summaryrefslogtreecommitdiff
path: root/advanced_lighting/4.normal_mapping
diff options
context:
space:
mode:
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/4.normal_mapping
parent926cbd0d49890772f911e6a6bedb7835605ced89 (diff)
quite a lot of changes that I, of course, are not going to describe;)
Diffstat (limited to 'advanced_lighting/4.normal_mapping')
-rwxr-xr-xadvanced_lighting/4.normal_mapping/normal_mappingbin1289656 -> 1289432 bytes
-rw-r--r--advanced_lighting/4.normal_mapping/normal_mapping.c521
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/color.frag8
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/color.vert11
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/depth.fs14
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/depth.gs27
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/depth.vs10
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/normal_map.frag51
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/normal_map.vert36
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/normals_debug.frag10
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/normals_debug.geom44
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/normals_debug.vert22
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/shadow.fs105
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/shadow.vs29
14 files changed, 424 insertions, 464 deletions
diff --git a/advanced_lighting/4.normal_mapping/normal_mapping b/advanced_lighting/4.normal_mapping/normal_mapping
index 6d33c26..1fbb26b 100755
--- a/advanced_lighting/4.normal_mapping/normal_mapping
+++ b/advanced_lighting/4.normal_mapping/normal_mapping
Binary files differ
diff --git a/advanced_lighting/4.normal_mapping/normal_mapping.c b/advanced_lighting/4.normal_mapping/normal_mapping.c
index 1d65b49..980f4a0 100644
--- a/advanced_lighting/4.normal_mapping/normal_mapping.c
+++ b/advanced_lighting/4.normal_mapping/normal_mapping.c
@@ -1,288 +1,251 @@
-#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 Input global_input;
-static B32 first_mouse = 1;
-
-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
-cursor_pos_callback(GLFWwindow* window, double xpos, double ypos)
-{
- if (first_mouse)
- {
- global_input.last_mouse_pos = v2f(xpos, ypos);
- first_mouse = 0;
- }
- global_input.mouse_offset = v2f(global_input.mouse_offset.x+((F32)xpos-global_input.last_mouse_pos.x),
- global_input.mouse_offset.y+((F32)ypos-global_input.last_mouse_pos.y));
- global_input.last_mouse_pos = v2f((F32)xpos, (F32)ypos);
-}
-
-void
-render_scene(U32 shader, Mesh *cube)
-{
- MAT4 model;
-
- model = mat4_identity();
- model = mat4_make_scale(v3f(5.0f, 5.0f, 5.0f));
- shader_set_mat4fv(shader, "model", model);
- glDisable(GL_CULL_FACE);
- shader_set_1i(shader, "reverse_normals", 1);
- mesh_draw(cube);
- shader_set_1i(shader, "reverse_normals", 0);
- glEnable(GL_CULL_FACE);
-
- 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;
- F64 time, last_time;
- V3F light_pos;
- MAT4 shadow_transforms[6];
- MAT4 proj, view;
-
- 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, "Point shadows", 0, 0);
- if (!window)
- goto error;
-
- glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
-
- glfwSetWindowSizeCallback(window, resize_callback);
- glfwSetCursorPosCallback(window, cursor_pos_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){
