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-rw-r--r--advanced_lighting/2.gamma_correction/gamma_correction.c450
-rw-r--r--advanced_lighting/2.gamma_correction/shaders/blinn_phong.frag (renamed from advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs)11
-rw-r--r--advanced_lighting/2.gamma_correction/shaders/blinn_phong.vert (renamed from advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs)7
-rw-r--r--advanced_lighting/2.gamma_correction/shaders/light.frag (renamed from advanced_lighting/2.gamma_correction/shaders/light.fs)3
-rw-r--r--advanced_lighting/2.gamma_correction/shaders/light.vert (renamed from advanced_lighting/2.gamma_correction/shaders/light.vs)7
5 files changed, 173 insertions, 305 deletions
diff --git a/advanced_lighting/2.gamma_correction/gamma_correction.c b/advanced_lighting/2.gamma_correction/gamma_correction.c
index 68edae7..a027722 100644
--- a/advanced_lighting/2.gamma_correction/gamma_correction.c
+++ b/advanced_lighting/2.gamma_correction/gamma_correction.c
@@ -1,297 +1,171 @@
-#include "pwyazh.h"
-
#include "GL/glew.h"
#include "GLFW/glfw3.h"
+#include "pwyazh.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)
+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);
+ GLFWwindow *window;
+ Arena *arena;
+ State state;
+ Input input;
+ F64 time, last_time;
+ V3F light_pos = (V3F){ 0.0f, 0.0f, 0.0f };
+ U32 gamma_correction = 0;
+ MAT4 proj, view, model;
+ S32 width, height;
+ B32 blinn;
+
+ 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}
+ };
+ 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}
+ };
+
+ glfwSetErrorCallback(error_callback);
+
+ if (glfwInit() == GLFW_FALSE)
+ return(1);
+
+ width = 1024;
+ height = 768;
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_SAMPLES, 4);
+ window = glfwCreateWindow(width, height, "Gamma correction", 0, 0);
+ if (!window)
+ goto error;
+
+ 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, 0.0f, 0.0f };
+
+ 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 };
+ Mesh *quad = mesh_init(arena, vertices, 6, indices, 6);
+ Mesh *cube = mesh_load_obj(arena, "../../data/models/cube.obj");
+
+ U32 blinn_phong_shader = create_shader_program("shaders/blinn_phong.vert", "shaders/blinn_phong.frag");
+ U32 light_shader = create_shader_program("shaders/light.vert", "shaders/light.frag");
+
+ U32 texture = load_texture_gamma("../../data/textures/wood.png", 0);
+ U32 texture_gamma_corrected = load_texture_gamma("../../data/textures/wood.png", 1);
+
+ last_time = glfwGetTime();
+
+ while (!glfwWindowShouldClose(window)) {
+ glfwPollEvents();
+
+ /* NOTE(pryazha): Update */
+ process_glfw_keyboard(window, &input);
+ glfwGetFramebufferSize(window, &width, &height);
+
+ V3F target = v3f_zero();
+
+ if (key_first_press(input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+
+ if (key_first_press(input.jump))
+ blinn = blinn ? 0 : 1;
+
+ V3F dv = get_dv_camera_orbital(&input, state.camera.pos,
+ target, state.dt, 3.0f);
+ state.camera.pos = v3f_add(state.camera.pos, dv);
+
+ if (key_first_press(input.action_right))
+ gamma_correction = !gamma_correction;
+
+ for (S32 i = 0; i < (S32)ArrayCount(light_positions); i++) {
+ F32 radius = i*2.0+2.0;
+ F32 angle = time*i*pi_F32/6.0;
+ F32 x = f32_sin(angle)*radius;
+ F32 z = f32_cos(angle)*radius;
+ light_positions[i] = v3f(x, light_positions[i].y, z);
+ }
+
+ input_update_last_state(&input);
+
+ proj = perspective(state.camera.fovx, (F32)width/(F32)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();
+
+ /* NOTE(pryazha): Render */
+ glViewport(0, 0, width, height);
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glUseProgram(blinn_phong_shader);
+ shader_set_mat4fv(blinn_phong_shader, "proj", proj);
+ shader_set_mat4fv(blinn_phong_shader, "view", view);
+ shader_set_mat4fv(blinn_phong_shader, "model", model);
+ if (gamma_correction)
+ glBindTexture(GL_TEXTURE_2D, texture_gamma_corrected);
+ else
+ glBindTexture(GL_TEXTURE_2D, texture);
+ shader_set_3fv(blinn_phong_shader, "light_pos", light_pos);
+ shader_set_3fv(blinn_phong_shader, "view_pos", state.camera.pos);
+ shader_set_1i(blinn_phong_shader, "gamma_correction", gamma_correction);
+ U32 light_positions_location = glGetUniformLocation(blinn_phong_shader, "light_positions");
+ glUniform3fv(light_positions_location, 4, (F32 *)&light_positions[0]);
+ U32 light_colors_location = glGetUniformLocation(blinn_phong_shader, "light_colors");
+ glUniform3fv(light_colors_location, 4, (F32 *)&light_colors[0]);
+ mesh_draw(quad);
+
+ glUseProgram(light_shader);
+ shader_set_mat4fv(light_shader, "proj", proj);
+ shader_set_mat4fv(light_shader, "view", view);
+ for (S32 i = 0; i < (S32)ArrayCount(light_positions); i++) {
+ model = mat4_make_scale(v3f(0.1f, 0.1f, 0.1f));
+ model = mat4_translate(model, light_positions[i]);
+ shader_set_mat4fv(light_shader, "model", model);
+ mesh_draw(cube);
+ }
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ glfwSwapBuffers(window);
+
+ time = glfwGetTime();
+ state.dt = time-last_time;
+ last_time = time;
+ }
+
+ 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.frag
index 35e701c..331fc8b 100644
--- a/advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs
+++ b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.frag
@@ -14,9 +14,8 @@ 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)
+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;
@@ -31,16 +30,14 @@ blinn_phong(vec3 light_dir, vec3 view_dir, vec3 normal,
return((diffuse+specular)*attenuation);
}
-void
-main(void)
+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++)
- {
+ 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);
diff --git a/advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.vert
index 4d1b792..870e7dc 100644
--- a/advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs
+++ b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.vert
@@ -9,15 +9,14 @@ out VS_OUT {
vec2 tex_coords;
} vs_out;
-uniform mat4 projection;
+uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
-void
-main(void)
+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);
+ gl_Position = proj*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.frag
index bd00d82..c01da99 100644
--- a/advanced_lighting/2.gamma_correction/shaders/light.fs
+++ b/advanced_lighting/2.gamma_correction/shaders/light.frag
@@ -2,8 +2,7 @@
out vec4 frag_color;
-void
-main(void)
+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.vert
index ade669b..a8b1247 100644
--- a/advanced_lighting/2.gamma_correction/shaders/light.vs
+++ b/advanced_lighting/2.gamma_correction/shaders/light.vert
@@ -1,12 +1,11 @@
#version 330 core
layout(location = 0) in vec3 apos;
-uniform mat4 projection;
+uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
-void
-main(void)
+void main(void)
{
- gl_Position = projection*view*model*vec4(apos, 1.0);
+ gl_Position = proj*view*model*vec4(apos, 1.0);
}