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-rw-r--r--.gitignore2
-rwxr-xr-xadvanced_lighting/5.parallax_mapping/build.sh5
-rw-r--r--advanced_lighting/5.parallax_mapping/parallax_mapping.c253
-rw-r--r--advanced_lighting/5.parallax_mapping/shaders/normals_debug.frag10
-rw-r--r--advanced_lighting/5.parallax_mapping/shaders/normals_debug.geom44
-rw-r--r--advanced_lighting/5.parallax_mapping/shaders/normals_debug.vert22
-rw-r--r--advanced_lighting/5.parallax_mapping/shaders/parallax.frag126
-rw-r--r--advanced_lighting/5.parallax_mapping/shaders/parallax.vert37
-rwxr-xr-xadvanced_lighting/6.hdr/build.sh5
-rw-r--r--advanced_lighting/6.hdr/hdr.c254
-rw-r--r--advanced_lighting/6.hdr/shaders/blinn.frag54
-rw-r--r--advanced_lighting/6.hdr/shaders/blinn.vert34
-rw-r--r--advanced_lighting/6.hdr/shaders/hdr.frag29
-rw-r--r--advanced_lighting/6.hdr/shaders/hdr.vert14
-rw-r--r--advanced_lighting/6.hdr/shaders/light.frag8
-rw-r--r--advanced_lighting/6.hdr/shaders/light.vert11
-rw-r--r--advanced_lighting/6.hdr/shaders/normals_debug.frag10
-rw-r--r--advanced_lighting/6.hdr/shaders/normals_debug.geom28
-rw-r--r--advanced_lighting/6.hdr/shaders/normals_debug.vert16
-rw-r--r--data/models/tube_with_cube.obj79
-rw-r--r--data/textures/bricks2.jpgbin0 -> 114756 bytes
-rw-r--r--data/textures/bricks2_disp.jpgbin0 -> 49793 bytes
-rw-r--r--data/textures/bricks2_normal.jpgbin0 -> 59286 bytes
-rw-r--r--libs/common.h49
-rw-r--r--libs/pwyazh/types.h2
25 files changed, 1086 insertions, 6 deletions
diff --git a/.gitignore b/.gitignore
index c6a28fe..0b84db8 100644
--- a/.gitignore
+++ b/.gitignore
@@ -15,3 +15,5 @@ libs/glew/lib/libGLEW.so.2.1.0
advanced_lighting/3.1.shadow_mapping/shadow_mapping
advanced_lighting/3.2.point_shadows/point_shadows
advanced_lighting/4.normal_mapping/normal_mapping
+advanced_lighting/6.hdr/hdr
+advanced_lighting/5.parallax_mapping/parallax_mapping
diff --git a/advanced_lighting/5.parallax_mapping/build.sh b/advanced_lighting/5.parallax_mapping/build.sh
new file mode 100755
index 0000000..e36f110
--- /dev/null
+++ b/advanced_lighting/5.parallax_mapping/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+TARGET='parallax_mapping'
+set -x
+gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS
diff --git a/advanced_lighting/5.parallax_mapping/parallax_mapping.c b/advanced_lighting/5.parallax_mapping/parallax_mapping.c
new file mode 100644
index 0000000..35859d2
--- /dev/null
+++ b/advanced_lighting/5.parallax_mapping/parallax_mapping.c
@@ -0,0 +1,253 @@
+#include "GL/glew.h"
+#include "GLFW/glfw3.h"
+
+#include "pwyazh.h"
+#include "pwyazh_GL.h"
+
+#include "common.h"
+
+U32 gen_quad_with_tan()
+{
+ /* 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);
+
+ return quad_vao;
+}
+
+int main(void)
+{
+ GLFWwindow *window;
+ State state;
+ Input input = {0};
+ F64 time, last_time;
+ V3F camera_dp;
+ Arena *arena = 0;
+ S32 width, height;
+
+ U32 vao, parallax_shader, normals_debug_shader;
+ U32 diffuse_texture, normal_texture, depth_texture;
+
+ V3F light_pos;
+
