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authorpryazha <pryadeiniv@mail.ru>2025-02-06 12:38:09 +0500
committerpryazha <pryadeiniv@mail.ru>2025-02-06 12:38:09 +0500
commit926cbd0d49890772f911e6a6bedb7835605ced89 (patch)
treeea27e2c84e32ab6d8d29af9e61cd432e30a46bc6 /advanced_lighting/3.1.shadow_mapping
parentbf1c59565096ac9774493846cfb15e259d3b0e66 (diff)
change
Diffstat (limited to 'advanced_lighting/3.1.shadow_mapping')
-rwxr-xr-xadvanced_lighting/3.1.shadow_mapping/build.sh5
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shaders/color.fs9
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shaders/color.vs12
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.fs27
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vs14
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs72
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shaders/shadow.vs26
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.fs6
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vs11
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shadow_mapping.c417
10 files changed, 599 insertions, 0 deletions
diff --git a/advanced_lighting/3.1.shadow_mapping/build.sh b/advanced_lighting/3.1.shadow_mapping/build.sh
new file mode 100755
index 0000000..bba445d
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+TARGET='shadow_mapping'
+set -x
+gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/color.fs b/advanced_lighting/3.1.shadow_mapping/shaders/color.fs
new file mode 100644
index 0000000..bd00d82
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shaders/color.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/3.1.shadow_mapping/shaders/color.vs b/advanced_lighting/3.1.shadow_mapping/shaders/color.vs
new file mode 100644
index 0000000..ade669b
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shaders/color.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);
+}
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.fs b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.fs
new file mode 100644
index 0000000..d250894
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.fs
@@ -0,0 +1,27 @@
+#version 330 core
+
+in vec2 tex_coords;
+
+out vec4 frag_color;
+
+uniform sampler2D depth_map;
+uniform float near;
+uniform float far;
+
+float
+linearize_depth(float depth)
+{
+ float z = (depth+1.0)*0.5;
+ return((2.0*near*far)/(far+near-z*(far-near)));
+}
+
+void
+main(void)
+{
+ float depth = texture(depth_map, tex_coords).r;
+
+ /* frag_color = vec4(vec3(depth), 1.0); */
+
+ /* NOTE(pryazha): For visual debugging of perspective projection light */
+ frag_color = vec4(vec3(linearize_depth(depth)/far), 1.0);
+}
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vs b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vs
new file mode 100644
index 0000000..5717608
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vs
@@ -0,0 +1,14 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec2 atex_coords;
+
+out vec2 tex_coords;
+
+uniform mat4 model;
+
+void
+main(void)
+{
+ tex_coords = atex_coords;
+ gl_Position = model*vec4(apos, 1.0);
+}
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs
new file mode 100644
index 0000000..1c7018a
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs
@@ -0,0 +1,72 @@
+#version 330 core
+
+in VS_OUT {
+ vec4 frag_pos_light_space;
+ vec3 frag_pos;
+ vec3 normal;
+ vec2 tex_coords;
+} fs_in;
+
+out vec4 frag_color;
+
+uniform vec3 light_pos;
+uniform vec3 view_pos;
+
+uniform sampler2D diffuse_texture;
+uniform sampler2D shadow_map;
+
+float
+calculate_shadow()
+{
+ vec3 proj_coords = fs_in.frag_pos_light_space.xyz/fs_in.frag_pos_light_space.w;
+ proj_coords = proj_coords*0.5+0.5;
+ float closest_depth = texture(shadow_map, proj_coords.xy).r;
+ float current_depth = proj_coords.z;
+ vec3 normal = normalize(fs_in.normal);
+ vec3 light_dir = normalize(light_pos-fs_in.frag_pos);
+ float bias = max(0.04*(1.0-dot(normal, light_dir)), 0.004);
+ float shadow = 0;
+ vec2 texel_size = 1.0/textureSize(shadow_map, 0);
+ for (int x = -1; x <= 1; x++)
+ {
+ for (int y = -1; y <= 1; y++)
+ {
+ float pcf_depth = texture(shadow_map, proj_coords.xy+vec2(x, y)*texel_size).r;
+ shadow += (current_depth-bias > pcf_depth) ? 1.0 : 0.0;
+ }
+ }
+ shadow /= 9.0;
+
+ if (proj_coords.z > 1.0)
+ shadow = 0.0;
+
+ return(shadow);
+}
+
+void
+main(void)
+{
+ vec3 color = texture(diffuse_texture, fs_in.tex_coords).rgb;
+ vec3 normal = normalize(fs_in.normal);
+ vec3 light_color = vec3(0.3);
+
+ float ambient_strength = 0.01;
+ vec3 ambient = color*ambient_strength;
+
+ vec3 light_dir = normalize(light_pos-fs_in.frag_pos);
+ float diff = max(dot(light_dir, normal), 0.0);
+ vec3 diffuse = diff*color;
+
+ vec3 view_dir = normalize(view_pos-fs_in.frag_pos);
+ vec3 halfway_dir = normalize(light_dir+view_dir);
+ float spec = pow(max(dot(halfway_dir, normal), 0.0), 64.0);
+ vec3 specular = spec*color;
+
+ float shadow = calculate_shadow();
+ vec3 lighting = ambient+((diffuse+specular)*(1.0-shadow)*light_color);
+
+ float gamma = 2.2;
+ lighting = pow(lighting, vec3(1.0/gamma));
+
+ frag_color = vec4(lighting, 1.0);
+}
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/shadow.vs b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.vs
new file mode 100644
index 0000000..3ecd5b1
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.vs
@@ -0,0 +1,26 @@
+#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 {
+ vec4 frag_pos_light_space;
+ vec3 frag_pos;
+ vec3 normal;
+ vec2 tex_coords;
+} vs_out;
+
+uniform mat4 projection;
+uniform mat4 view;
+uniform mat4 model;
+uniform mat4 light_space_matrix;
+
+void
+main(void)
+{
+ vs_out.frag_pos = vec3(model*vec4(apos, 1.0));
+ vs_out.frag_pos_light_space = light_space_matrix*vec4(vs_out.frag_pos, 1.0);
+ vs_out.normal = mat3(transpose(inverse(model)))*anormal;
+ vs_out.tex_coords = atex_coords;
+ gl_Position = projection*view*vec4(vs_out.frag_pos, 1.0);
+}
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.fs b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.fs
new file mode 100644
index 0000000..16b9908
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.fs
@@ -0,0 +1,6 @@
+#version 330 core
+
+void
+main(void)
+{
+}
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vs b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vs
new file mode 100644
index 0000000..b9752ed
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vs
@@ -0,0 +1,11 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+
+uniform mat4 light_space_matrix;
+uniform mat4 model;
+
+void
+main(void)
+{
+ gl_Position = light_space_matrix*model*vec4(apos, 1.0);
+}
diff --git a/advanced_lighting/3.1.shadow_mapping/shadow_mapping.c b/advanced_lighting/3.1.shadow_mapping/shadow_mapping.c
new file mode 100644
index 0000000..7f03415
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shadow_mapping.c
@@ -0,0 +1,417 @@
+#include "pwyazh.h"
+
+#include "GL/glew.h"
+#include "GLFW/glfw3.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)
+{
+ /* 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);
+}
+
+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);
+}