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-rw-r--r--advanced_lighting/1.blinn_phong/blinn_phong.c (renamed from advanced_lighting/blinn_phong/blinn_phong.c)84
-rwxr-xr-xadvanced_lighting/1.blinn_phong/build.sh5
-rw-r--r--advanced_lighting/1.blinn_phong/shaders/blinn_phong.fs44
-rw-r--r--advanced_lighting/1.blinn_phong/shaders/blinn_phong.vs23
-rw-r--r--advanced_lighting/1.blinn_phong/shaders/light.fs9
-rw-r--r--advanced_lighting/1.blinn_phong/shaders/light.vs12
-rwxr-xr-xadvanced_lighting/2.gamma_correction/build.sh5
-rw-r--r--advanced_lighting/2.gamma_correction/gamma_correction.c297
-rw-r--r--advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs58
-rw-r--r--advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs23
-rw-r--r--advanced_lighting/2.gamma_correction/shaders/light.fs9
-rw-r--r--advanced_lighting/2.gamma_correction/shaders/light.vs12
-rwxr-xr-xadvanced_lighting/3.1.shadow_mapping/build.sh5
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shaders/color.fs9
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shaders/color.vs12
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.fs27
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vs14
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs72
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shaders/shadow.vs26
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.fs6
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vs11
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shadow_mapping.c417
-rwxr-xr-xadvanced_lighting/3.2.point_shadows/build.sh5
-rwxr-xr-xadvanced_lighting/3.2.point_shadows/point_shadowsbin0 -> 1065440 bytes
-rw-r--r--advanced_lighting/3.2.point_shadows/point_shadows.c383
-rw-r--r--advanced_lighting/3.2.point_shadows/shaders/depth.fs14
-rw-r--r--advanced_lighting/3.2.point_shadows/shaders/depth.gs27
-rw-r--r--advanced_lighting/3.2.point_shadows/shaders/depth.vs10
-rw-r--r--advanced_lighting/3.2.point_shadows/shaders/shadow.fs105
-rw-r--r--advanced_lighting/3.2.point_shadows/shaders/shadow.vs29
-rwxr-xr-xadvanced_lighting/4.normal_mapping/build.sh (renamed from advanced_lighting/blinn_phong/build.sh)2
-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
-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/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
-rwxr-xr-xadvanced_lighting/build.sh9
44 files changed, 2218 insertions, 102 deletions
diff --git a/advanced_lighting/blinn_phong/blinn_phong.c b/advanced_lighting/1.blinn_phong/blinn_phong.c
index 88bd294..6bbd70a 100644
--- a/advanced_lighting/blinn_phong/blinn_phong.c
+++ b/advanced_lighting/1.blinn_phong/blinn_phong.c
@@ -10,6 +10,8 @@
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 S32 blinn = 0;
void
key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
@@ -43,6 +45,9 @@ key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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;
@@ -79,6 +84,9 @@ key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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;
@@ -109,34 +117,59 @@ 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, 0.8f);
+ camera_dp = v3f_scalef(camera_dp, 0.7f);
state->camera.pos = v3f_add(state->camera.pos, camera_dp);
-
+
+ if (key_first_press(global_input.jump))
+ blinn = blinn ? 0 : 1;
+
input_update_last_state(&global_input);
}
void
-render(State *state, U32 shader, U32 texture)
+render(State *state, U32 *shaders, U32 texture, 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);
+ glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
- mesh_draw(state->mesh);
+ shader_set_3fv(shader, "light_pos", light_pos);
+ shader_set_3fv(shader, "view_pos", state->camera.pos);
+ shader_set_1i(shader, "blinn", blinn);
+ 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);
+ model = mat4_make_scale(v3f(0.1f, 0.1f, 0.1f));