- .pos = v3f(0.0f, 1.0f, 3.0f),
- .fovx = 100.0f,
- .near = 0.1f,
- .far = 100.0f,
- .yaw = 0.0f,
- .pitch = 0.0f
- };
- V3F camera_dp = v3f_zero();
- /* light_pos = v3f(-2.0f, 4.0f, -2.0f); */
- light_pos = v3f_zero();
-
- /* NOTE(pryazha): Meshes */
- 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 depth_shader = create_shader_program_geom("shaders/depth.vs",
- "shaders/depth.fs",
- "shaders/depth.gs");
- U32 shadow_shader = create_shader_program("shaders/shadow.vs", "shaders/shadow.fs");
-
- glUseProgram(shadow_shader);
- shader_set_1i(shadow_shader, "diffuse_texture", 0);
- shader_set_1i(shadow_shader, "depth_cubemap", 1);
- glUseProgram(0);
-
- U32 wood_texture = load_texture_gamma("../../data/textures/wood.png", 0);
-
- /* NOTE(pryazha): Depth framebuffer init */
- U32 depth_cubemap_fbo, depth_cubemap;
- U32 shadow_width = 1024, shadow_height = 1024;
- glGenFramebuffers(1, &depth_cubemap_fbo);
- glGenTextures(1, &depth_cubemap);
- glBindTexture(GL_TEXTURE_CUBE_MAP, depth_cubemap);
- for (U32 cubemap_side = 0; cubemap_side < 6; ++cubemap_side)
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+cubemap_side, 0, GL_DEPTH_COMPONENT,
- shadow_width, shadow_height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
- glBindFramebuffer(GL_FRAMEBUFFER, depth_cubemap_fbo);
- glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depth_cubemap, 0);
- 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): For now it's easier to write all of the logic in the main loop */
-
- /* NOTE(pryazha): Update */
- process_glfw_keyboard(window, &global_input);
-
- if (key_first_press(global_input.exit))
- glfwSetWindowShouldClose(window, GLFW_TRUE);
-
- F32 x, y, z, angular_speed, radius;
- V3F camera_dv;
-
- camera_dv = get_dv_camera_first_person(&global_input, &state.camera,
- 1.0f, state.dt);
- 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);
-
- F32 sensitivity = 0.1f;
- global_input.mouse_offset = v2f_scalef(global_input.mouse_offset, sensitivity);
- state.camera.yaw += global_input.mouse_offset.x;
- state.camera.pitch += global_input.mouse_offset.y;
- if (state.camera.pitch > 89.0f)
- state.camera.pitch = 89.0f;
- if (state.camera.pitch < -89.0f)
- state.camera.pitch = -89.0f;
-
- input_update_last_state(&global_input);
-
- angular_speed = 1.0f;
- radius = 4.0f;
- x = f32_sin(time*angular_speed)*radius;
- y = f32_sin(time*angular_speed)*radius;
- z = f32_cos(time*angular_speed)*radius;
-
- light_pos = v3f(x, y, z);
-
- /* NOTE(pryazha): Render */
-
- /* NOTE(pryazha): Render the depth cubemap */
- F32 fovx, aspect, near, far;
- fovx = 90.0f;
- aspect = (F32)shadow_width/(F32)shadow_height;
- near = 1.0f;
- far = 25.0f;
- proj = perspective(fovx, aspect, near, far);
- shadow_transforms[0] = mat4_mul(proj, look_at(light_pos, v3f_add(light_pos, v3f( 1.0f, 0.0f, 0.0f)), v3f(0.0f, -1.0f, 0.0f))); /* right */
- shadow_transforms[1] = mat4_mul(proj, look_at(light_pos, v3f_add(light_pos, v3f(-1.0f, 0.0f, 0.0f)), v3f(0.0f, -1.0f, 0.0f))); /* left */
- shadow_transforms[2] = mat4_mul(proj, look_at(light_pos, v3f_add(light_pos, v3f( 0.0f, 1.0f, 0.0f)), v3f(0.0f, 0.0f, 1.0f))); /* top */
- shadow_transforms[3] = mat4_mul(proj, look_at(light_pos, v3f_add(light_pos, v3f( 0.0f, -1.0f, 0.0f)), v3f(0.0f, 0.0f, -1.0f))); /* bottom */