+ 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);
+ 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;
+
+ /* NOTE(pryazha): Program init */
+ arena = arena_alloc(Kilobytes(4));
+
+ input.first_mouse = 1;
+
+ state.camera = (Camera){ v3f(0.0f, 0.0f, 3.0f), 90.0f, 0.1f, 100.0f, 0.0f, 0.0f };
+ camera_dp = v3f_zero();
+
+ light_pos = v3f(1.0f, 2.0f, 1.0f);
+
+
+ /* NOTE(pryazha): Meshes */
+ vao = gen_quad_with_tan();
+
+ diffuse_texture = load_texture("../../data/textures/bricks2.jpg");
+ normal_texture = load_texture("../../data/textures/bricks2_normal.jpg");
+ depth_texture = load_texture("../../data/textures/bricks2_disp.jpg");
+
+ /* NOTE(pryazha): Shaders */
+ parallax_shader = create_shader_program("shaders/parallax.vert", "shaders/parallax.frag");
+ normals_debug_shader = create_shader_program_geom("shaders/normals_debug.vert",
+ "shaders/normals_debug.frag",
+ "shaders/normals_debug.geom");
+
+ glUseProgram(parallax_shader);
+ shader_set_1i(parallax_shader, "diffuse_texture", 0);
+ shader_set_1i(parallax_shader, "normal_map", 1);
+ shader_set_1i(parallax_shader, "depth_map", 2);
+ glUseProgram(0);
+
+ last_time = glfwGetTime();
+
+ while (!glfwWindowShouldClose(window)) {
+ glfwPollEvents();
+
+ /* NOTE(pryazha): Update */
+ F32 speed, sensitivity;
+ V3F dv;
+
+ 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);
+
+ speed = 2.0f;
+ 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);
+
+ 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);
+
+ /* NOTE(pryazha): Render */
+ F32 ar;
+ MAT4 proj, view, model;
+
+ ar = (F32)width/(F32)height;
+ proj = camera_persp(state.camera, ar);
+ view = get_view_matrix(&state.camera);
+ model = mat4_identity();
+
+ glViewport(0, 0, width, height);
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ /* NOTE(pryazha): Draw the quad */
+ glUseProgram(parallax_shader);
+ shader_set_mat4fv(parallax_shader, "proj", proj);
+ shader_set_mat4fv(parallax_shader, "view", view);
+ shader_set_mat4fv(parallax_shader, "model", model);
+ shader_set_3fv(parallax_shader, "light_pos", light_pos);
+ shader_set_3fv(parallax_shader, "view_pos", state.camera.pos);
+ shader_set_1f(parallax_shader, "hscale", 0.1f);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, diffuse_texture);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, normal_texture);
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, depth_texture);
+ glBindVertexArray(vao);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ glBindVertexArray(0);
+ glUseProgram(0);
+
+ /* NOTE(pryazha): Draw normals */
+ glUseProgram(normals_debug_shader);
+ shader_set_mat4fv(normals_debug_shader, "proj", proj);
+ shader_set_mat4fv(normals_debug_shader, "model", model);
+ shader_set_mat4fv(normals_debug_shader, "view", view);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, diffuse_texture);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, normal_texture);
+ glBindVertexArray(vao);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ glBindVertexArray(0);
+ glUseProgram(0);
+
+ glfwSwapBuffers(window);
+