+ shader_set_mat4fv(shader, "model", model);
+ mesh_draw(mesh);
+
glBindTexture(GL_TEXTURE_2D, 0);
- glUseProgram(0);
}
int
@@ -145,7 +178,10 @@ main(void)
GLFWwindow *window;
Arena *arena;
State state;
+ Mesh *meshes[2];
+ U32 shaders[2];
F64 time, last_time;
+ U32 texture;
glfwSetErrorCallback(error_callback);
@@ -166,22 +202,34 @@ main(void)
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 };
+ 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");
+ 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("../../data/textures/wood.png");
+
last_time = glfwGetTime();
while (!glfwWindowShouldClose(window))
@@ -190,9 +238,9 @@ main(void)
if (key_first_press(global_input.exit))
glfwSetWindowShouldClose(window, GLFW_TRUE);
update(&state);
- render(&state, blinn_phong_shader, mesh_texture_diffuse);
+ render(&state, shaders, texture, meshes);
glfwSwapBuffers(window);
-
+
time = glfwGetTime();
state.dt = time-last_time;
last_time = time;
diff --git a/advanced_lighting/1.blinn_phong/build.sh b/advanced_lighting/1.blinn_phong/build.sh
new file mode 100755
index 0000000..41fb831
--- /dev/null
+++ b/advanced_lighting/1.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
diff --git a/advanced_lighting/1.blinn_phong/shaders/blinn_phong.fs b/advanced_lighting/1.blinn_phong/shaders/blinn_phong.fs
new file mode 100644
index 0000000..5c66b3e
--- /dev/null
+++ b/advanced_lighting/1.blinn_phong/shaders/blinn_phong.fs
@@ -0,0 +1,44 @@
+#version 330 core
+
+in VS_OUT {
+ vec3 frag_pos;
+ vec3 normal;
+ vec2 tex_coords;
+} fs_in;
+
+out vec4 frag_color;
+
+uniform sampler2D texture0;
+uniform vec3 light_pos;
+uniform vec3 view_pos;
+uniform bool blinn;
+
+void
+main(void)
+{
+ vec3 light_dir = normalize(light_pos-fs_in.frag_pos);
+ 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;
+
+ float diff = max(dot(normal, light_dir), 0.0);
+
+ float spec = 0.0;
+ if (blinn)
+ {
+ vec3 halfway_dir = normalize(light_dir+view_dir);
+ spec = pow(max(dot(normal, halfway_dir), 0.0), 16.0);
+ }
+ else
+ {
+ vec3 reflect_dir = reflect(-light_dir, normal);
+ spec = pow(max(dot(view_dir, reflect_dir), 0.0), 8.0);
+ }
+
+ vec3 ambient = 0.05*texture_color;
+ vec3 diffuse = diff*texture_color;
+ vec3 specular = vec3(0.3)*spec;
+
+ frag_color = vec4(ambient+diffuse+specular, 1.0);
+}
diff --git a/advanced_lighting/1.blinn_phong/shaders/blinn_phong.vs b/advanced_lighting/1.blinn_phong/shaders/blinn_phong.vs
new file mode 100644
index 0000000..4d1b792
--- /dev/null
+++ b/advanced_lighting/1.blinn_phong/shaders/blinn_phong.vs
@@ -0,0 +1,23 @@
+#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;
+
+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);
+}
diff --git a/advanced_lighting/1.blinn_phong/shaders/light.fs b/advanced_lighting/1.blinn_phong/shaders/light.fs
new file mode 100644
index 0000000..bd00d82
--- /dev/null
+++ b/advanced_lighting/1.blinn_phong/shaders/light.fs
@@ -0,0 +1,9 @@
+#version 330 core
+
+out vec4 frag_color;
+
+void
+main(void)
+{
+ frag_color = vec4(1.0);
+}
diff --git a/advanced_lighting/1.blinn_phong/shaders/light.vs b/advanced_lighting/1.blinn_phong/shaders/light.vs
new file mode 100644
index 0000000..ade669b
--- /dev/null
+++ b/advanced_lighting/1.blinn_phong/shaders/light.vs
@@ -0,0 +1,12 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+
+uniform mat4 projection;
+uniform mat4 view;
+uniform mat4 model;
+
+void
+main(void)
+{
+ gl_Position = projection*view*model*vec4(apos, 1.0);
+}
diff --git a/advanced_lighting/2.gamma_correction/build.sh b/advanced_lighting/2.gamma_correction/build.sh
new file mode 100755
index 0000000..2b65776
--- /dev/null
+++ b/advanced_lighting/2.gamma_correction/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+TARGET='gamma_correction'
+set -x
+gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS
