diff options
author | pryazha <pryadeiniv@mail.ru> | 2025-02-06 12:38:09 +0500 |
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committer | pryazha <pryadeiniv@mail.ru> | 2025-02-06 12:38:09 +0500 |
commit | 926cbd0d49890772f911e6a6bedb7835605ced89 (patch) | |
tree | ea27e2c84e32ab6d8d29af9e61cd432e30a46bc6 /advanced_lighting/2.gamma_correction | |
parent | bf1c59565096ac9774493846cfb15e259d3b0e66 (diff) |
change
Diffstat (limited to 'advanced_lighting/2.gamma_correction')
6 files changed, 404 insertions, 0 deletions
diff --git a/advanced_lighting/2.gamma_correction/build.sh b/advanced_lighting/2.gamma_correction/build.sh new file mode 100755 index 0000000..2b65776 --- /dev/null +++ b/advanced_lighting/2.gamma_correction/build.sh @@ -0,0 +1,5 @@ +#!/bin/sh +. ../../config +TARGET='gamma_correction' +set -x +gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS diff --git a/advanced_lighting/2.gamma_correction/gamma_correction.c b/advanced_lighting/2.gamma_correction/gamma_correction.c new file mode 100644 index 0000000..68edae7 --- /dev/null +++ b/advanced_lighting/2.gamma_correction/gamma_correction.c @@ -0,0 +1,297 @@ +#include "pwyazh.h" + +#include "GL/glew.h" +#include "GLFW/glfw3.h" + +#include "pwyazh_GL.h" + +#include "common.h" + +static S32 global_width = 1024, global_height = 768; +static Input global_input; +static V3F camera_dp = (V3F){ 0.0f, 0.0f, 0.0f }; +static V3F light_pos = (V3F){ 0.0f, 0.0f, 0.0f }; +static U32 gamma_correction = 0; + +static V3F light_positions[] = { + (V3F){-3.0f, 0.0f, 0.0f}, + (V3F){-1.0f, 0.0f, 0.0f}, + (V3F){1.0f, 0.0f, 0.0f}, + (V3F){3.0f, 0.0f, 0.0} +}; +static V3F light_colors[] = { + (V3F){0.25f, 0.25f, 0.25f}, + (V3F){0.50f, 0.50f, 0.50f}, + (V3F){0.75f, 0.75f, 0.75f}, + (V3F){1.0f, 1.0f, 1.0} +}; + +void +key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + switch (action) + { + case GLFW_PRESS: { + switch (key) + { + case GLFW_KEY_D: { + global_input.move_right.state = KeyState_PRESS; + } break; + case GLFW_KEY_W: { + global_input.move_forward.state = KeyState_PRESS; + } break; + case GLFW_KEY_A: { + global_input.move_left.state = KeyState_PRESS; + } break; + case GLFW_KEY_S: { + global_input.move_backward.state = KeyState_PRESS; + } break; + case GLFW_KEY_E: { + global_input.move_up.state = KeyState_PRESS; + } break; + case GLFW_KEY_Q: { + global_input.move_down.state = KeyState_PRESS; + } break; + case GLFW_KEY_SPACE: { + global_input.jump.state = KeyState_PRESS; + } break; + case GLFW_KEY_RIGHT: { + global_input.action_right.state = KeyState_PRESS; + } break; + case GLFW_KEY_UP: { + global_input.action_up.state = KeyState_PRESS; + } break; + case GLFW_KEY_LEFT: { + global_input.action_left.state = KeyState_PRESS; + } break; + case GLFW_KEY_ESCAPE: { + global_input.exit.state = KeyState_PRESS; + } break; + } + } break; + + case GLFW_RELEASE: { + switch (key) + { + case GLFW_KEY_D: { + global_input.move_right.state = KeyState_RELEASE; + } break; + case GLFW_KEY_W: { + global_input.move_forward.state = KeyState_RELEASE; + } break; + case GLFW_KEY_A: { + global_input.move_left.state = KeyState_RELEASE; + } break; + case GLFW_KEY_S: { + global_input.move_backward.state = KeyState_RELEASE; + } break; + case GLFW_KEY_E: { + global_input.move_up.state = KeyState_RELEASE; + } break; + case GLFW_KEY_Q: { + global_input.move_down.state = KeyState_RELEASE; + } break; + case GLFW_KEY_SPACE: { + global_input.jump.state = KeyState_RELEASE; + } break; + case GLFW_KEY_RIGHT: { + global_input.action_right.state = KeyState_RELEASE; + } break; + case GLFW_KEY_UP: { + global_input.action_up.state = KeyState_RELEASE; + } break; + case GLFW_KEY_LEFT: { + global_input.action_left.state = KeyState_RELEASE; + } break; + case GLFW_KEY_ESCAPE: { + global_input.exit.state = KeyState_RELEASE; + } break; + } + } break; + } +} + +void +resize_callback(GLFWwindow* window, int width, int height) +{ + global_width = width; + global_height = height; + glViewport(0, 0, global_width, global_height); +} + +void +error_callback(int error, const char *desc) +{ + fprintf(stderr, "[ERROR] GLFW: %s\n", desc); +} + +void +update(State *state) +{ + V3F camera_dv = get_dv_camera_orbital(&global_input, state->camera.pos, + v3f_zero(), state->dt, 