- shadow_transforms[4] = mat4_mul(proj, look_at(light_pos, v3f_add(light_pos, v3f( 0.0f, 0.0f, 1.0f)), v3f(0.0f, -1.0f, 0.0f))); /* near */
- shadow_transforms[5] = mat4_mul(proj, look_at(light_pos, v3f_add(light_pos, v3f( 0.0f, 0.0f, -1.0f)), v3f(0.0f, -1.0f, 0.0f))); /* far */
- glViewport(0, 0, shadow_width, shadow_height);
- glBindFramebuffer(GL_FRAMEBUFFER, depth_cubemap_fbo);
- glClear(GL_DEPTH_BUFFER_BIT);
- glUseProgram(depth_shader);
- shader_set_1f(depth_shader, "far", far);
- shader_set_3fv(depth_shader, "light_pos", light_pos);
- for (U32 i = 0; i < 6; ++i)
- {
- char uniform_name[256];
- snprintf(uniform_name, 256, "shadow_transforms[%d]", i);
- shader_set_mat4fv(depth_shader, uniform_name, shadow_transforms[i]);
- }
- render_scene(depth_shader, cube);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- /* NOTE(pryazha): Render the scene as normal */
- glViewport(0, 0, global_screen_width, global_screen_height);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glUseProgram(shadow_shader);
-
- aspect = (F32)global_screen_width/(F32)global_screen_height;
- proj = perspective(state.camera.fovx, aspect, state.camera.near, state.camera.far);
- view = get_view_matrix(&state.camera);
-
- shader_set_mat4fv(shadow_shader, "projection", 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_1f(shadow_shader, "far", far);
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, wood_texture);
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_CUBE_MAP, depth_cubemap);
- render_scene(shadow_shader, cube);
-
- glfwSwapBuffers(window);
-
- time = glfwGetTime();
- state.dt = time-last_time;
- last_time = time;
- }
-
- glfwTerminate();
- return(0);
-
- error:
- glfwTerminate();
- return(1);
+ GLFWwindow *window;
+ State state;
+ Input input;
+ F64 time, last_time;
+ V3F light_pos;
+ MAT4 proj, view, model;
+ F32 aspect, angle = 0.0f;
+ Mesh *cube = 0;
+ Arena *arena = 0;
+ S32 width, height;
+
+ glfwSetErrorCallback(error_callback);
+
+ if (glfwInit() == GLFW_FALSE)
+ return(1);
+
+ width = 800;
+ height = 600;
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_SAMPLES, 4);
+ window = glfwCreateWindow(width, height, "Point shadows", 0, 0);
+ if (!window)
+ goto error;
+
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+
+ glfwMakeContextCurrent(window);
+
+ if (glewInit() != GLEW_OK)
+ goto error;
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+
+ /* NOTE(pryazha): Init */
+ arena = arena_alloc(Kilobytes(4));
+
+ state.camera = (Camera){ v3f(0.0f, 1.0f, 3.0f), 100.0f, 0.1f, 100.0f, 0.0f, 0.0f };
+ V3F camera_dp = v3f_zero();
+ F32 x, y, z;
+
+ /* NOTE(pryazha): Meshes */
+ cube = mesh_load_obj(arena, "../../data/models/cube.obj");
+
+ /* Positions */
+ V3F p1 = v3f(-1.0f, 1.0f, 0.0f);
+ V3F p2 = v3f(-1.0f, -1.0f, 0.0f);
+ V3F p3 = v3f(1.0f, -1.0f, 0.0f);
+ V3F p4 = v3f(1.0f, 1.0f, 0.0f);
+ /* Texture ccoordinates */
+ V2F uv1 = v2f(0.0f, 1.0f);
+ V2F uv2 = v2f(0.0f, 0.0f);
+ V2F uv3 = v2f(1.0f, 0.0f);
+ V2F uv4 = v2f(1.0f, 1.0f);
+ /* Normal vector */
+ V3F nm = v3f(0.0f, 0.0f, 1.0f);
+
+ V3F edge1, edge2;
+ V2F duv1, duv2;
+ F32 f;
+ V3F t1, bit1, t2, bit2;
+
+ edge1 = v3f_sub(p2, p1);
+ edge2 = v3f_sub(p3, p1);
+ duv1 = v2f_sub(uv2, uv1);
+ duv2 = v2f_sub(uv3, uv1);
+
+ f = 1.0f/(duv1.x*duv2.y-duv2.x*duv1.y);
+
+ t1.x = f*(duv2.y*edge1.x-duv1.y*edge2.x);
