffer_data)));
printf("compile start\n");
unsigned int shaderProgram = compile_shaders();
printf("compile end\n");
struct location location;
location.attrib.position = glGetAttribLocation(shaderProgram, "pos");
location.attrib.texture = glGetAttribLocation(shaderProgram, "tex");
printf("attributes:\n position %u\n texture %u\n",
location.attrib.position,
location.attrib.texture);
location.uniform.texture1 = glGetUniformLocation(shaderProgram, "texture1");
location.uniform.theta = glGetUniformLocation(shaderProgram, "theta");
printf("uniforms:\n texture %u\n theta %u\n",
location.uniform.texture1,
location.uniform.theta);
unsigned int texture1;
glGenTextures(1, &texture1);
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, texture1);
//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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
void * texture_buf = read_file("texture/butterfly_1024x1024_rgb888.data");
assert(texture_buf != NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1024, 1024, 0, GL_RGB, GL_UNSIGNED_BYTE, texture_buf);
free(texture_buf);
float theta = 0;
while(!glfwWindowShouldClose(window)) {
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
glClearDepthf(-1000.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthFunc(GL_GREATER);
glEnable(GL_DEPTH_TEST);
//
// render
//
glUseProgram(shaderProgram);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glVertexAttribPointer(location.attrib.position,
3,
GL_FLOAT,
GL_FALSE,
(sizeof (float)) * 5,
(void*)0
);
glVertexAttribPointer(location.attrib.texture,
2,
GL_FLOAT,
GL_FALSE,
(sizeof (float)) * 5,
(void*)(3 * 4)
);
glEnableVertexAttribArray(location.attrib.position);
glEnableVertexAttribArray(location.attrib.texture);
glUniform1f(location.uniform.theta, theta);
theta += 0.005f;
glUniform1i(location.uniform.texture1, 0);
glDrawArrays(GL_TRIANGLES, 0, 3 * 6 * 2);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}

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#version 120
attribute vec3 pos;
attribute vec2 tex;
uniform float theta;
vec3 rotate(vec3 v)
{
float x = v.x;
float y = v.y;
float z = v.z;
float x1 = x;
float y1 = y * cos(theta) - z * sin(theta);
float z1 = y * sin(theta) + z * cos(theta);
float theta2 = 3.14 * sin(theta / 2);
float x2 = x1 * cos(theta2) - z1 * sin(theta2);
float y2 = y1;
float z2 = x1 * sin(theta2) + z1 * cos(theta2);
return vec3(x2 * 0.2,
y2 * 0.2,
z2 * 0.2 + 0.5);
}
void main()
{
vec3 rpos = rotate(pos);
gl_Position = vec4(rpos.xy, -rpos.z * rpos.z, rpos.z);
gl_TexCoord[0] = vec4(tex, 0, 0);
}