diff --git a/advanced_lighting/2.gamma_correction/gamma_correction.c b/advanced_lighting/2.gamma_correction/gamma_correction.c
new file mode 100644
index 0000000..68edae7
--- /dev/null
+++ b/advanced_lighting/2.gamma_correction/gamma_correction.c
@@ -0,0 +1,297 @@
+#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 };
+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)
+{
+ 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);
+}
diff --git a/advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs
new file mode 100644
index 0000000..35e701c
--- /dev/null
+++ b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs
@@ -0,0 +1,58 @@
+#version 330 core
+
+in VS_OUT {
+ vec3 frag_pos;
+ vec3 normal;
+ vec2 tex_coords;
+} fs_in;
+
+out vec4 frag_color;
+
+uniform sampler2D texture0;
+uniform vec3 light_positions[4];
+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)
+{
+ float diff = max(dot(normal, light_dir), 0.0);
+ vec3 diffuse = diff*light_color;
+
+ vec3 halfway_dir = normalize(light_dir+view_dir);
+ float spec = pow(max(dot(normal, halfway_dir), 0.0), 16.0);
+ vec3 specular = spec*light_color;
+
+ float distance = length(light_pos-fs_in.frag_pos);
+ float attenuation = 1.0/(gamma_correction ? distance*distance : distance);
+
+ return((diffuse+specular)*attenuation);
+}
+
+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++)
+ {
+ vec3 light_pos = light_positions[i];
+ vec3 light_color = light_colors[i];
+ vec3 light_dir = normalize(light_pos-fs_in.frag_pos);
+ lighting += blinn_phong(light_dir, view_dir, normal,
+ light_pos, light_color);
+ }
+
+ texture_color *= lighting;
+
+ float gamma = 2.2;
+ if (gamma_correction)
+ texture_color = pow(texture_color, vec3(1.0/gamma));
+
+ frag_color = vec4(texture_color, 1.0);
+}
diff --git a/advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs
new file mode 100644
index 0000000..4d1b792
--- /dev/null
+++ b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs
@@ -0,0 +1,23 @@
+#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;
+
+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);
+}
diff --git a/advanced_lighting/2.gamma_correction/shaders/light.fs b/advanced_lighting/2.gamma_correction/shaders/light.fs
new file mode 100644
index 0000000..bd00d82
--- /dev/null
+++ b/advanced_lighting/2.gamma_correction/shaders/light.fs
@@ -0,0 +1,9 @@
+#version 330 core
+
+out vec4 frag_color;
+
+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.vs
new file mode 100644
index 0000000..ade669b
--- /dev/null
+++ b/advanced_lighting/2.gamma_correction/shaders/light.vs
@@ -0,0 +1,12 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+
+uniform mat4 projection;
+uniform mat4 view;
+uniform mat4 model;
+
+void
+main(void)
+{
+ gl_Position = projection*view*model*vec4(apos, 1.0);
+}
diff --git a/advanced_lighting/3.1.shadow_mapping/build.sh b/advanced_lighting/3.1.shadow_mapping/build.sh
new file mode 100755
index 0000000..bba445d
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+TARGET='shadow_mapping'
+set -x
+gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/color.fs b/advanced_lighting/3.1.shadow_mapping/shaders/color.fs
new file mode 100644
index 0000000..bd00d82
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shaders/color.fs
@@ -0,0 +1,9 @@
+#version 330 core
+
+out vec4 frag_color;
+
+void
+main(void)
+{
+ frag_color = vec4(1.0);
+}
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/color.vs b/advanced_lighting/3.1.shadow_mapping/shaders/color.vs
new file mode 100644
index 0000000..ade669b
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shaders/color.vs
@@ -0,0 +1,12 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+
+uniform mat4 projection;
+uniform mat4 view;
+uniform mat4 model;
+
+void
+main(void)
+{
+ gl_Position = projection*view*model*vec4(apos, 1.0);
+}