+ t1.y = f*(duv2.y*edge1.y-duv1.y*edge2.y);
+ t1.z = f*(duv2.y*edge1.z-duv1.y*edge2.z);
+
+ bit1.x = f*(-duv2.x*edge1.x+duv1.x*edge2.x);
+ bit1.y = f*(-duv2.x*edge1.y+duv1.x*edge2.y);
+ bit1.z = f*(-duv2.x*edge1.z+duv1.x*edge2.z);
+
+ edge1 = v3f_sub(p3, p1);
+ edge2 = v3f_sub(p4, p1);
+ duv1 = v2f_sub(uv3, uv1);
+ duv2 = v2f_sub(uv4, uv1);
+
+ f = 1.0f/(duv1.x*duv2.y-duv2.x*duv1.y);
+
+ t2.x = f*(duv2.y*edge1.x-duv1.y*edge2.x);
+ t2.y = f*(duv2.y*edge1.y-duv1.y*edge2.y);
+ t2.z = f*(duv2.y*edge1.z-duv1.y*edge2.z);
+
+ bit2.x = f*(-duv2.x*edge1.x+duv1.x*edge2.x);
+ bit2.y = f*(-duv2.x*edge1.y+duv1.x*edge2.y);
+ bit2.z = f*(-duv2.x*edge1.z+duv1.x*edge2.z);
+
+ F32 quad_vertices[] = {
+ p1.x, p1.y, p1.z, nm.x, nm.y, nm.z, uv1.x, uv1.y, t1.x, t1.y, t1.z, bit1.x, bit1.y, bit1.z,
+ p2.x, p2.y, p2.z, nm.x, nm.y, nm.z, uv2.x, uv2.y, t1.x, t1.y, t1.z, bit1.x, bit1.y, bit1.z,
+ p3.x, p3.y, p3.z, nm.x, nm.y, nm.z, uv3.x, uv3.y, t1.x, t1.y, t1.z, bit1.x, bit1.y, bit1.z,
+
+ p1.x, p1.y, p1.z, nm.x, nm.y, nm.z, uv1.x, uv1.y, t2.x, t2.y, t2.z, bit2.x, bit2.y, bit2.z,
+ p3.x, p3.y, p3.z, nm.x, nm.y, nm.z, uv3.x, uv3.y, t2.x, t2.y, t2.z, bit2.x, bit2.y, bit2.z,
+ p4.x, p4.y, p4.z, nm.x, nm.y, nm.z, uv4.x, uv4.y, t2.x, t2.y, t2.z, bit2.x, bit2.y, bit2.z
+ };
+ 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, 14*sizeof(F32), (void *)0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 14*sizeof(F32), (void *)(3*sizeof(F32)));
+ glEnableVertexAttribArray(2);
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 14*sizeof(F32), (void *)(6*sizeof(F32)));
+ glEnableVertexAttribArray(3);
+ glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 14*sizeof(F32), (void *)(8*sizeof(F32)));
+ glEnableVertexAttribArray(4);
+ glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 14*sizeof(F32), (void *)(11*sizeof(F32)));
+ glBindVertexArray(0);
+
+ /* NOTE(pryazha): Shaders */
+ U32 normal_map_shader = create_shader_program("shaders/normal_map.vert",
+ "shaders/normal_map.frag");
+ U32 normals_debug_shader = create_shader_program_geom("shaders/normals_debug.vert",
+ "shaders/normals_debug.frag",
+ "shaders/normals_debug.geom");
+ U32 color_shader = create_shader_program("shaders/color.vert",
+ "shaders/color.frag");
+
+ glUseProgram(normal_map_shader);
+ shader_set_1i(normal_map_shader, "diffuse_texture", 0);
+ shader_set_1i(normal_map_shader, "normal_map", 1);
+ glUseProgram(0);
+
+ U32 brickwall_diffuse_texture = load_texture("../../data/textures/brickwall.jpg");
+ U32 brickwall_normal_texture = load_texture("../../data/textures/brickwall_normal.jpg");
+
+ last_time = glfwGetTime();
+
+ while (!glfwWindowShouldClose(window)) {
+ glfwPollEvents();
+
+ /* NOTE(pryazha): For now it's easier to write all of the logic in the main loop */
+
+ /* NOTE(pryazha): Update */
+ glfwGetFramebufferSize(window, &width, &height);
+ process_glfw_keyboard(window, &input);
+ process_glfw_mouse_pos(window, &input);
+
+ if (key_first_press(input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+
+ F32 speed = 2.0f;
+ V3F dv = get_dv_camera_first_person(&input, &state.camera,
+ speed, state.dt);
+ if (key_is_pressed(input.action_up))
+ dv = v3f_scalef(dv, 3.0f);
+ camera_dp = v3f_add(camera_dp, dv);
+ camera_dp = v3f_scalef(camera_dp, 0.8f);
+ state.camera.pos = v3f_add(state.camera.pos, camera_dp);
+
+ F32 sensitivity = 0.1f;