+ time = glfwGetTime();
+ state.dt = time-last_time;
+ last_time = time;
+ }
+
+ glDeleteVertexArrays(1, &vao);
+ arena_release(arena);
+ glfwTerminate();
+ return(0);
+
+error:
+ arena_release(arena);
+ glfwTerminate();
+ return(1);
+}
diff --git a/advanced_lighting/5.parallax_mapping/shaders/normals_debug.frag b/advanced_lighting/5.parallax_mapping/shaders/normals_debug.frag
new file mode 100644
index 0000000..32e36a7
--- /dev/null
+++ b/advanced_lighting/5.parallax_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/5.parallax_mapping/shaders/normals_debug.geom b/advanced_lighting/5.parallax_mapping/shaders/normals_debug.geom
new file mode 100644
index 0000000..79fd4f6
--- /dev/null
+++ b/advanced_lighting/5.parallax_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/5.parallax_mapping/shaders/normals_debug.vert b/advanced_lighting/5.parallax_mapping/shaders/normals_debug.vert
new file mode 100644
index 0000000..935fb84
--- /dev/null
+++ b/advanced_lighting/5.parallax_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/5.parallax_mapping/shaders/parallax.frag b/advanced_lighting/5.parallax_mapping/shaders/parallax.frag
new file mode 100644
index 0000000..6813a30
--- /dev/null
+++ b/advanced_lighting/5.parallax_mapping/shaders/parallax.frag
@@ -0,0 +1,126 @@
+#version 330 core
+
+in VS_OUT {
+ vec3 frag_pos;
+ vec2 tex_coords;
+ vec3 tangent_light_pos;
+ vec3 tangent_view_pos;
+ vec3 tangent_frag_pos;
+} fs_in;
+
+out vec4 frag_color;
+
+uniform sampler2D diffuse_texture;
+uniform sampler2D normal_map;
+uniform sampler2D depth_map;
+
+uniform float hscale;
+
+vec2 parallax_mapping(vec2 tex_coords, vec3 view_dir)
+{
+ float h;
+ vec2 p, r;
+
+ h = texture(depth_map, tex_coords).r;
+ p = view_dir.xy/view_dir.z*h*hscale;
+ r = tex_coords-p;
+
+ return r;
+}
+
+vec2 step_parallax_mapping(vec2 tex_coords, vec3 view_dir)
+{
+ float minsteps, maxsteps, nsteps, step, dstep, depth;
+ vec2 p, cur_tex_coords, dtex_coords;
+
+ minsteps = 8.0;
+ maxsteps = 32.0;
+ nsteps = mix(maxsteps, minsteps, max(dot(vec3(0.0, 0.0, 1.0), view_dir), 0.0));
+
+ dstep = 1.0/nsteps;
+ step = 0.0;
+
+ p = view_dir.xy*hscale;
+ dtex_coords = p/nsteps;
+
+ cur_tex_coords = tex_coords;
+ depth = texture(depth_map, cur_tex_coords).r;
+
+ while (step < depth) {
+ cur_tex_coords -= dtex_coords;
+ depth = texture(depth_map, cur_tex_coords).r;
+ step += dstep;
+ }
+
+ return cur_tex_coords;
+}
+
+vec2 parallax_occlusion_mapping(vec2 tex_coords, vec3 view_dir)
+{
+ float minsteps, maxsteps, nsteps, step, dstep, depth,
+ after_depth, before_depth, weight;
+ vec2 p, cur_tex_coords, dtex_coords, prev_tex_coords, result;
+
+ minsteps = 8.0;
+ maxsteps = 32.0;
+ nsteps = mix(maxsteps, minsteps, max(dot(vec3(0.0, 0.0, 1.0), view_dir), 0.0));
+
+ dstep = 1.0/nsteps;
+ step = 0.0;
+
+ p = view_dir.xy*hscale;
+ dtex_coords = p/nsteps;
+
+ cur_tex_coords = tex_coords;
+ depth = texture(depth_map, cur_tex_coords).r;
+
+ while (step < depth) {
+ cur_tex_coords -= dtex_coords;
+ depth = texture(depth_map, cur_tex_coords).r;
+ step += dstep;