2.0f); + if (key_is_pressed(global_input.action_up)) + camera_dv = v3f_scalef(camera_dv, 3.0f); + camera_dp = v3f_add(camera_dp, camera_dv); + camera_dp = v3f_scalef(camera_dp, 0.7f); + state->camera.pos = v3f_add(state->camera.pos, camera_dp); + + if (key_first_press(global_input.action_right)) + gamma_correction = !gamma_correction; + + F32 time = glfwGetTime(); + for (S32 position_index = 0; + position_index < (S32)ArrayCount(light_positions); + position_index++) + { + F32 radius = position_index*2.0+2.0; + F32 angle = time*position_index*pi_F32/6.0; + F32 x = f32_sin(angle)*radius; + F32 z = f32_cos(angle)*radius; + light_positions[position_index] = v3f(x, light_positions[position_index].y, z); + } + + input_update_last_state(&global_input); +} + +void +render(State *state, U32 *shaders, U32 texture, U32 texture_gamma_corrected, Mesh **meshes) +{ + MAT4 projection, view, model; + U32 shader; + Mesh *mesh; + + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + projection = perspective(state->camera.fovx, (F32)global_width/(F32)global_height, + state->camera.near, state->camera.far); + view = look_at(state->camera.pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f)); + model = mat4_identity(); + + U32 mesh_index = 0; + shader = shaders[mesh_index]; + mesh = meshes[mesh_index]; + glUseProgram(shader); + shader_set_mat4fv(shader, "projection", projection); + shader_set_mat4fv(shader, "view", view); + shader_set_mat4fv(shader, "model", model); + if (gamma_correction) + glBindTexture(GL_TEXTURE_2D, texture_gamma_corrected); + else + glBindTexture(GL_TEXTURE_2D, texture); + shader_set_3fv(shader, "light_pos", light_pos); + shader_set_3fv(shader, "view_pos", state->camera.pos); + shader_set_1i(shader, "gamma_correction", gamma_correction); + U32 light_positions_location = glGetUniformLocation(shader, "light_positions"); + glUniform3fv(light_positions_location, 4, (F32 *)&light_positions[0]); + U32 light_colors_location = glGetUniformLocation(shader, "light_colors"); + glUniform3fv(light_colors_location, 4, (F32 *)&light_colors[0]); + mesh_draw(mesh); + mesh_index++; + + shader = shaders[mesh_index]; + mesh = meshes[mesh_index]; + glUseProgram(shader); + shader_set_mat4fv(shader, "projection", projection); + shader_set_mat4fv(shader, "view", view); + for (S32 light_index = 0; + light_index < (S32)ArrayCount(light_positions); + light_index++) + { + model = mat4_make_scale(v3f(0.1f, 0.1f, 0.1f)); + model = mat4_translate(model, light_positions[light_index]); + shader_set_mat4fv(shader, "model", model); + mesh_draw(mesh); + } + glBindTexture(GL_TEXTURE_2D, 0); +} + +int +main(void) +{ + GLFWwindow *window; + Arena *arena; + State state; + Mesh *meshes[2]; + U32 shaders[2]; + F64 time, last_time; + U32 texture, texture_gamma_corrected; + + glfwSetErrorCallback(error_callback); + + if (glfwInit() == GLFW_FALSE) + return(1); + + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_SAMPLES, 4); + window = glfwCreateWindow(global_width, global_height, "Gamma correction", 0, 0); + if (!window) + goto error; + + glfwSetKeyCallback(window, key_callback); + glfwSetWindowSizeCallback(window, resize_callback); + + glfwMakeContextCurrent(window); + + if (glewInit() != GLEW_OK) + goto error; + + glEnable(GL_DEPTH_TEST); + glEnable(GL_MULTISAMPLE); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + /* NOTE(pryazha): A less controlled method of applying gamma correction */ + /* glEnable(GL_FRAMEBUFFER_SRGB); */ + + /* NOTE(pryazha): init */ + arena = arena_alloc(Megabytes(64)); + + state.camera = (Camera){ v3f(0.0f, 0.0f, 3.0f), 90.0f, 0.1f, 1000.0f }; + + Vertex vertices[] = { + // positions // normals // texcoords + vertex(v3f( 10.0f, -0.5f, 10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 0.0f)), + vertex(v3f(-10.0f, -0.5f, 10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 0.0f)), + vertex(v3f(-10.0f, -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 10.0f)), + + vertex(v3f( 10.0f, -0.5f, 10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 0.0f)), + vertex(v3f(-10.0f, -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 10.0f)), + vertex(v3f( 10.0f, -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 