+ input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity);
+ state.camera.yaw += input.mouse_offset.x;
+ state.camera.pitch += input.mouse_offset.y;
+ if (state.camera.pitch > 89.0f)
+ state.camera.pitch = 89.0f;
+ if (state.camera.pitch < -89.0f)
+ state.camera.pitch = -89.0f;
+
+ input_update_last_state(&input);
+
+ angle += 40.0f*state.dt;
+
+ x = f32_cos((F32)time);
+ y = f32_sin((F32)time);
+ z = 1.0f;
+ light_pos = v3f(x, y, z);
+
+ /* NOTE(pryazha): Render */
+ aspect = (F32)width/(F32)height;
+ proj = perspective(state.camera.fovx, aspect,
+ state.camera.near, state.camera.far);
+ view = get_view_matrix(&state.camera);
+
+ glViewport(0, 0, width, height);
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glUseProgram(normal_map_shader);
+ shader_set_mat4fv(normal_map_shader, "proj", proj);
+ shader_set_mat4fv(normal_map_shader, "view", view);
+ shader_set_3fv(normal_map_shader, "light_pos", light_pos);
+ shader_set_3fv(normal_map_shader, "view_pos", state.camera.pos);
+ model = mat4_rotate_angles(mat4_identity(), v3f(angle, angle, angle));
+ shader_set_mat4fv(normal_map_shader, "model", model);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, brickwall_diffuse_texture);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, brickwall_normal_texture);
+ glBindVertexArray(quad_vao);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ glBindVertexArray(0);
+ glUseProgram(0);
+
+ glUseProgram(color_shader);
+ shader_set_mat4fv(color_shader, "proj", proj);
+ shader_set_mat4fv(color_shader, "view", view);
+ model = mat4_make_scale(v3f(0.05f, 0.05f, 0.05f));
+ model = mat4_translate(model, light_pos);
+ shader_set_mat4fv(color_shader, "model", model);
+ mesh_draw(cube);
+ glUseProgram(0);
+
+ glUseProgram(normals_debug_shader);
+ shader_set_mat4fv(normals_debug_shader, "proj", proj);
+ shader_set_mat4fv(normals_debug_shader, "view", view);
+ model = mat4_rotate_angles(mat4_identity(), v3f(angle, angle, angle));
+ shader_set_mat4fv(normals_debug_shader, "model", model);
+ glBindVertexArray(quad_vao);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ glBindVertexArray(0);
+ glUseProgram(0);
+
+ glfwSwapBuffers(window);
+
+ time = glfwGetTime();
+ state.dt = time-last_time;
+ last_time = time;
+ }
+
+ arena_release(arena);
+ glfwTerminate();
+ return(0);
+
+error:
+ arena_release(arena);
+ glfwTerminate();
+ return(1);
}
diff --git a/advanced_lighting/4.normal_mapping/shaders/color.frag b/advanced_lighting/4.normal_mapping/shaders/color.frag
new file mode 100644
index 0000000..c01da99
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/color.frag
@@ -0,0 +1,8 @@
+#version 330 core
+
+out vec4 frag_color;
+
+void main(void)
+{
+ frag_color = vec4(1.0);
+}
diff --git a/advanced_lighting/4.normal_mapping/shaders/color.vert b/advanced_lighting/4.normal_mapping/shaders/color.vert
new file mode 100644
index 0000000..a8b1247
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/color.vert
@@ -0,0 +1,11 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+
+uniform mat4 proj;
+uniform mat4 view;
+uniform mat4 model;
+
+void main(void)
+{
+ gl_Position = proj*view*model*vec4(apos, 1.0);
+}
diff --git a/advanced_lighting/4.normal_mapping/shaders/depth.fs b/advanced_lighting/4.normal_mapping/shaders/depth.fs
deleted file mode 100644
index 88fb9e6..0000000
