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-rwxr-xr-xadvanced_lighting/2.gamma_correction/build.sh5
-rw-r--r--advanced_lighting/2.gamma_correction/gamma_correction.c297
-rw-r--r--advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs58
-rw-r--r--advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs23
-rw-r--r--advanced_lighting/2.gamma_correction/shaders/light.fs9
-rw-r--r--advanced_lighting/2.gamma_correction/shaders/light.vs12
6 files changed, 404 insertions, 0 deletions
diff --git a/advanced_lighting/2.gamma_correction/build.sh b/advanced_lighting/2.gamma_correction/build.sh
new file mode 100755
index 0000000..2b65776
--- /dev/null
+++ b/advanced_lighting/2.gamma_correction/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+TARGET='gamma_correction'
+set -x
+gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS
diff --git a/advanced_lighting/2.gamma_correction/gamma_correction.c b/advanced_lighting/2.gamma_correction/gamma_correction.c
new file mode 100644
index 0000000..68edae7
--- /dev/null
+++ b/advanced_lighting/2.gamma_correction/gamma_correction.c
@@ -0,0 +1,297 @@
+#include "pwyazh.h"
+
+#include "GL/glew.h"
+#include "GLFW/glfw3.h"
+
+#include "pwyazh_GL.h"
+
+#include "common.h"
+
+static S32 global_width = 1024, global_height = 768;
+static Input global_input;
+static V3F camera_dp = (V3F){ 0.0f, 0.0f, 0.0f };
+static V3F light_pos = (V3F){ 0.0f, 0.0f, 0.0f };
+static U32 gamma_correction = 0;
+
+static V3F light_positions[] = {
+ (V3F){-3.0f, 0.0f, 0.0f},
+ (V3F){-1.0f, 0.0f, 0.0f},
+ (V3F){1.0f, 0.0f, 0.0f},
+ (V3F){3.0f, 0.0f, 0.0}
+};
+static V3F light_colors[] = {
+ (V3F){0.25f, 0.25f, 0.25f},
+ (V3F){0.50f, 0.50f, 0.50f},
+ (V3F){0.75f, 0.75f, 0.75f},
+ (V3F){1.0f, 1.0f, 1.0}
+};
+
+void
+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_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_ESCAPE: {
+ global_input.exit.state = KeyState_RELEASE;
+ } break;
+ }
+ } break;
+ }
+}
+
+void
+resize_callback(GLFWwindow* window, int width, int height)
+{
+ global_width = width;
+ global_height = height;
+ glViewport(0, 0, global_width, global_height);
+}
+
+void
+error_callback(int error, const char *desc)
+{
+ fprintf(stderr, "[ERROR] GLFW: %s\n", desc);
+}
+
+void
+update(State *state)
+{
+ 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, 0.7f);
+ state->camera.pos = v3f_add(state->camera.pos, camera_dp);
+
+ if (key_first_press(global_input.action_right))
+ gamma_correction = !gamma_correction;
+
+ F32 time = glfwGetTime();
+ for (S32 position_index = 0;
+ position_index < (S32)ArrayCount(light_positions);
+ position_index++)
+ {
+ F32 radius = position_index*2.0+2.0;
+ F32 angle = time*position_index*pi_F32/6.0;
+ F32 x = f32_sin(angle)*radius;
+ F32 z = f32_cos(angle)*radius;
+ light_positions[position_index] = v3f(x, light_positions[position_index].y, z);
+ }
+
+ input_update_last_state(&global_input);
+}
+
+void
+render(State *state, U32 *shaders, U32 texture, U32 texture_gamma_corrected, Mesh **meshes)
+{
+ MAT4 projection, view, model;
+ U32 shader;
+ Mesh *mesh;
+
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ projection = perspective(state->camera.fovx, (F32)global_width/(F32)global_height,
+ state->camera.near, state->camera.far);
+ view = look_at(state->camera.pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
+ model = mat4_identity();
+
+ U32 mesh_index = 0;
+ shader = shaders[mesh_index];
+ mesh = meshes[mesh_index];
+ glUseProgram(shader);
+ shader_set_mat4fv(shader, "projection", projection);
+ shader_set_mat4fv(shader, "view", view);
+ shader_set_mat4fv(shader, "model", model);
+ if (gamma_correction)
+ glBindTexture(GL_TEXTURE_2D, texture_gamma_corrected);
+ else
+ glBindTexture(GL_TEXTURE_2D, texture);
+ shader_set_3fv(shader, "light_pos", light_pos);
+ shader_set_3fv(shader, "view_pos", state->camera.pos);
+ shader_set_1i(shader, "gamma_correction", gamma_correction);
+ U32 light_positions_location = glGetUniformLocation(shader, "light_positions");
+ glUniform3fv(light_positions_location, 4, (F32 *)&light_positions[0]);
+ U32 light_colors_location = glGetUniformLocation(shader, "light_colors");
+ glUniform3fv(light_colors_location, 4, (F32 *)&light_colors[0]);
+ mesh_draw(mesh);
+ mesh_index++;
+
+ shader = shaders[mesh_index];
+ mesh = meshes[mesh_index];
+ glUseProgram(shader);
+ shader_set_mat4fv(shader, "projection", projection);
+ shader_set_mat4fv(shader, "view", view);
+ for (S32 light_index = 0;
+ light_index < (S32)ArrayCount(light_positions);
+ light_index++)
+ {
+ model = mat4_make_scale(v3f(0.1f, 0.1f, 0.1f));
+ model = mat4_translate(model, light_positions[light_index]);
+ shader_set_mat4fv(shader, "model", model);
+ mesh_draw(mesh);
+ }
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+int
+main(void)
+{
+ GLFWwindow *window;
+ Arena *arena;
+ State state;
+ Mesh *meshes[2];
+ U32 shaders[2];
