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authorpryazha <pryadeiniv@mail.ru>2025-02-19 22:26:48 +0500
committerpryazha <pryadeiniv@mail.ru>2025-02-19 22:26:48 +0500
commitf9ad6fa902c1167d7622ee7af2617d14b62bee21 (patch)
tree9d78792cf360ed871616a9ea66c4237018292aa7 /advanced_lighting/3.1.shadow_mapping/shadow_mapping.c
parent926cbd0d49890772f911e6a6bedb7835605ced89 (diff)
quite a lot of changes that I, of course, are not going to describe;)
Diffstat (limited to 'advanced_lighting/3.1.shadow_mapping/shadow_mapping.c')
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shadow_mapping.c668
1 files changed, 263 insertions, 405 deletions
diff --git a/advanced_lighting/3.1.shadow_mapping/shadow_mapping.c b/advanced_lighting/3.1.shadow_mapping/shadow_mapping.c
index 7f03415..fd03ed9 100644
--- a/advanced_lighting/3.1.shadow_mapping/shadow_mapping.c
+++ b/advanced_lighting/3.1.shadow_mapping/shadow_mapping.c
@@ -1,417 +1,275 @@
-#include "pwyazh.h"
-
#include "GL/glew.h"
#include "GLFW/glfw3.h"
+#include "pwyazh.h"
#include "pwyazh_GL.h"
#include "common.h"
-static S32 global_screen_width = 800, global_screen_height = 600;
-static U32 global_shadow_width = 1024, global_shadow_height = 1024;
-
-static Input global_input;
-
-static V3F camera_dp = (V3F){ 0.0f, 0.0f, 0.0f };
-
-static U32 global_depth_map_fbo, global_depth_map;
-
-static U32 global_debug_quad_shader, global_simple_depth_shader,
- global_shadow_shader, global_color_shader;
-
-static U32 global_wood_texture;
-
-static U32 global_quad_vao;
-
-static U32 shadows_ortho = 1;
-
-static V3F light_pos;
-
-void
-glfw_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_DOWN: {
- global_input.action_down.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_DOWN: {
- global_input.action_down.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_screen_width = width;
- global_screen_height = height;
- glViewport(0, 0, global_screen_width, global_screen_height);
-}
-
-void
-error_callback(int error, const char *desc)
-{
- fprintf(stderr, "[ERROR] GLFW: %s\n", desc);
-}
-
-void
-update(State *state, F32 time)
-{
- F32 radius;
-
- 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, 0.8f);
- state->camera.pos = v3f_add(state->camera.pos, camera_dp);
-
- if (key_first_press(global_input.action_down))
- shadows_ortho = !shadows_ortho;
-
- input_update_last_state(&global_input);
-
- F32 x, z, angular_speed;
-
- angular_speed = 1.0f;
- radius = 4.0f;
- x = f32_sin(time*angular_speed)*radius;
- z = f32_cos(time*angular_speed)*radius;
-
- light_pos = v3f(x, 4.0f, z);
-}
-
-void
-render_scene(U32 shader, Mesh *cube, Mesh *plane)
-{
- MAT4 model;
-
- model = mat4_identity();
- shader_set_mat4fv(shader, "model", model);
- mesh_draw(plane);
-
- /*
- model = mat4_identity();
- model = mat4_make_scale(v3f(10.0f, 0.1f, 10.0f));
- model = mat4_translate(model, v3f(0.0f, -0.6f, 0.0f));
- shader_set_mat4fv(shader, "model", model);
- mesh_draw(cube);
- */
-
- model = mat4_identity();
- model = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f));
- model = mat4_translate(model, v3f(0.0f, 1.5f, 0.0f));
- shader_set_mat4fv(shader, "model", model);
- mesh_draw(cube);
-
- model = mat4_identity();
- model = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f));
- model = mat4_translate(model, v3f(2.0f, 0.0f, 1.0f));
- shader_set_mat4fv(shader, "model", model);
- mesh_draw(cube);
-
- model = mat4_identity();
- model = mat4_make_scale(v3f(0.25f, 0.25f, 0.25f));
- model = mat4_rotate_angles(model, v3f(60.0f, 0.0f, 0.0f));
- model = mat4_translate(model, v3f(-1.0f, 0.0f, 2.0f));
- shader_set_mat4fv(shader, "model", model);
- mesh_draw(cube);
-}
-
-void
-render(State *state, Mesh *cube, Mesh *plane)