--- a/advanced_lighting/4.normal_mapping/shaders/depth.fs
+++ /dev/null
@@ -1,14 +0,0 @@
-#version 330 core
-
-in vec4 frag_pos;
-
-uniform vec3 light_pos;
-uniform float far;
-
-void
-main(void)
-{
- float light_distance = length(frag_pos.xyz-light_pos);
- light_distance = light_distance/far;
- gl_FragDepth = light_distance;
-}
diff --git a/advanced_lighting/4.normal_mapping/shaders/depth.gs b/advanced_lighting/4.normal_mapping/shaders/depth.gs
deleted file mode 100644
index 638e2b9..0000000
--- a/advanced_lighting/4.normal_mapping/shaders/depth.gs
+++ /dev/null
@@ -1,27 +0,0 @@
-#version 330 core
-layout(triangles) in;
-layout(triangle_strip, max_vertices=18) out;
-
-uniform mat4 shadow_transforms[6];
-
-out vec4 frag_pos;
-
-void
-main(void)
-{
- for (int face = 0;
- face < 6;
- ++face)
- {
- gl_Layer = face;
- for (int vertex = 0;
- vertex < 3;
- ++vertex)
- {
- frag_pos = gl_in[vertex].gl_Position;
- gl_Position = shadow_transforms[face]*frag_pos;
- EmitVertex();
- }
- EndPrimitive();
- }
-}
diff --git a/advanced_lighting/4.normal_mapping/shaders/depth.vs b/advanced_lighting/4.normal_mapping/shaders/depth.vs
deleted file mode 100644
index 37a3484..0000000
--- a/advanced_lighting/4.normal_mapping/shaders/depth.vs
+++ /dev/null
@@ -1,10 +0,0 @@
-#version 330 core
-layout(location = 0) in vec3 apos;
-
-uniform mat4 model;
-
-void
-main(void)
-{
- gl_Position = model*vec4(apos, 1.0);
-}
diff --git a/advanced_lighting/4.normal_mapping/shaders/normal_map.frag b/advanced_lighting/4.normal_mapping/shaders/normal_map.frag
new file mode 100644
index 0000000..964d6f8
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/normal_map.frag
@@ -0,0 +1,51 @@
+#version 330 core
+
+in VS_OUT {
+ /* mat3 TBN; */
+ vec3 frag_pos;
+ vec3 tangent_light_pos;
+ vec3 tangent_view_pos;
+ vec3 tangent_frag_pos;
+ vec2 tex_coords;
+} fs_in;
+
+out vec4 frag_color;
+
+/* uniform vec3 light_pos; */
+/* uniform vec3 view_pos; */
+
+uniform sampler2D diffuse_texture;
+uniform sampler2D normal_map;
+
+void main(void)
+{
+ vec3 color = vec3(texture(diffuse_texture, fs_in.tex_coords));
+ vec3 normal = vec3(texture(normal_map, fs_in.tex_coords));
+ normal = normalize((normal*2.0)-1.0);
+ /*
+ normal = normalize(fs_in.TBN*normal);
+
+ vec3 light_dir = fs_in.TBN * normalize(light_pos - fs_in.frag_pos);
+ vec3 view_dir = fs_in.TBN * normalize(view_pos - fs_in.frag_pos);
+ */
+
+ vec3 light_color = vec3(1.0);
+
+ float ambient = 0.01;
+
+ /* vec3 light_dir = normalize(light_pos-fs_in.frag_pos); */
+ vec3 light_dir = normalize(fs_in.tangent_light_pos - fs_in.tangent_frag_pos);
+ float diff = max(dot(light_dir, normal), 0.0);
+ vec3 diffuse = diff*light_color;
+
+ /* vec3 view_dir = normalize(view_pos-fs_in.frag_pos); */
+ vec3 view_dir = normalize(fs_in.tangent_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);
+ float spec_strength = 1.0;
+ vec3 specular = spec_strength*spec*light_color;
+
+ vec3 result = (ambient+diffuse+specular)*color;
+
+ frag_color = vec4(result, 1.0);
+}
diff --git a/advanced_lighting/4.normal_mapping/shaders/normal_map.vert b/advanced_lighting/4.normal_mapping/shaders/normal_map.vert
new file mode 100644
index 0000000..3b089b5
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/normal_map.vert
@@ -0,0 +1,36 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec3 anormal;
