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-rwxr-xr-xadvanced_lighting/4.normal_mapping/build.sh5
-rwxr-xr-xadvanced_lighting/4.normal_mapping/normal_mappingbin0 -> 1289656 bytes
-rw-r--r--advanced_lighting/4.normal_mapping/normal_mapping.c288
-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/shadow.fs105
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/shadow.vs29
8 files changed, 478 insertions, 0 deletions
diff --git a/advanced_lighting/4.normal_mapping/build.sh b/advanced_lighting/4.normal_mapping/build.sh
new file mode 100755
index 0000000..262203d
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+TARGET='normal_mapping'
+set -x
+gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS && ./$TARGET
diff --git a/advanced_lighting/4.normal_mapping/normal_mapping b/advanced_lighting/4.normal_mapping/normal_mapping
new file mode 100755
index 0000000..6d33c26
--- /dev/null
+++ 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
new file mode 100644
index 0000000..1d65b49
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/normal_mapping.c
@@ -0,0 +1,288 @@
+#include "pwyazh.h"
+
+#include "GL/glew.h"
+#include "GLFW/glfw3.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)
+{
+ 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);
+}
diff --git a/advanced_lighting/4.normal_mapping/shaders/depth.fs b/advanced_lighting/4.normal_mapping/shaders/depth.fs
new file mode 100644
index 0000000..88fb9e6
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/depth.fs
@@ -0,0 +1,14 @@
+#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
new file mode 100644
index 0000000..638e2b9
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/depth.gs
@@ -0,0 +1,27 @@
+#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
new file mode 100644
index 0000000..37a3484
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/depth.vs
@@ -0,0 +1,10 @@
+#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/shadow.fs b/advanced_lighting/4.normal_mapping/shaders/shadow.fs
new file mode 100644
index 0000000..6a3a8b0
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/shadow.fs
@@ -0,0 +1,105 @@
+#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
new file mode 100644
index 0000000..ac8ee4f
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/shadow.vs
@@ -0,0 +1,29 @@
+#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);
+}