+ }
+
+ prev_tex_coords = cur_tex_coords+dtex_coords;
+
+ after_depth = depth-step;
+ before_depth = texture(depth_map, prev_tex_coords).r-step+dstep;
+
+ weight = after_depth/(after_depth-before_depth);
+ result = prev_tex_coords*weight+cur_tex_coords*(1.0-weight);
+
+ return result;
+}
+
+void main(void)
+{
+ vec3 color, light_color,
+ normal, view_dir, halfway_dir, light_dir,
+ ambient, diffuse, specular, result;
+ vec2 tex_coords;
+ float diff, spec;
+
+ view_dir = normalize(fs_in.tangent_view_pos-fs_in.tangent_frag_pos);
+ tex_coords = parallax_occlusion_mapping(fs_in.tex_coords, view_dir);
+ if ((tex_coords.x > 1.0) || (tex_coords.y > 1.0) || (tex_coords.x < 0.0) || (tex_coords.y < 0.0))
+ discard;
+
+ color = vec3(texture(diffuse_texture, tex_coords));
+ normal = vec3(texture(normal_map, tex_coords));
+ normal = normalize((normal*2.0)-1.0);
+
+ light_color = vec3(1.0);
+
+ ambient = vec3(0.01);
+
+ light_dir = normalize(fs_in.tangent_light_pos-fs_in.tangent_frag_pos);
+ diff = max(dot(light_dir, normal), 0.0);
+ diffuse = diff*light_color;
+
+ halfway_dir = normalize(light_dir+view_dir);
+ spec = pow(max(dot(halfway_dir, normal), 0.0), 64.0);
+ specular = spec*light_color;
+
+ result = (ambient+diffuse+specular)*color;
+
+ frag_color = vec4(result, 1.0);
+}
diff --git a/advanced_lighting/5.parallax_mapping/shaders/parallax.vert b/advanced_lighting/5.parallax_mapping/shaders/parallax.vert
new file mode 100644
index 0000000..a3451c3
--- /dev/null
+++ b/advanced_lighting/5.parallax_mapping/shaders/parallax.vert
@@ -0,0 +1,37 @@
+#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 {
+ vec3 frag_pos;
+ vec2 tex_coords;
+ vec3 tangent_light_pos;
+ vec3 tangent_view_pos;
+ vec3 tangent_frag_pos;
+} vs_out;
+
+uniform mat4 proj;
+uniform mat4 view;
+uniform mat4 model;
+
+uniform vec3 light_pos;
+uniform vec3 view_pos;
+
+void main(void)
+{
+ gl_Position = proj*view*model*vec4(apos, 1.0);
+ vs_out.frag_pos = vec3(model*vec4(apos, 1.0));
+ vs_out.tex_coords = atex_coords;
+
+ vec3 T = normalize(mat3(model)*atangent);
+ vec3 B = normalize(mat3(model)*abitangent);
+ vec3 N = normalize(mat3(model)*anormal);
+ 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*vs_out.frag_pos;
+}
diff --git a/advanced_lighting/6.hdr/build.sh b/advanced_lighting/6.hdr/build.sh
new file mode 100755
index 0000000..3957e1d
--- /dev/null
+++ b/advanced_lighting/6.hdr/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+TARGET='hdr'
+set -x
+gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS
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;
+}
diff --git a/advanced_lighting/6.hdr/shaders/blinn.frag b/advanced_lighting/6.hdr/shaders/blinn.frag
new file mode 100644
index 0000000..5dca1f7
--- /dev/null
+++ b/advanced_lighting/6.hdr/shaders/blinn.frag
@@ -0,0 +1,54 @@
+#version 330 core
+
+in VS_OUT {
+ vec3 fpos;
+ vec3 fn;
+ vec2 texc;
+} fsin;
+
+out vec4 fcolor;
+
+uniform sampler2D diftex;
+
+const int lmax = 30;
+
+uniform int lcount;
+uniform vec3 lpos[lmax];
+uniform vec3 vpos;
+
+void main(void)