+void render_scene(U32 shader, Mesh *cube, Mesh *plane)
{
- /* MAT4 projection, view, model; */
- MAT4 light_projection, light_view, model;
- F32 near, far, fovx;
- V3F target, up;
-
- if (shadows_ortho)
- {
- near = 1.0f;
- far = 10.0f;
- F32 half_side = 10.0f;
- light_projection = ortho(-half_side, half_side, -half_side, half_side, near, far);
- }
- else
- {
- fovx = 90.0f;
- near = 1.0f;
- far = 50.0f;
- light_projection = perspective(fovx, (F32)global_shadow_width/(F32)global_shadow_height,
- near, far);
- }
-
- target = v3f_zero();
- up = v3f(0.0f, 1.0f, 0.0f);
- light_view = look_at(light_pos, target, up);
- MAT4 light_space_matrix = mat4_mul(light_projection, light_view);
-
- glUseProgram(global_simple_depth_shader);
- shader_set_mat4fv(global_simple_depth_shader, "light_space_matrix", light_space_matrix);
- glViewport(0, 0, global_shadow_width, global_shadow_height);
- glBindFramebuffer(GL_FRAMEBUFFER, global_depth_map_fbo);
- glClear(GL_DEPTH_BUFFER_BIT);
- // glCullFace(GL_FRONT);
- render_scene(global_simple_depth_shader, cube, plane);
- // glCullFace(GL_BACK);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- glViewport(0, 0, global_screen_width, global_screen_height);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- MAT4 projection = perspective(state->camera.fovx, (F32)global_screen_width/(F32)global_screen_height,
- state->camera.near, state->camera.far);
- MAT4 view = look_at(state->camera.pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
- glUseProgram(global_shadow_shader);
- shader_set_mat4fv(global_shadow_shader, "projection", projection);
- shader_set_mat4fv(global_shadow_shader, "view", view);
-
- shader_set_3fv(global_shadow_shader, "light_pos", light_pos);
- shader_set_3fv(global_shadow_shader, "view_pos", state->camera.pos);
- shader_set_mat4fv(global_shadow_shader, "light_space_matrix", light_space_matrix);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, global_wood_texture);
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, global_depth_map);
- render_scene(global_shadow_shader, cube, plane);
-
- glUseProgram(global_color_shader);
- shader_set_mat4fv(global_shadow_shader, "projection", projection);
- shader_set_mat4fv(global_shadow_shader, "view", view);
- model = mat4_make_scale(v3f(0.1f, 0.1f, 0.1f));
- model = mat4_translate(model, light_pos);
- shader_set_mat4fv(global_shadow_shader, "model", model);
- mesh_draw(cube);
-
- glDisable(GL_DEPTH_TEST);
- glUseProgram(global_debug_quad_shader);
- F32 scale = 0.3f;
- Transform transform = transform_make_scale_translate(v3f(scale, scale, scale),
- v3f(1.0f-scale, 1.0f-scale, 0.0f));
- model = transform_apply(transform);
- shader_set_mat4fv(global_debug_quad_shader, "model", model);
- shader_set_1f(global_debug_quad_shader, "near", near);
- shader_set_1f(global_debug_quad_shader, "far", far);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, global_depth_map);
- glBindVertexArray(global_quad_vao);
- glDrawArrays(GL_TRIANGLES, 0, 6);
- glBindVertexArray(0);
- glEnable(GL_DEPTH_TEST);
+ MAT4 model;
+
+ model = mat4_identity();
+ shader_set_mat4fv(shader, "model", model);
+ mesh_draw(plane);
+
+ /*
+ model = mat4_identity();
+ model = mat4_make_scale(v3f(10.0f, 0.1f, 10.0f));
+ model = mat4_translate(model, v3f(0.0f, -0.6f, 0.0f));
+ shader_set_mat4fv(shader, "model", model);
+ mesh_draw(cube);
+ */
+
+ model = mat4_identity();
+ model = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f));
+ model = mat4_translate(model, v3f(0.0f, 1.5f, 0.0f));
+ shader_set_mat4fv(shader, "model", model);
+ mesh_draw(cube);
+
+ model = mat4_identity();
+ model = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f));