10.0f)) + }; + U32 indices[] = { 0, 1, 2, 3, 4, 5 }; + meshes[0] = mesh_init(arena, vertices, 6, indices, 6); + meshes[1] = mesh_load_obj(arena, "../../data/models/cube.obj"); + + shaders[0] = create_shader_program("shaders/blinn_phong.vs", "shaders/blinn_phong.fs"); + shaders[1] = create_shader_program("shaders/light.vs", "shaders/light.fs"); + + texture = load_texture_gamma("../../data/textures/wood.png", 0); + texture_gamma_corrected = load_texture_gamma("../../data/textures/wood.png", 1); + + last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) + { + glfwPollEvents(); + if (key_first_press(global_input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + update(&state); + render(&state, shaders, texture, texture_gamma_corrected, meshes); + glfwSwapBuffers(window); + + time = glfwGetTime(); + state.dt = time-last_time; + last_time = time; +#if 0 + fprintf(stdout, "[INFO]: dt: %f\n", state.dt); +#endif + } + + glfwTerminate(); + return(0); + + error: + glfwTerminate(); + return(1); +} diff --git a/advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs new file mode 100644 index 0000000..35e701c --- /dev/null +++ b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs @@ -0,0 +1,58 @@ +#version 330 core + +in VS_OUT { + vec3 frag_pos; + vec3 normal; + vec2 tex_coords; +} fs_in; + +out vec4 frag_color; + +uniform sampler2D texture0; +uniform vec3 light_positions[4]; +uniform vec3 light_colors[4]; +uniform vec3 view_pos; +uniform bool gamma_correction; + +vec3 +blinn_phong(vec3 light_dir, vec3 view_dir, vec3 normal, + vec3 light_pos, vec3 light_color) +{ + float diff = max(dot(normal, light_dir), 0.0); + vec3 diffuse = diff*light_color; + + vec3 halfway_dir = normalize(light_dir+view_dir); + float spec = pow(max(dot(normal, halfway_dir), 0.0), 16.0); + vec3 specular = spec*light_color; + + float distance = length(light_pos-fs_in.frag_pos); + float attenuation = 1.0/(gamma_correction ? distance*distance : distance); + + return((diffuse+specular)*attenuation); +} + +void +main(void) +{ + vec3 view_dir = normalize(view_pos-fs_in.frag_pos); + vec3 normal = normalize(fs_in.normal); + vec3 texture_color = texture(texture0, fs_in.tex_coords).rgb; + + vec3 lighting = vec3(0.0); + for (int i = 0; i < 4; i++) + { + vec3 light_pos = light_positions[i]; + vec3 light_color = light_colors[i]; + vec3 light_dir = normalize(light_pos-fs_in.frag_pos); + lighting += blinn_phong(light_dir, view_dir, normal, + light_pos, light_color); + } + + texture_color *= lighting; + + float gamma = 2.2; + if (gamma_correction) + texture_color = pow(texture_color, vec3(1.0/gamma)); + + frag_color = vec4(texture_color, 1.0); +} diff --git a/advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs new file mode 100644 index 0000000..4d1b792 --- /dev/null +++ b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs @@ -0,0 +1,23 @@ +#version 330 core +layout(location = 0) in vec3 apos; +layout(location = 1) in vec3 anormal; +layout(location = 2) in vec2 atex_coords; + +out VS_OUT { + vec3 frag_pos; + vec3 normal; + vec2 tex_coords; +} vs_out; + +uniform mat4 projection; +uniform mat4 view; +uniform mat4 model; + +void +main(void) +{ + vs_out.frag_pos = vec3(model*vec4(apos, 1.0)); + vs_out.normal = mat3(transpose(inverse(model)))*anormal; + vs_out.tex_coords = atex_coords; + gl_Position = projection*view*model*vec4(apos, 1.0); +} diff --git a/advanced_lighting/2.gamma_correction/shaders/light.fs b/advanced_lighting/2.gamma_correction/shaders/light.fs new file mode 100644 index 0000000..bd00d82 --- /dev/null +++ b/advanced_lighting/2.gamma_correction/shaders/light.fs @@ -0,0 +1,9 @@ +#version 330 core + +out vec4 frag_color; + +void +main(void) +{ + frag_color = vec4(1.0); +} diff --git a/advanced_lighting/2.gamma_correction/shaders/light.vs b/advanced_lighting/2.gamma_correction/shaders/light.vs new file mode 100644 index 0000000..ade669b --- /dev/null +++ b/advanced_lighting/2.gamma_correction/shaders/light.vs @@ -0,0 +1,12 @@ +#version 330 core +layout(location = 0) in vec3 apos; + +uniform mat4 projection; +uniform mat4 view; +uniform mat4 model; + +void +main(void) +{ + gl_Position = projection*view*model*vec4(apos, 1.0); +} |