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.fs b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.fs
new file mode 100644
index 0000000..d250894
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.fs
@@ -0,0 +1,27 @@
+#version 330 core
+
+in vec2 tex_coords;
+
+out vec4 frag_color;
+
+uniform sampler2D depth_map;
+uniform float near;
+uniform float far;
+
+float
+linearize_depth(float depth)
+{
+ float z = (depth+1.0)*0.5;
+ return((2.0*near*far)/(far+near-z*(far-near)));
+}
+
+void
+main(void)
+{
+ float depth = texture(depth_map, tex_coords).r;
+
+ /* frag_color = vec4(vec3(depth), 1.0); */
+
+ /* NOTE(pryazha): For visual debugging of perspective projection light */
+ frag_color = vec4(vec3(linearize_depth(depth)/far), 1.0);
+}
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vs b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vs
new file mode 100644
index 0000000..5717608
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vs
@@ -0,0 +1,14 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec2 atex_coords;
+
+out vec2 tex_coords;
+
+uniform mat4 model;
+
+void
+main(void)
+{
+ tex_coords = atex_coords;
+ gl_Position = model*vec4(apos, 1.0);
+}
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs
new file mode 100644
index 0000000..1c7018a
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs
@@ -0,0 +1,72 @@
+#version 330 core
+
+in VS_OUT {
+ vec4 frag_pos_light_space;
+ vec3 frag_pos;
+ vec3 normal;
+ vec2 tex_coords;
+} fs_in;
+
+out vec4 frag_color;
+
+uniform vec3 light_pos;
+uniform vec3 view_pos;
+
+uniform sampler2D diffuse_texture;
+uniform sampler2D shadow_map;
+
+float
+calculate_shadow()
+{
+ vec3 proj_coords = fs_in.frag_pos_light_space.xyz/fs_in.frag_pos_light_space.w;
+ proj_coords = proj_coords*0.5+0.5;
+ float closest_depth = texture(shadow_map, proj_coords.xy).r;
+ float current_depth = proj_coords.z;
+ vec3 normal = normalize(fs_in.normal);
+ vec3 light_dir = normalize(light_pos-fs_in.frag_pos);
+ float bias = max(0.04*(1.0-dot(normal, light_dir)), 0.004);
+ float shadow = 0;
+ vec2 texel_size = 1.0/textureSize(shadow_map, 0);
+ for (int x = -1; x <= 1; x++)
+ {
+ for (int y = -1; y <= 1; y++)
+ {
+ float pcf_depth = texture(shadow_map, proj_coords.xy+vec2(x, y)*texel_size).r;
+ shadow += (current_depth-bias > pcf_depth) ? 1.0 : 0.0;
+ }
+ }
+ shadow /= 9.0;
+
+ if (proj_coords.z > 1.0)
+ shadow = 0.0;
+
+ 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(0.3);
+
+ float ambient_strength = 0.01;
+ vec3 ambient = color*ambient_strength;
+
+ vec3 light_dir = normalize(light_pos-fs_in.frag_pos);
+ float diff = max(dot(light_dir, normal), 0.0);
+ vec3 diffuse = diff*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*color;
+
+ float shadow = calculate_shadow();
+ vec3 lighting = ambient+((diffuse+specular)*(1.0-shadow)*light_color);
+
+ float gamma = 2.2;
+ lighting = pow(lighting, vec3(1.0/gamma));
+
+ frag_color = vec4(lighting, 1.0);
+}
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/shadow.vs b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.vs
new file mode 100644
index 0000000..3ecd5b1
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.vs
@@ -0,0 +1,26 @@
+#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 {
+ vec4 frag_pos_light_space;
+ vec3 frag_pos;
+ vec3 normal;
+ vec2 tex_coords;
+} vs_out;
+
+uniform mat4 projection;
+uniform mat4 view;
+uniform mat4 model;
+uniform mat4 light_space_matrix;
+
+void
+main(void)
+{
+ vs_out.frag_pos = vec3(model*vec4(apos, 1.0));
+ vs_out.frag_pos_light_space = light_space_matrix*vec4(vs_out.frag_pos, 1.0);
+ 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);
+}
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.fs b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.fs
new file mode 100644
index 0000000..16b9908
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.fs
