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authorpryazha <pryadeiniv@mail.ru>2025-03-18 11:31:31 +0500
committerpryazha <pryadeiniv@mail.ru>2025-03-18 11:31:31 +0500
commitd65ddd07a43d5ffdcf2ddf90d6f86626cf9b92d8 (patch)
tree672efce6089ec9c1103be0c1b70a28ec415eeeab /advanced_lighting/6.hdr/hdr.c
parentd64a159d05a45e75870f61c37f0defa94f03793e (diff)
Diffstat (limited to 'advanced_lighting/6.hdr/hdr.c')
-rw-r--r--advanced_lighting/6.hdr/hdr.c254
1 files changed, 254 insertions, 0 deletions
diff --git a/advanced_lighting/6.hdr/hdr.c b/advanced_lighting/6.hdr/hdr.c
new file mode 100644
index 0000000..911f9da
--- /dev/null
+++ b/advanced_lighting/6.hdr/hdr.c
@@ -0,0 +1,254 @@
+#include "GL/glew.h"
+#include "GLFW/glfw3.h"
+
+#include "pwyazh.h"
+#include "pwyazh_GL.h"
+
+#include "common.h"
+
+#define LCOUNT 8
+
+int main(void)
+{
+ S32 width, height;
+
+ GLFWwindow *window;
+ F64 time, last_time;
+
+ State state = {0};
+
+ U32 wooodtex;
+
+ Mesh *quad,
+ *cube,
+ *tubecube;
+
+ U32 blinn_shader,
+ hdr_shader,
+ light_shader,
+ normals_debug_shader;
+
+ U32 hdrfbo,
+ hdrcolorbuf,
+ hdrrbo;
+
+ S32 i;
+
+ F32 a, da, r;
+ V3F lpos[LCOUNT];
+
+ F32 exposure;
+
+ S32 show_normals, show_lights;
+
+ width = 800;
+ height = 600;
+
+ /* NOTE(pryazha): GLFW init */
+ glfwSetErrorCallback(error_callback);
+
+ if (glfwInit() == GLFW_FALSE)
+ return 1;
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
+ window = glfwCreateWindow(width, height, "HDR", 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);
+
+ /* NOTE(pryazha): Program init */
+ state.arena = arena_alloc(Kilobytes(256));
+
+ state.input.first_mouse = 1;
+
+ state.camera = (Camera){ v3f(0.0f, 0.0f, 3.0f), 90.0f, 0.1f, 100.0f, 0.0f, 0.0f };
+ state.camera_dp = v3f_zero();
+
+ da = 2.0f*pi_F32/LCOUNT;
+ for (i = 0, a = 0.0f, r = 2.0f; i < LCOUNT; i++, a += da)
+ lpos[i] = v3f(f32_sin(a)*r, 0.0f, f32_cos(a)*r);
+
+ exposure = 1.0f;
+
+ show_normals = 0;
+ show_lights = 1;
+
+ /* NOTE(pryazha): Textures */
+ wooodtex = load_texture_gamma("../../data/textures/wood.png", 1);
+
+ /* NOTE(pryazha): Meshes */
+ quad = mesh_gen_quad(state.arena);
+ cube = mesh_load_obj(state.arena, "../../data/models/cube.obj");
+ tubecube = mesh_load_obj(state.arena, "../../data/models/tube_with_cube.obj");
+
+ /* NOTE(pryazha): Shaders */
+ blinn_shader = create_shader_program("shaders/blinn.vert", "shaders/blinn.frag");
+ hdr_shader = create_shader_program("shaders/hdr.vert", "shaders/hdr.frag");
+ light_shader = create_shader_program("shaders/light.vert", "shaders/light.frag");
+ normals_debug_shader = create_shader_program_geom("shaders/normals_debug.vert",
+ "shaders/normals_debug.frag",
+ "shaders/normals_debug.geom");
+
+ /* NOTE(pryazha): Create HDR framebuffer, color buffer texture and
+ * renderbuffer */
+ glGenFramebuffers(1, &hdrfbo);
+ glGenTextures(1, &hdrcolorbuf);
+ glBindTexture(GL_TEXTURE_2D, hdrcolorbuf);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glGenRenderbuffers(1, &hdrrbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, hdrrbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, hdrfbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, hdrcolorbuf, 0);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, hdrrbo);
+ if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
+ fprintf(stderr, "[ERROR] : GL : Failed to complete framebuffer\n");
+