+layout(location = 2) in vec2 atex_coords;
+layout(location = 3) in vec3 atangent;
+layout(location = 4) in vec3 abitangent;
+
+out VS_OUT {
+ /* mat3 TBN; */
+ vec3 frag_pos;
+ vec3 tangent_light_pos;
+ vec3 tangent_view_pos;
+ vec3 tangent_frag_pos;
+ vec2 tex_coords;
+} vs_out;
+
+uniform mat4 proj;
+uniform mat4 view;
+uniform mat4 model;
+
+uniform vec3 light_pos;
+uniform vec3 view_pos;
+
+void main(void)
+{
+ vs_out.frag_pos = vec3(model * vec4(apos, 1.0));
+ vs_out.tex_coords = atex_coords;
+ vec3 T = normalize(vec3(model * vec4(atangent, 0.0)));
+ vec3 B = normalize(vec3(model * vec4(abitangent, 0.0)));
+ vec3 N = normalize(vec3(model * vec4(anormal, 0.0)));
+ mat3 TBN = transpose(mat3(T, B, N));
+ vs_out.tangent_light_pos = TBN * light_pos;
+ vs_out.tangent_view_pos = TBN * view_pos;
+ vs_out.tangent_frag_pos = TBN * vec3(model * vec4(apos, 0.0));
+ gl_Position = proj * view * vec4(vs_out.frag_pos, 1.0);
+}
diff --git a/advanced_lighting/4.normal_mapping/shaders/normals_debug.frag b/advanced_lighting/4.normal_mapping/shaders/normals_debug.frag
new file mode 100644
index 0000000..04dadd4
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/normals_debug.frag
@@ -0,0 +1,10 @@
+#version 330 core
+
+in vec3 vcolor;
+
+out vec4 frag_color;
+
+void main(void)
+{
+ frag_color = vec4(vcolor, 1.0);
+}
diff --git a/advanced_lighting/4.normal_mapping/shaders/normals_debug.geom b/advanced_lighting/4.normal_mapping/shaders/normals_debug.geom
new file mode 100644
index 0000000..666c08a
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/normals_debug.geom
@@ -0,0 +1,44 @@
+#version 330 core
+layout(triangles) in;
+layout(line_strip, max_vertices=18) out;
+
+in VS_OUT {
+ vec4 tangent;
+ vec4 bitangent;
+ vec4 normal;
+} gs_in[];
+
+out vec3 vcolor;
+
+uniform mat4 proj;
+
+void gen_normals(int index)
+{
+ vcolor = vec3(1.0, 0.0, 0.0);
+ gl_Position = proj*(gl_in[index].gl_Position);
+ EmitVertex();
+ gl_Position = proj*(gl_in[index].gl_Position+0.5*gs_in[index].tangent);
+ EmitVertex();
+ EndPrimitive();
+
+ vcolor = vec3(0.0, 0.0, 1.0);
+ gl_Position = proj*(gl_in[index].gl_Position);
+ EmitVertex();
+ gl_Position = proj*(gl_in[index].gl_Position+0.5*gs_in[index].bitangent);
+ EmitVertex();
+ EndPrimitive();
+
+ vcolor = vec3(0.0, 1.0, 0.0);
+ gl_Position = proj*(gl_in[index].gl_Position);
+ EmitVertex();
+ gl_Position = proj*(gl_in[index].gl_Position+0.5*gs_in[index].normal);
+ EmitVertex();
+ EndPrimitive();
+}
+
+void main(void)
+{
+ gen_normals(0);
+ gen_normals(1);
+ gen_normals(2);
+}
diff --git a/advanced_lighting/4.normal_mapping/shaders/normals_debug.vert b/advanced_lighting/4.normal_mapping/shaders/normals_debug.vert
new file mode 100644
index 0000000..d3eed77
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/normals_debug.vert
@@ -0,0 +1,22 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec3 anormal;
+layout(location = 3) in vec3 atangent;
+layout(location = 4) in vec3 abitangent;
+
+out VS_OUT {
+ vec4 tangent;
+ vec4 bitangent;
+ vec4 normal;
+} vs_out;
+
+uniform mat4 view;
+uniform mat4 model;
+
+void main(void)
+{
+ vs_out.tangent = view*model*vec4(normalize(atangent), 0.0);
+ vs_out.bitangent = view*model*vec4(normalize(abitangent), 0.0);
+ vs_out.normal = view*model*vec4(normalize(anormal), 0.0);
+ gl_Position = view*model*vec4(apos, 1.0);