+{
+ vec3 l, v, n, difcolor, lcolor, ambient, halfdir, result;
+ float diff, spec, specf, dist, attenuation;
+ int i;
+
+ n = normalize(fsin.fn);
+ v = normalize(vpos-fsin.fpos);
+
+ ambient = vec3(0.001);
+
+ difcolor = vec3(texture(diftex, fsin.texc));
+
+ /* lcolor = vec3(0.3, 0.0, 0.1); */
+ lcolor = vec3(1.0);
+
+ specf = 0.2;
+
+ result = vec3(0.0);
+
+ for (i = 0; i < lcount; i++) {
+ l = normalize(lpos[i]-fsin.fpos);
+ halfdir = normalize(l+v);
+
+ diff = max(dot(n, l), 0.0);
+
+ spec = pow(max(dot(n, halfdir), 0.0), 16.0)*specf;
+
+ dist = length(lpos[i]-fsin.fpos);
+ attenuation = 1.0/dist;
+
+ result += (diff+spec)*difcolor*lcolor*attenuation;
+ }
+
+ fcolor = vec4(ambient+result, 1.0);
+}
diff --git a/advanced_lighting/6.hdr/shaders/blinn.vert b/advanced_lighting/6.hdr/shaders/blinn.vert
new file mode 100644
index 0000000..f08f38e
--- /dev/null
+++ b/advanced_lighting/6.hdr/shaders/blinn.vert
@@ -0,0 +1,34 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec3 anormal;
+layout(location = 2) in vec2 atexc;
+
+out VS_OUT {
+ vec3 fpos;
+ vec3 fn;
+ vec2 texc;
+} vsout;
+
+uniform mat4 proj;
+uniform mat4 view;
+uniform mat4 model;
+
+uniform bool invert_normals;
+
+void main(void)
+{
+ mat3 normtransf;
+
+ vsout.fpos = vec3(model*vec4(apos, 1.0));
+
+ normtransf = mat3(transpose(inverse(model)));
+
+ if (invert_normals)
+ vsout.fn = normtransf*(-anormal);
+ else
+ vsout.fn = normtransf*anormal;
+
+ vsout.texc = atexc;
+
+ gl_Position = proj*view*model*vec4(apos, 1.0);
+}
diff --git a/advanced_lighting/6.hdr/shaders/hdr.frag b/advanced_lighting/6.hdr/shaders/hdr.frag
new file mode 100644
index 0000000..f12c6a8
--- /dev/null
+++ b/advanced_lighting/6.hdr/shaders/hdr.frag
@@ -0,0 +1,29 @@
+#version 330 core
+
+in VSOUT {
+ vec2 texc;
+} vsout;
+
+out vec4 fcolor;
+
+uniform sampler2D hdrbuf;
+uniform float exposure;
+
+void main(void)
+{
+ const float gamma = 2.2;
+
+ vec3 hdrcolor, mapped;
+
+ hdrcolor = vec3(texture(hdrbuf, vsout.texc));
+
+ /* NOTE(pryazha): Reinhard tone mapping */
+ /* mapped = hdrcolor/(hdrcolor+vec3(1.0)); */
+
+ /* NOTE(pryazha): Tone mapping with exposure (i guess) */
+ mapped = vec3(1.0)-exp(-hdrcolor*exposure);
+
+ mapped = pow(mapped, vec3(1.0/gamma));
+
+ fcolor = vec4(mapped, 1.0);
+}
diff --git a/advanced_lighting/6.hdr/shaders/hdr.vert b/advanced_lighting/6.hdr/shaders/hdr.vert
new file mode 100644
index 0000000..4f15c72
--- /dev/null
+++ b/advanced_lighting/6.hdr/shaders/hdr.vert
@@ -0,0 +1,14 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 2) in vec2 atexc;
+
+out VSOUT {
+ vec2 texc;
+} vsout;
+
+void main(void)
+{
+ vsout.texc = atexc;
+
+ gl_Position = vec4(apos, 1.0);
+}
diff --git a/advanced_lighting/6.hdr/shaders/light.frag b/advanced_lighting/6.hdr/shaders/light.frag
new file mode 100644
index 0000000..3829c91
--- /dev/null
+++ b/advanced_lighting/6.hdr/shaders/light.frag
@@ -0,0 +1,8 @@
+#version 330 core
+
+out vec4 fcolor;
+
+void main(void)
+{
+ fcolor = vec4(1.0);
+}
diff --git a/advanced_lighting/6.hdr/shaders/light.vert b/advanced_lighting/6.hdr/shaders/light.vert