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ last_time = glfwGetTime();
+
+ while (!glfwWindowShouldClose(window)) {
+ glfwPollEvents();
+ glfwGetFramebufferSize(window, &width, &height);
+ process_glfw_keyboard(window, &state.input);
+ process_glfw_mouse_pos(window, &state.input);
+
+ if (key_first_press(state.input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+
+ /* NOTE(pryazha): Update */
+ F32 speed, sensitivity;
+ V3F dv;
+
+ speed = 2.0f;
+ dv = get_dv_camera_first_person(&state.input, &state.camera, speed, state.dt);
+ state.camera_dp = v3f_add(state.camera_dp, dv);
+ state.camera_dp = v3f_scalef(state.camera_dp, 0.8f);
+ state.camera.pos = v3f_add(state.camera.pos, state.camera_dp);
+
+ sensitivity = 0.1f;
+ state.input.mouse_offset = v2f_scalef(state.input.mouse_offset, sensitivity);
+ state.camera.yaw += state.input.mouse_offset.x;
+ state.camera.pitch += state.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;
+
+ if (key_first_press(state.input.jump)) {
+ show_normals = !show_normals;
+ show_lights = !show_lights;
+ }
+
+ if (key_is_pressed(state.input.action_down))
+ exposure -= 0.01f;
+ if (key_is_pressed(state.input.action_up))
+ exposure += 0.01f;
+
+ for (i = 0; i < LCOUNT; i++)
+ lpos[i].y = f32_sin(glfwGetTime()+i);
+
+ /* NOTE(pryazha): Render */
+ F32 ar;
+ MAT4 proj, view, model;
+ char lstr[1024];
+
+ ar = (F32)width/(F32)height;
+ proj = camera_persp(state.camera, ar);
+ view = get_view_matrix(&state.camera);
+
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, hdrfbo);
+
+ glViewport(0, 0, width, height);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ model = mat4_identity();
+
+ glUseProgram(blinn_shader);
+ shader_set_mat4fv(blinn_shader, "proj", proj);
+ shader_set_mat4fv(blinn_shader, "view", view);
+ shader_set_mat4fv(blinn_shader, "model", model);
+ shader_set_1i(blinn_shader, "lcount", LCOUNT);
+ for (i = 0; i < LCOUNT; i++) {
+ snprintf(lstr, 1024, "lpos[%d]", i);
+ shader_set_3fv(blinn_shader, lstr, lpos[i]);
+ }
+ glBindTexture(GL_TEXTURE_2D, wooodtex);
+ shader_set_1i(blinn_shader, "invert_normals", 0);
+ mesh_draw(cube);
+ shader_set_1i(blinn_shader, "invert_normals", 1);
+ mesh_draw(tubecube);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glUseProgram(0);
+
+ if (show_lights) {
+ glUseProgram(light_shader);
+ shader_set_mat4fv(light_shader, "proj", proj);
+ shader_set_mat4fv(light_shader, "view", view);
+ for (i = 0; i < LCOUNT; i++) {
+ model = mat4_make_scale(v3f(0.2f, 0.2f, 0.2f));
+ model = mat4_translate(model, lpos[i]);
+ shader_set_mat4fv(light_shader, "model", model);
+ mesh_draw(cube);
+ }
+ glUseProgram(0);
+ }
+
+ if (show_normals) {
+ model = mat4_identity();
+
+ glUseProgram(normals_debug_shader);
+ shader_set_mat4fv(normals_debug_shader, "proj", proj);
+ shader_set_mat4fv(normals_debug_shader, "view", view);
+ shader_set_mat4fv(normals_debug_shader, "model", model);
+ mesh_draw(cube);
+ glUseProgram(0);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glUseProgram(hdr_shader);
+ shader_set_1f(hdr_shader, "exposure", exposure);
+ glBindTexture(GL_TEXTURE_2D, hdrcolorbuf);
+ mesh_draw(quad);
+ glUseProgram(0);
+
+ glfwSwapBuffers(window);
+
+ time = glfwGetTime();
+ state.dt = time-last_time;
+ last_time = time;
+
+ input_update_last_state(&state.input);
+ }
+
+ arena_release(state.arena);
+ glfwTerminate();
+ return 0;
+
+error:
+ arena_release(state.arena);
+ glfwTerminate();
+ return 1;
+}