+ model = mat4_translate(model, v3f(2.0f, 0.0f, 1.0f));
+ shader_set_mat4fv(shader, "model", model);
+ mesh_draw(cube);
+
+ model = mat4_identity();
+ model = mat4_make_scale(v3f(0.25f, 0.25f, 0.25f));
+ model = mat4_rotate_angles(model, v3f(60.0f, 0.0f, 0.0f));
+ model = mat4_translate(model, v3f(-1.0f, 0.0f, 2.0f));
+ shader_set_mat4fv(shader, "model", model);
+ mesh_draw(cube);
}
-int
-main(void)
+int main(void)
{
- GLFWwindow *window;
- Arena *arena;
- State state;
- Mesh *cube_mesh, *plane_mesh;
- F64 time, last_time;
-
- 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_screen_width, global_screen_height, "Shadow mapping", 0, 0);
- if (!window)
- goto error;
-
- glfwSetKeyCallback(window, glfw_key_callback);
- glfwSetWindowSizeCallback(window, resize_callback);
-
- glfwMakeContextCurrent(window);
-
- if (glewInit() != GLEW_OK)
- goto error;
-
- glEnable(GL_DEPTH_TEST);
- // glEnable(GL_CULL_FACE);
-
- /* NOTE(pryazha): Init */
- arena = arena_alloc(Megabytes(64));
-
- state.camera = (Camera){ v3f(0.0f, 1.0f, 3.0f), 90.0f, 0.1f, 100.0f };
- light_pos = v3f(-2.0f, 4.0f, -2.0f);
-
- /* NOTE(pryazha): Meshes */
- Vertex plane_vertices[] = {
- // positions // normals // texcoords
- vertex(v3f(-25.0f, -0.5f, 25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(0.0f, 0.0f)),
- vertex(v3f(25.0f, -0.5f, 25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(25.0f, 0.0f)),
- vertex(v3f(-25.0f, -0.5f, -25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(0.0f, 25.0f)),
-
- vertex(v3f(25.0f, -0.5f, 25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(25.0f, 0.0f)),
- vertex(v3f(25.0f, -0.5f, -25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(25.0f, 25.0f)),
- vertex(v3f(-25.0f, -0.5f, -25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(0.0f, 25.0f)),
- };
- U32 indices[] = { 0, 1, 2, 3, 4, 5 };
- plane_mesh = mesh_init(arena, plane_vertices, ArrayCount(plane_vertices), indices, ArrayCount(indices));
- cube_mesh = mesh_load_obj(arena, "../../data/models/cube.obj");
-
- F32 quad_vertices[] = {
- -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- -1.0f, 1.0f, 0.0f, 0.0f, 1.0f
- };
-
- U32 vbo;
- glGenVertexArrays(1, &global_quad_vao);
- glBindVertexArray(global_quad_vao);
- glGenBuffers(1, &vbo);
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32)));
- glBindVertexArray(0);
-
- /* NOTE(pryazha): Shaders */
- global_debug_quad_shader = create_shader_program("shaders/debug_quad.vs",
- "shaders/debug_quad.fs");
- global_simple_depth_shader = create_shader_program("shaders/simple_depth.vs",
- "shaders/simple_depth.fs");
- global_shadow_shader = create_shader_program("shaders/shadow.vs", "shaders/shadow.fs");
- global_color_shader = create_shader_program("shaders/color.vs", "shaders/color.fs");
-
- glUseProgram(global_shadow_shader);
- shader_set_1i(global_shadow_shader, "diffuse_texture", 0);
- shader_set_1i(global_shadow_shader, "shadow_map", 1);
- glUseProgram(0);
-
- global_wood_texture = load_texture_gamma("../../data/textures/wood.png", 1);
-
- glGenFramebuffers(1, &global_depth_map_fbo);
- glGenTextures(1, &global_depth_map);
- glBindTexture(GL_TEXTURE_2D, global_depth_map);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, global_shadow_width,
- global_shadow_height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
- glBindFramebuffer(GL_FRAMEBUFFER, global_depth_map_fbo);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
- global_depth_map, 0);
- V4F border_color = v4f(1.0f, 1.0f, 1.0f, 1.0f);
- glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (const F32 *)&border_color);
- glDrawBuffer(GL_NONE);
- glReadBuffer(GL_NONE);
- if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
