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-rw-r--r--advanced_lighting/blinn_phong/.blinn_phong.c.swpbin16384 -> 0 bytes
-rwxr-xr-xadvanced_lighting/blinn_phong/blinn_phongbin1278128 -> 0 bytes
-rw-r--r--advanced_lighting/blinn_phong/blinn_phong.c210
-rwxr-xr-xadvanced_lighting/blinn_phong/build.sh5
-rw-r--r--advanced_lighting/blinn_phong/shaders/.blinn_phong.fs.swpbin12288 -> 0 bytes
-rw-r--r--advanced_lighting/blinn_phong/shaders/blinn_phong.fs62
-rw-r--r--advanced_lighting/blinn_phong/shaders/blinn_phong.vs21
7 files changed, 0 insertions, 298 deletions
diff --git a/advanced_lighting/blinn_phong/.blinn_phong.c.swp b/advanced_lighting/blinn_phong/.blinn_phong.c.swp
deleted file mode 100644
index d1ba9b1..0000000
--- a/advanced_lighting/blinn_phong/.blinn_phong.c.swp
+++ /dev/null
Binary files differ
diff --git a/advanced_lighting/blinn_phong/blinn_phong b/advanced_lighting/blinn_phong/blinn_phong
deleted file mode 100755
index 1c89f59..0000000
--- a/advanced_lighting/blinn_phong/blinn_phong
+++ /dev/null
Binary files differ
diff --git a/advanced_lighting/blinn_phong/blinn_phong.c b/advanced_lighting/blinn_phong/blinn_phong.c
deleted file mode 100644
index 88bd294..0000000
--- a/advanced_lighting/blinn_phong/blinn_phong.c
+++ /dev/null
@@ -1,210 +0,0 @@
-#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 };
-
-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_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_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);
- 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);
-
- input_update_last_state(&global_input);
-}
-
-void
-render(State *state, U32 shader, U32 texture)
-{
- MAT4 projection, view, model;
-
- 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();
-
- glUseProgram(shader);
- shader_set_mat4fv(shader, "projection", projection);
- shader_set_mat4fv(shader, "view", view);
- shader_set_mat4fv(shader, "model", model);
- glBindTexture(GL_TEXTURE_2D, texture);
- mesh_draw(state->mesh);
- glBindTexture(GL_TEXTURE_2D, 0);
- glUseProgram(0);
-}
-
-int
-main(void)
-{
- GLFWwindow *window;
- Arena *arena;
- State state;
- F64 time, last_time;
-
- 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, "Blinn-Phong shading", 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);
-
- glEnable(GL_CULL_FACE);
-
- /* NOTE(pryazha): init */
- arena = arena_alloc(Megabytes(64));
-
- state.camera = (Camera) {v3f(0.0f, 0.0f, 3.0f), 90.0f, 0.1f, 1000.0f };
-
- U32 blinn_phong_shader = create_shader_program("shaders/blinn_phong.vs",
- "shaders/blinn_phong.fs");
- U32 mesh_texture_diffuse = load_texture("../../data/textures/oak_veneer_01_diff_4k.jpg");
- state.mesh = mesh_load_obj(arena, "../../data/models/cube.obj");
-
- last_time = glfwGetTime();
-
- while (!glfwWindowShouldClose(window))
- {
- glfwPollEvents();
- if (key_first_press(global_input.exit))
- glfwSetWindowShouldClose(window, GLFW_TRUE);
- update(&state);
- render(&state, blinn_phong_shader, mesh_texture_diffuse);
- 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/blinn_phong/build.sh b/advanced_lighting/blinn_phong/build.sh
deleted file mode 100755
index 21a65b4..0000000
--- a/advanced_lighting/blinn_phong/build.sh
+++ /dev/null
@@ -1,5 +0,0 @@
-#!/bin/sh
-. ../../config
-TARGET='blinn_phong'
-set -x
-gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS && ./$TARGET
diff --git a/advanced_lighting/blinn_phong/shaders/.blinn_phong.fs.swp b/advanced_lighting/blinn_phong/shaders/.blinn_phong.fs.swp
deleted file mode 100644
index cfc93b0..0000000
--- a/advanced_lighting/blinn_phong/shaders/.blinn_phong.fs.swp
+++ /dev/null
Binary files differ
diff --git a/advanced_lighting/blinn_phong/shaders/blinn_phong.fs b/advanced_lighting/blinn_phong/shaders/blinn_phong.fs
deleted file mode 100644
index 23e2968..0000000
--- a/advanced_lighting/blinn_phong/shaders/blinn_phong.fs
+++ /dev/null
@@ -1,62 +0,0 @@
-#version 330 core
-
-in vec2 tex_coords;
-in vec3 normal;
-in vec3 frag_pos;
-
-out vec4 frag_color;
-
-uniform sampler2D texture_diffuse;
-uniform sampler2D texture_specular;
-
-uniform vec3 light_pos;
-uniform vec3 view_pos;
-
-uniform float ambient_strength;
-uniform float specular_strength;
-uniform float shininess;
-
-vec4
-spotlight(vec3 light_dir, vec3 view_dir)
-{
- vec3 tex_color_diff = texture(texture_diffuse, tex_coords);
- float ambient_strength = 0.1f;
- vec4 ambient = tex_color_diff*ambient_strength;
- vec4 diffuse = tex_color_diff*dot(-light_dir, )
- return(color);
-}
-
-vec4
-blinn_phong()
-{
- // Sample the diffuse color from the texture
- vec3 diffuse_color = texture(texture_diffuse, tex_coords).rgb;
-
- // Sample the specular color from the texture (if available)
- vec3 specular_color = texture(texture_specular, tex_coords).rgb;
-
- // Ambient lighting
- vec3 ambient = ambient_strength*diffuse_color;
-
- // Diffuse lighting
- vec3 norm = normalize(normal);
- vec3 light_dir = normalize(light_pos-frag_pos);
- float diff = max(dot(norm, light_dir), 0.0);
- vec3 diffuse = diff * diffuse_color;
-
- // Specular lighting
- vec3 view_dir = normalize(view_pos-frag_pos);
- vec3 halfway_dir = normalize(light_dir+view_dir); // Halfway vector
- float spec = pow(max(dot(norm, halfway_dir), 0.0), shininess);
- vec3 specular = specular_strength*spec*specular_color;
-
- // Combine all components
- vec3 result = (ambient+diffuse+specular);
- return((result, 1.0));
-}
-
-void
-main(void)
-{
- frag_color = blinn_phong();
-}
diff --git a/advanced_lighting/blinn_phong/shaders/blinn_phong.vs b/advanced_lighting/blinn_phong/shaders/blinn_phong.vs
deleted file mode 100644
index d4e5dbc..0000000
--- a/advanced_lighting/blinn_phong/shaders/blinn_phong.vs
+++ /dev/null
@@ -1,21 +0,0 @@
-#version 330 core
-layout(location = 0) in vec3 apos;
-layout(location = 1) in vec3 anormal;
-layout(location = 2) in vec2 atex_coords;
-
-out vec3 frag_pos;
-out vec3 normal;
-out vec2 tex_coords;
-
-uniform mat4 projection;
-uniform mat4 view;
-uniform mat4 model;
-
-void
-main(void)
-{
- frag_pos = vec3(model*vec4(apos, 1.0f);
- normal = mat3(transpose(inverse(view*model)))*anormal;
- tex_coords = atex_coords;
- gl_Position = projection*view*model*vec4(apos, 1.0f);
-}