new file mode 100644
index 0000000..a24ade5
--- /dev/null
+++ b/advanced_lighting/6.hdr/shaders/light.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/6.hdr/shaders/normals_debug.frag b/advanced_lighting/6.hdr/shaders/normals_debug.frag
new file mode 100644
index 0000000..32e36a7
--- /dev/null
+++ b/advanced_lighting/6.hdr/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/6.hdr/shaders/normals_debug.geom b/advanced_lighting/6.hdr/shaders/normals_debug.geom
new file mode 100644
index 0000000..bdbc1b3
--- /dev/null
+++ b/advanced_lighting/6.hdr/shaders/normals_debug.geom
@@ -0,0 +1,28 @@
+#version 330 core
+layout(triangles) in;
+layout(line_strip, max_vertices=6) out;
+
+in VS_OUT {
+ vec4 normal;
+} gs_in[];
+
+out vec3 vcolor;
+
+uniform mat4 proj;
+
+void gen_normals(int index)
+{
+ 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/6.hdr/shaders/normals_debug.vert b/advanced_lighting/6.hdr/shaders/normals_debug.vert
new file mode 100644
index 0000000..2d3a4b5
--- /dev/null
+++ b/advanced_lighting/6.hdr/shaders/normals_debug.vert
@@ -0,0 +1,16 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec3 anormal;
+
+out VS_OUT {
+ vec4 normal;
+} vs_out;
+
+uniform mat4 view;
+uniform mat4 model;
+
+void main(void)
+{
+ vs_out.normal = view*model*vec4(normalize(anormal), 0.0);
+ gl_Position = view*model*vec4(apos, 1.0);
+}
diff --git a/data/models/tube_with_cube.obj b/data/models/tube_with_cube.obj
new file mode 100644
index 0000000..cf2d7e9
--- /dev/null
+++ b/data/models/tube_with_cube.obj
@@ -0,0 +1,79 @@
+# Blender 4.3.2
+# www.blender.org
+o Cube
+v 4.000000 4.000000 -4.000000
+v 4.000000 -4.000000 -4.000000
+v 4.000000 4.000000 4.000000
+v 4.000000 -4.000000 4.000000
+v -4.000000 4.000000 -4.000000
+v -4.000000 -4.000000 -4.000000
+v -4.000000 4.000000 4.000000
+v -4.000000 -4.000000 4.000000
+v 1.701859 1.701859 4.000000
+v 1.701859 -1.701859 4.000000
+v -1.701859 1.701859 4.000000
+v -1.701859 -1.701859 4.000000
+v 1.701859 1.701859 22.548218
+v 1.701859 -1.701859 22.548218
+v -1.701859 1.701859 22.548218
+v -1.701859 -1.701859 22.548218
+vn -0.0000 1.0000 -0.0000
+vn -0.0000 -0.0000 1.0000
+vn -1.0000 -0.0000 -0.0000
+vn -0.0000 -1.0000 -0.0000
+vn 1.0000 -0.0000 -0.0000
+vn -0.0000 -0.0000 -1.0000
+vt 1.000000 0.000000
+vt 0.000000 1.000000
+vt 0.000000 0.000000
+vt 0.000000 0.000000
+vt 0.287268 0.712732
+vt 0.000000 1.000000
+vt 1.000000 0.000000
+vt 0.287268 0.287268
+vt 0.712732 0.712732
+vt 1.000000 1.000000
+vt 0.712732 0.287268
+vt 0.183507 -0.000000
+vt 0.000000 1.000000
+vt 0.000000 0.000000
+vt 0.367013 -0.000000
+vt 0.183507 1.000000
+vt 0.183507 -0.000000
+vt 0.550520 0.000000
+vt 0.367013 1.000000
+vt 0.367013 0.000000
+vt 0.734026 -0.000000
+vt 0.550520 1.000000
+vt 0.550520 0.000000
+vt 0.183507 1.000000
+vt 0.367013 1.000000
+vt 0.550520 1.000000
+vt 0.734026 1.000000
+s 0
+f 5/1/1 3/2/1 1/3/1
+f 8/4/2 11/5/2 7/6/2
+f 7/1/3 6/2/3 8/3/3
+f 2/1/4 8/2/4 6/3/4
+f 1/1/5 4/2/5 2/3/5
+f 5/1/6 2/2/6 6/3/6
+f 4/7/2 12/8/2 8/4/2