+ F64 time, last_time;
+ U32 texture, texture_gamma_corrected;
+
+ 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_width, global_height, "Gamma correction", 0, 0);
+ if (!window)
+ goto error;
+
+ glfwSetKeyCallback(window, key_callback);
+ glfwSetWindowSizeCallback(window, resize_callback);
+
+ glfwMakeContextCurrent(window);
+
+ if (glewInit() != GLEW_OK)
+ goto error;
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_MULTISAMPLE);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ /* NOTE(pryazha): A less controlled method of applying gamma correction */
+ /* glEnable(GL_FRAMEBUFFER_SRGB); */
+
+ /* NOTE(pryazha): init */
+ arena = arena_alloc(Megabytes(64));
+
+ state.camera = (Camera){ v3f(0.0f, 0.0f, 3.0f), 90.0f, 0.1f, 1000.0f };
+
+ Vertex vertices[] = {
+ // positions // normals // texcoords
+ vertex(v3f( 10.0f, -0.5f, 10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 0.0f)),
+ vertex(v3f(-10.0f, -0.5f, 10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 0.0f)),
+ vertex(v3f(-10.0f, -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 10.0f)),
+
+ vertex(v3f( 10.0f, -0.5f, 10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 0.0f)),
+ vertex(v3f(-10.0f, -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f( 0.0f, 10.0f)),
+ vertex(v3f( 10.0f, -0.5f, -10.0f), v3f(0.0f, 1.0f, 0.0f), v2f(10.0f, 10.0f))
+ };
+ U32 indices[] = { 0, 1, 2, 3, 4, 5 };
+ meshes[0] = mesh_init(arena, vertices, 6, indices, 6);
+ meshes[1] = mesh_load_obj(arena, "../../data/models/cube.obj");
+
+ shaders[0] = create_shader_program("shaders/blinn_phong.vs", "shaders/blinn_phong.fs");
+ shaders[1] = create_shader_program("shaders/light.vs", "shaders/light.fs");
+
+ texture = load_texture_gamma("../../data/textures/wood.png", 0);
+ texture_gamma_corrected = load_texture_gamma("../../data/textures/wood.png", 1);
+
+ last_time = glfwGetTime();
+
+ while (!glfwWindowShouldClose(window))
+ {
+ glfwPollEvents();
+ if (key_first_press(global_input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+ update(&state);
+ render(&state, shaders, texture, texture_gamma_corrected, meshes);
+ 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);
+}
diff --git a/advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs
new file mode 100644
index 0000000..35e701c
--- /dev/null
+++ b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs
@@ -0,0 +1,58 @@
+#version 330 core
+
+in VS_OUT {
+ vec3 frag_pos;
+ vec3 normal;
+ vec2 tex_coords;
+} fs_in;
+
+out vec4 frag_color;
+
+uniform sampler2D texture0;
+uniform vec3 light_positions[4];
+uniform vec3 light_colors[4];
+uniform vec3 view_pos;
+uniform bool gamma_correction;
+
+vec3
+blinn_phong(vec3 light_dir, vec3 view_dir, vec3 normal,
+ vec3 light_pos, vec3 light_color)
+{
+ float diff = max(dot(normal, light_dir), 0.0);
+ vec3 diffuse = diff*light_color;
+
+ vec3 halfway_dir = normalize(light_dir+view_dir);
+ float spec = pow(max(dot(normal, halfway_dir), 0.0), 16.0);
+ vec3 specular = spec*light_color;
+
+ float distance = length(light_pos-fs_in.frag_pos);
+ float attenuation = 1.0/(gamma_correction ? distance*distance : distance);
+
+ return((diffuse+specular)*attenuation);
+}
+
+void
+main(void)
+{
+ vec3 view_dir = normalize(view_pos-fs_in.frag_pos);
+ vec3 normal = normalize(fs_in.normal);
+ vec3 texture_color = texture(texture0, fs_in.tex_coords).rgb;
+
+ vec3 lighting = vec3(0.0);
+ for (int i = 0; i < 4; i++)
+ {
+ vec3 light_pos = light_positions[i];
+ vec3 light_color = light_colors[i];
+ vec3 light_dir = normalize(light_pos-fs_in.frag_pos);
+ lighting += blinn_phong(light_dir, view_dir, normal,
+ light_pos, light_color);
+ }
+
+ texture_color *= lighting;
+
+ float gamma = 2.2;
+ if (gamma_correction)
+ texture_color = pow(texture_color, vec3(1.0/gamma));
+
+ frag_color = vec4(texture_color, 1.0);
+}
diff --git a/advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs
new file mode 100644
index 0000000..4d1b792
--- /dev/null
+++ b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs
@@ -0,0 +1,23 @@
+#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;
+
+void
+main(void)
+{
+ vs_out.frag_pos = vec3(model*vec4(apos, 1.0));
+ vs_out.normal = mat3(transpose(inverse(model)))*anormal;
+ vs_out.tex_coords = atex_coords;
+ gl_Position = projection*view*model*vec4(apos, 1.0);
+}
diff --git a/advanced_lighting/2.gamma_correction/shaders/light.fs b/advanced_lighting/2.gamma_correction/shaders/light.fs
new file mode 100644
index 0000000..bd00d82
--- /dev/null
+++ b/advanced_lighting/2.gamma_correction/shaders/light.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/2.gamma_correction/shaders/light.vs b/advanced_lighting/2.gamma_correction/shaders/light.vs
new file mode 100644
index 0000000..ade669b
--- /dev/null
+++ b/advanced_lighting/2.gamma_correction/shaders/light.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);
+}