diff options
Diffstat (limited to 'advanced_lighting/blinn_phong')
-rw-r--r-- | advanced_lighting/blinn_phong/.blinn_phong.c.swp | bin | 16384 -> 0 bytes | |||
-rwxr-xr-x | advanced_lighting/blinn_phong/blinn_phong | bin | 1278128 -> 0 bytes | |||
-rw-r--r-- | advanced_lighting/blinn_phong/blinn_phong.c | 210 | ||||
-rwxr-xr-x | advanced_lighting/blinn_phong/build.sh | 5 | ||||
-rw-r--r-- | advanced_lighting/blinn_phong/shaders/.blinn_phong.fs.swp | bin | 12288 -> 0 bytes | |||
-rw-r--r-- | advanced_lighting/blinn_phong/shaders/blinn_phong.fs | 62 | ||||
-rw-r--r-- | advanced_lighting/blinn_phong/shaders/blinn_phong.vs | 21 |
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 Binary files differdeleted file mode 100644 index d1ba9b1..0000000 --- a/advanced_lighting/blinn_phong/.blinn_phong.c.swp +++ /dev/null diff --git a/advanced_lighting/blinn_phong/blinn_phong b/advanced_lighting/blinn_phong/blinn_phong Binary files differdeleted file mode 100755 index 1c89f59..0000000 --- a/advanced_lighting/blinn_phong/blinn_phong +++ /dev/null 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 Binary files differdeleted file mode 100644 index cfc93b0..0000000 --- a/advanced_lighting/blinn_phong/shaders/.blinn_phong.fs.swp +++ /dev/null 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); -} |