@@ -0,0 +1,6 @@
+#version 330 core
+
+void
+main(void)
+{
+}
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vs b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vs
new file mode 100644
index 0000000..b9752ed
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vs
@@ -0,0 +1,11 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+
+uniform mat4 light_space_matrix;
+uniform mat4 model;
+
+void
+main(void)
+{
+ gl_Position = light_space_matrix*model*vec4(apos, 1.0);
+}
diff --git a/advanced_lighting/3.1.shadow_mapping/shadow_mapping.c b/advanced_lighting/3.1.shadow_mapping/shadow_mapping.c
new file mode 100644
index 0000000..7f03415
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shadow_mapping.c
@@ -0,0 +1,417 @@
+#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 U32 global_shadow_width = 1024, global_shadow_height = 1024;
+
+static Input global_input;
+
+static V3F camera_dp = (V3F){ 0.0f, 0.0f, 0.0f };
+
+static U32 global_depth_map_fbo, global_depth_map;
+
+static U32 global_debug_quad_shader, global_simple_depth_shader,
+ global_shadow_shader, global_color_shader;
+
+static U32 global_wood_texture;
+
+static U32 global_quad_vao;
+
+static U32 shadows_ortho = 1;
+
+static V3F light_pos;
+
+void
+glfw_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_DOWN: {
+ global_input.action_down.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_DOWN: {
+ global_input.action_down.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_screen_width = width;
+ global_screen_height = height;
+ glViewport(0, 0, global_screen_width, global_screen_height);
+}
+
+void
+error_callback(int error, const char *desc)
+{
+ fprintf(stderr, "[ERROR] GLFW: %s\n", desc);
+}
+
+void
+update(State *state, F32 time)
+{
+ F32 radius;
+
+ 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, 0.8f);
+ state->camera.pos = v3f_add(state->camera.pos, camera_dp);
+
+ if (key_first_press(global_input.action_down))
+ shadows_ortho = !shadows_ortho;
+
+ input_update_last_state(&global_input);
+
+ F32 x, z, angular_speed;
+
+ angular_speed = 1.0f;
+ radius = 4.0f;
+ x = f32_sin(time*angular_speed)*radius;
+ z = f32_cos(time*angular_speed)*radius;
+
+ light_pos = v3f(x, 4.0f, z);
+}
+
+void
+render_scene(U32 shader, Mesh *cube, Mesh *plane)
+{
+ MAT4 model;
+
+ model = mat4_identity();
+ shader_set_mat4fv(shader, "model", model);
+ mesh_draw(plane);
+
+ /*
+ model = mat4_identity();
+ model = mat4_make_scale(v3f(10.0f, 0.1f, 10.0f));
+ model = mat4_translate(model, v3f(0.0f, -0.6f, 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(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);
+}
+
+void
+render(State *state, Mesh *cube, Mesh *plane)
+{
+ /* MAT4 projection, view, model; */
+ MAT4 light_projection, light_view, model;
+ F32 near, far, fovx;
+ V3F target, up;
+
+ if (shadows_ortho)
+ {
+ near = 1.0f;
+ far = 10.0f;
+ F32 half_side = 10.0f;
+ light_projection = ortho(-half_side, half_side, -half_side, half_side, near, far);
+ }
+ else
+ {
+ fovx = 90.0f;
+ near = 1.0f;
+ far = 50.0f;
+ light_projection = perspective(fovx, (F32)global_shadow_width/(F32)global_shadow_height,
+ near, far);
+ }
+
+ target = v3f_zero();
+ up = v3f(0.0f, 1.0f, 0.0f);
+ light_view = look_at(light_pos, target, up);
+ MAT4 light_space_matrix = mat4_mul(light_projection, light_view);
+
+ glUseProgram(global_simple_depth_shader);
+ shader_set_mat4fv(global_simple_depth_shader, "light_space_matrix", light_space_matrix);
+ glViewport(0, 0, global_shadow_width, global_shadow_height);
+ glBindFramebuffer(GL_FRAMEBUFFER, global_depth_map_fbo);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ // glCullFace(GL_FRONT);
+ render_scene(global_simple_depth_shader, cube, plane);