+}
diff --git a/advanced_lighting/4.normal_mapping/shaders/shadow.fs b/advanced_lighting/4.normal_mapping/shaders/shadow.fs
deleted file mode 100644
index 6a3a8b0..0000000
--- a/advanced_lighting/4.normal_mapping/shaders/shadow.fs
+++ /dev/null
@@ -1,105 +0,0 @@
-#version 330 core
-
-in VS_OUT {
- vec3 frag_pos;
- vec3 normal;
- vec2 tex_coords;
-} fs_in;
-
-out vec4 frag_color;
-
-uniform vec3 light_pos;
-uniform vec3 view_pos;
-uniform float far;
-
-uniform sampler2D diffuse_texture;
-uniform samplerCube depth_cubemap;
-
-vec3 grid_sampling_disk[20] = vec3[]
-(
- vec3(1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
- vec3(1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
- vec3(1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
- vec3(1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
- vec3(0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
-);
-
-float
-calculate_shadow(vec3 frag_pos)
-{
- vec3 frag_to_light = frag_pos-light_pos;
- /* float closest_depth = texture(depth_cubemap, frag_to_light).r; */
- /* closest_depth *= far; */
- float current_depth = length(frag_to_light);
- /* float bias = 0.05; */
- /* float shadow = current_depth-bias > closest_depth ? 1.0 : 0.0; */
- /* NOTE(pryazha): Display depth value for debugging */
- /* frag_color = vec4(vec3(closest_depth/far), 1.0); */
- /*
- float shadow = 0.0;
- float offset = 0.1;
- float samples = 4.0;
- for (float x = -offset;
- x < offset;
- x += offset/(samples*0.5))
- {
- for (float y = -offset;
- y < offset;
- y += offset/(samples*0.5))
- {
- for (float z = -offset;
- z < offset;
- z += offset/(samples*0.5))
- {
- float closest_depth = texture(depth_cubemap, frag_to_light+vec3(x, y, z)).r;
- closest_depth *= far;
- if (current_depth-bias > closest_depth)
- shadow += 1.0;
- }
- }
- }
- shadow /= (samples*samples*samples);
- */
-
- float shadow = 0.0;
- float bias = 0.15;
- int samples = 20;
- float view_distance = length(view_pos-frag_pos);
- float disk_radius = (1.0+(view_distance/far))/25.0;
- for (int sample = 0;
- sample < samples;
- ++sample)
- {
- float closest_depth = texture(depth_cubemap, frag_to_light+
- grid_sampling_disk[sample]*disk_radius).r;
- closest_depth *= far;
- if (current_depth-bias > closest_depth)
- shadow += 1.0;
- }
- shadow /= float(samples);
- 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(0.5);
-
- vec3 ambient = 0.5*light_color;
-
- vec3 light_dir = normalize(light_pos-fs_in.frag_pos);
- float diff = max(dot(light_dir, normal), 0.0);
- vec3 diffuse = diff*light_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*light_color;
-
- float shadow = calculate_shadow(fs_in.frag_pos);
- vec3 lighting = (ambient+(1.0-shadow)*(diffuse+specular))*color;
-
- frag_color = vec4(lighting, 1.0);
-}
diff --git a/advanced_lighting/4.normal_mapping/shaders/shadow.vs b/advanced_lighting/4.normal_mapping/shaders/shadow.vs
deleted file mode 100644
index ac8ee4f..0000000
--- a/advanced_lighting/4.normal_mapping/shaders/shadow.vs
+++ /dev/null
@@ -1,29 +0,0 @@
-#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;
-
-uniform bool reverse_normals;
-
-void
-main(void)
-{
- vs_out.frag_pos = vec3(model*vec4(apos, 1.0));
- if (reverse_normals)
- vs_out.normal = mat3(transpose(inverse(model)))*(-1.0*anormal);
- else
- 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);
-}