+f 7/6/2 9/9/2 3/10/2
+f 3/10/2 10/11/2 4/7/2
+f 11/12/1 13/13/1 9/14/1
+f 12/15/3 15/16/3 11/17/3
+f 10/18/4 16/19/4 12/20/4
+f 9/21/5 14/22/5 10/23/5
+f 5/1/1 7/10/1 3/2/1
+f 8/4/2 12/8/2 11/5/2
+f 7/1/3 5/10/3 6/2/3
+f 2/1/4 4/10/4 8/2/4
+f 1/1/5 3/10/5 4/2/5
+f 5/1/6 1/10/6 2/2/6
+f 4/7/2 10/11/2 12/8/2
+f 7/6/2 11/5/2 9/9/2
+f 3/10/2 9/9/2 10/11/2
+f 11/12/1 15/24/1 13/13/1
+f 12/15/3 16/25/3 15/16/3
+f 10/18/4 14/26/4 16/19/4
+f 9/21/5 13/27/5 14/22/5
diff --git a/data/textures/bricks2.jpg b/data/textures/bricks2.jpg
new file mode 100644
index 0000000..3583508
--- /dev/null
+++ b/data/textures/bricks2.jpg
Binary files differ
diff --git a/data/textures/bricks2_disp.jpg b/data/textures/bricks2_disp.jpg
new file mode 100644
index 0000000..48ab26f
--- /dev/null
+++ b/data/textures/bricks2_disp.jpg
Binary files differ
diff --git a/data/textures/bricks2_normal.jpg b/data/textures/bricks2_normal.jpg
new file mode 100644
index 0000000..aa6643d
--- /dev/null
+++ b/data/textures/bricks2_normal.jpg
Binary files differ
diff --git a/libs/common.h b/libs/common.h
index b12e4a1..b535c72 100644
--- a/libs/common.h
+++ b/libs/common.h
@@ -12,7 +12,7 @@
#include <sys/stat.h>
#include <fcntl.h>
-U8 * read_entire_file(const char *filename)
+U8 *read_entire_file(const char *filename)
{
U8 *result;
FILE *f;
@@ -40,7 +40,7 @@ U8 * read_entire_file(const char *filename)
return(result);
}
-void * mmap_file(size_t *len, const char *filename)
+void *mmap_file(size_t *len, const char *filename)
{
struct stat sb;
char* p;
@@ -95,7 +95,33 @@ void read_entire_file_mmap(void* ctx, const char* filename, const int is_mtl,
*len = data_len;
}
-Mesh * mesh_load_obj(Arena *arena, const char *filename)
+Mesh *mesh_gen_quad(Arena *arena)
+{
+ Mesh *m;
+ Vertex verts[4];
+ U32 ids[6];
+
+ m = 0;
+
+ verts[0] = vertex(v3f( 1.0f, 1.0f, 0.0f), v3f_zero(), v2f(1.0f, 1.0f));
+ verts[1] = vertex(v3f(-1.0f, 1.0f, 0.0f), v3f_zero(), v2f(0.0f, 1.0f));
+ verts[2] = vertex(v3f(-1.0f, -1.0f, 0.0f), v3f_zero(), v2f(0.0f, 0.0f));
+ verts[3] = vertex(v3f( 1.0f, -1.0f, 0.0f), v3f_zero(), v2f(1.0f, 0.0f));
+
+ ids[0] = 0;
+ ids[1] = 1;
+ ids[2] = 2;
+
+ ids[3] = 0;
+ ids[4] = 2;
+ ids[5] = 3;
+
+ m = mesh_init(arena, verts, 4, ids, 6);
+
+ return m;
+}
+
+Mesh *mesh_load_obj(Arena *arena, const char *filename)
{
tinyobj_attrib_t attrib;
tinyobj_shape_t *shapes = 0;
@@ -767,9 +793,22 @@ V3F get_dv_camera_first_person(Input *input, Camera *camera,
return(dv);
}
+MAT4 camera_persp(Camera camera, F32 ar)
+{
+ MAT4 result;
+ result = perspective(camera.fovx, ar, camera.near, camera.far);
+ return result;
+}
+
typedef struct {
- Camera camera;
- F32 dt;
+ Arena *arena;
+
+ Input input;
+
+ Camera camera;
+ V3F camera_dp;
+
+ F32 dt;
} State;
#endif /* COMMON_H */
diff --git a/libs/pwyazh/types.h b/libs/pwyazh/types.h
index 0704299..988206a 100644
--- a/libs/pwyazh/types.h
+++ b/libs/pwyazh/types.h
@@ -34,9 +34,9 @@ typedef struct {
} MAT4;
typedef struct {
- U8 *memory;
U64 capacity;
U64 used;
+ U8 *memory;
} Arena;
/* NOTE(pryazha): String types */