- fprintf(stderr, "[ERROR]: Failed to complete depth map framebuffer.\n");
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- last_time = glfwGetTime();
-
- while (!glfwWindowShouldClose(window))
- {
- glfwPollEvents();
- if (key_first_press(global_input.exit))
- glfwSetWindowShouldClose(window, GLFW_TRUE);
- update(&state, time);
- render(&state, cube_mesh, plane_mesh);
- 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);
+ GLFWwindow *window;
+ Arena *arena;
+ State state;
+ F64 time, last_time;
+ S32 screen_width = 800, screen_height = 600;
+ U32 shadow_width = 1024, shadow_height = 1024;
+ Input input;
+ U32 shadows_ortho = 1;
+ V3F light_pos = v3f(-2.0f, 4.0f, -2.0f);
+
+ 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(screen_width, screen_height, "Shadow mapping", 0, 0);
+ if (!window)
+ goto error;
+
+ glfwMakeContextCurrent(window);
+
+ if (glewInit() != GLEW_OK)
+ goto error;
+
+ glEnable(GL_DEPTH_TEST);
+ // glEnable(GL_CULL_FACE);
+
+ /* NOTE(pryazha): Init */
+ arena = arena_alloc(Megabytes(64));
+
+ state.camera = (Camera){ v3f(0.0f, 1.0f, 3.0f), 90.0f, 0.1f, 100.0f, 0.0f, 0.0f };
+
+ /* NOTE(pryazha): Meshes */
+ Vertex plane_vertices[] = {
+ // positions // normals // texcoords
+ vertex(v3f(-25.0f, -0.5f, 25.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 0.0f)),
+ vertex(v3f( 25.0f, -0.5f, 25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(25.0f, 0.0f)),
+ vertex(v3f(-25.0f, -0.5f, -25.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 25.0f)),
+
+ vertex(v3f( 25.0f, -0.5f, 25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(25.0f, 0.0f)),
+ vertex(v3f( 25.0f, -0.5f, -25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(25.0f, 25.0f)),
+ vertex(v3f(-25.0f, -0.5f, -25.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 25.0f)),
+ };
+ U32 indices[] = { 0, 1, 2, 3, 4, 5 };
+ Mesh *plane = mesh_init(arena, plane_vertices, ArrayCount(plane_vertices),
+ indices, ArrayCount(indices));
+ Mesh *cube = mesh_load_obj(arena, "../../data/models/cube.obj");
+
+ F32 quad_vertices[] = {
+ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f
+ };
+
+ U32 quad_vao, vbo;
+ glGenVertexArrays(1, &quad_vao);
+ glBindVertexArray(quad_vao);
+ glGenBuffers(1, &vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32)));
+ glBindVertexArray(0);
+
+ /* NOTE(pryazha): Shaders */
+ U32 debug_quad_shader = create_shader_program("shaders/debug_quad.vert",
+ "shaders/debug_quad.frag");
+ U32 simple_depth_shader = create_shader_program("shaders/simple_depth.vert",
+ "shaders/simple_depth.frag");
+ U32 shadow_shader = create_shader_program("shaders/shadow.vert",
+ "shaders/shadow.frag");
+ U32 color_shader = create_shader_program("shaders/color.vert",
+ "shaders/color.frag");
+
+ glUseProgram(shadow_shader);
+ shader_set_1i(shadow_shader, "diffuse_texture", 0);
+ shader_set_1i(shadow_shader, "shadow_map", 1);
+ glUseProgram(0);
+
+ U32 wood_texture = load_texture_gamma("../../data/textures/wood.png", 1);
+
+ U32 depth_map_fbo, depth_map;
+ glGenFramebuffers(1, &depth_map_fbo);
+ glGenTextures(1, &depth_map);
+ glBindTexture(GL_TEXTURE_2D, depth_map);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadow_width,
+ shadow_height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+ glBindFramebuffer(GL_FRAMEBUFFER, depth_map_fbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
+ depth_map, 0);
+ V4F border_color = v4f(1.0f, 1.0f, 1.0f, 1.0f);
+ glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (const F32 *)&border_color);
+ glDrawBuffer(GL_NONE);
+ glReadBuffer(GL_NONE);
+ if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
+ fprintf(stderr, "[ERROR]: Failed to complete depth map framebuffer.\n");
