diff options
Diffstat (limited to 'advanced_lighting/blinn_phong')
-rw-r--r-- | advanced_lighting/blinn_phong/.blinn_phong.c.swp | bin | 0 -> 16384 bytes | |||
-rwxr-xr-x | advanced_lighting/blinn_phong/blinn_phong | bin | 0 -> 1278128 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 | 0 -> 12288 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, 298 insertions, 0 deletions
diff --git a/advanced_lighting/blinn_phong/.blinn_phong.c.swp b/advanced_lighting/blinn_phong/.blinn_phong.c.swp Binary files differnew file mode 100644 index 0000000..d1ba9b1 --- /dev/null +++ b/advanced_lighting/blinn_phong/.blinn_phong.c.swp diff --git a/advanced_lighting/blinn_phong/blinn_phong b/advanced_lighting/blinn_phong/blinn_phong Binary files differnew file mode 100755 index 0000000..1c89f59 --- /dev/null +++ b/advanced_lighting/blinn_phong/blinn_phong diff --git a/advanced_lighting/blinn_phong/blinn_phong.c b/advanced_lighting/blinn_phong/blinn_phong.c new file mode 100644 index 0000000..88bd294 --- /dev/null +++ b/advanced_lighting/blinn_phong/blinn_phong.c @@ -0,0 +1,210 @@ +#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 new file mode 100755 index 0000000..21a65b4 --- /dev/null +++ b/advanced_lighting/blinn_phong/build.sh @@ -0,0 +1,5 @@ +#!/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 differnew file mode 100644 index 0000000..cfc93b0 --- /dev/null +++ b/advanced_lighting/blinn_phong/shaders/.blinn_phong.fs.swp diff --git a/advanced_lighting/blinn_phong/shaders/blinn_phong.fs b/advanced_lighting/blinn_phong/shaders/blinn_phong.fs new file mode 100644 index 0000000..23e2968 --- /dev/null +++ b/advanced_lighting/blinn_phong/shaders/blinn_phong.fs @@ -0,0 +1,62 @@ +#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 new file mode 100644 index 0000000..d4e5dbc --- /dev/null +++ b/advanced_lighting/blinn_phong/shaders/blinn_phong.vs @@ -0,0 +1,21 @@ +#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); +} |