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ last_time = glfwGetTime();
+
+ while (!glfwWindowShouldClose(window)) {
+ glfwPollEvents();
+
+ /* NOTE(pryazha): Update */
+ process_glfw_keyboard(window, &input);
+ glfwGetFramebufferSize(window, &screen_width, &screen_height);
+
+ V3F target = v3f_zero();
+
+ if (key_first_press(input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+
+ V3F dv = get_dv_camera_orbital(&input, state.camera.pos,
+ target, state.dt, 3.0f);
+ state.camera.pos = v3f_add(state.camera.pos, dv);
+
+ if (key_first_press(input.action_down))
+ shadows_ortho = !shadows_ortho;
+
+ input_update_last_state(&input);
+
+ F32 radius, angular_speed, x, z;
+
+ angular_speed = 1.0f;
+ radius = 4.0f;
+ x = f32_sin(time*angular_speed)*radius;
+ z = f32_cos(time*angular_speed)*radius;
+
+ light_pos = v3f(x, 4.0f, z);
+
+ /* NOTE(pryazha): Render */
+ MAT4 proj, view, model, light_proj;
+ F32 fovx, near, far;
+
+ if (shadows_ortho) {
+ near = 1.0f;
+ far = 10.0f;
+ F32 half_side = 10.0f;
+ light_proj = ortho(-half_side, half_side, -half_side, half_side, near, far);
+ } else {
+ fovx = 90.0f;
+ near = 1.0f;
+ far = 50.0f;
+ light_proj = perspective(fovx, (F32)shadow_width/(F32)shadow_height,
+ near, far);
+ }
+
+ V3F up = v3f(0.0f, 1.0f, 0.0f);
+ MAT4 light_view = look_at(light_pos, target, up);
+ MAT4 light_space_matrix = mat4_mul(light_proj, light_view);
+
+ glUseProgram(simple_depth_shader);
+ shader_set_mat4fv(simple_depth_shader, "light_space_matrix", light_space_matrix);
+ glViewport(0, 0, shadow_width, shadow_height);
+ glBindFramebuffer(GL_FRAMEBUFFER, depth_map_fbo);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ // glCullFace(GL_FRONT);
+ render_scene(simple_depth_shader, cube, plane);
+ // glCullFace(GL_BACK);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ glViewport(0, 0, screen_width, screen_height);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ proj = perspective(state.camera.fovx, (F32)screen_width/(F32)screen_height,
+ state.camera.near, state.camera.far);
+ view = look_at(state.camera.pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
+
+ glUseProgram(shadow_shader);
+ shader_set_mat4fv(shadow_shader, "proj", proj);
+ shader_set_mat4fv(shadow_shader, "view", view);
+ shader_set_3fv(shadow_shader, "light_pos", light_pos);
+ shader_set_3fv(shadow_shader, "view_pos", state.camera.pos);
+ shader_set_mat4fv(shadow_shader, "light_space_matrix", light_space_matrix);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, wood_texture);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, depth_map);
+ render_scene(shadow_shader, cube, plane);
+
+ glUseProgram(color_shader);
+ shader_set_mat4fv(shadow_shader, "proj", proj);
+ shader_set_mat4fv(shadow_shader, "view", view);
+ model = mat4_make_scale(v3f(0.1f, 0.1f, 0.1f));
+ model = mat4_translate(model, light_pos);
+ shader_set_mat4fv(shadow_shader, "model", model);
+ mesh_draw(cube);
+
+ glDisable(GL_DEPTH_TEST);
+ glUseProgram(debug_quad_shader);
+ F32 scale = 0.3f;
+ Transform transform = transform_make_scale_translate(v3f(scale, scale, scale),
+ v3f(1.0f-scale, 1.0f-scale, 0.0f));
+ model = transform_apply(transform);
+ shader_set_mat4fv(debug_quad_shader, "model", model);
+ shader_set_1f(debug_quad_shader, "near", near);
+ shader_set_1f(debug_quad_shader, "far", far);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, depth_map);
+ glBindVertexArray(quad_vao);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ glBindVertexArray(0);
+ glEnable(GL_DEPTH_TEST);
+ glfwSwapBuffers(window);
+
+ time = glfwGetTime();
+ state.dt = time-last_time;
+ last_time = time;
+ }
+
+ glfwTerminate();
+ return(0);
+
+error:
+ glfwTerminate();
+ return(1);
}