+ // glCullFace(GL_BACK);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ glViewport(0, 0, global_screen_width, global_screen_height);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ MAT4 projection = perspective(state->camera.fovx, (F32)global_screen_width/(F32)global_screen_height,
+ state->camera.near, state->camera.far);
+ MAT4 view = look_at(state->camera.pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
+ glUseProgram(global_shadow_shader);
+ shader_set_mat4fv(global_shadow_shader, "projection", projection);
+ shader_set_mat4fv(global_shadow_shader, "view", view);
+
+ shader_set_3fv(global_shadow_shader, "light_pos", light_pos);
+ shader_set_3fv(global_shadow_shader, "view_pos", state->camera.pos);
+ shader_set_mat4fv(global_shadow_shader, "light_space_matrix", light_space_matrix);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, global_wood_texture);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, global_depth_map);
+ render_scene(global_shadow_shader, cube, plane);
+
+ glUseProgram(global_color_shader);
+ shader_set_mat4fv(global_shadow_shader, "projection", projection);
+ shader_set_mat4fv(global_shadow_shader, "view", view);
+ model = mat4_make_scale(v3f(0.1f, 0.1f, 0.1f));
+ model = mat4_translate(model, light_pos);
+ shader_set_mat4fv(global_shadow_shader, "model", model);
+ mesh_draw(cube);
+
+ glDisable(GL_DEPTH_TEST);
+ glUseProgram(global_debug_quad_shader);
+ F32 scale = 0.3f;
+ Transform transform = transform_make_scale_translate(v3f(scale, scale, scale),
+ v3f(1.0f-scale, 1.0f-scale, 0.0f));
+ model = transform_apply(transform);
+ shader_set_mat4fv(global_debug_quad_shader, "model", model);
+ shader_set_1f(global_debug_quad_shader, "near", near);
+ shader_set_1f(global_debug_quad_shader, "far", far);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, global_depth_map);
+ glBindVertexArray(global_quad_vao);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ glBindVertexArray(0);
+ glEnable(GL_DEPTH_TEST);
+}
+
+int
+main(void)
+{
+ GLFWwindow *window;
+ Arena *arena;
+ State state;
+ Mesh *cube_mesh, *plane_mesh;
+ 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_screen_width, global_screen_height, "Shadow mapping", 0, 0);
+ if (!window)
+ goto error;
+
+ glfwSetKeyCallback(window, glfw_key_callback);
+ glfwSetWindowSizeCallback(window, resize_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){ v3f(0.0f, 1.0f, 3.0f), 90.0f, 0.1f, 100.0f };
+ light_pos = v3f(-2.0f, 4.0f, -2.0f);
+
+ /* NOTE(pryazha): Meshes */
+ Vertex plane_vertices[] = {
+ // positions // normals // texcoords
+ vertex(v3f(-25.0f, -0.5f, 25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(0.0f, 0.0f)),
+ vertex(v3f(25.0f, -0.5f, 25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(25.0f, 0.0f)),
+ vertex(v3f(-25.0f, -0.5f, -25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(0.0f, 25.0f)),
+
+ vertex(v3f(25.0f, -0.5f, 25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(25.0f, 0.0f)),
+ vertex(v3f(25.0f, -0.5f, -25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(25.0f, 25.0f)),
+ vertex(v3f(-25.0f, -0.5f, -25.0f), v3f(0.0f, 1.0f, 0.0f), v2f(0.0f, 25.0f)),
+ };
+ U32 indices[] = { 0, 1, 2, 3, 4, 5 };
+ plane_mesh = mesh_init(arena, plane_vertices, ArrayCount(plane_vertices), indices, ArrayCount(indices));
+ cube_mesh = 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 vbo;
+ glGenVertexArrays(1, &global_quad_vao);
+ glBindVertexArray(global_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 */
+ global_debug_quad_shader = create_shader_program("shaders/debug_quad.vs",
+ "shaders/debug_quad.fs");
+ global_simple_depth_shader = create_shader_program("shaders/simple_depth.vs",
+ "shaders/simple_depth.fs");
+ global_shadow_shader = create_shader_program("shaders/shadow.vs", "shaders/shadow.fs");
+ global_color_shader = create_shader_program("shaders/color.vs", "shaders/color.fs");
+
+ glUseProgram(global_shadow_shader);
+ shader_set_1i(global_shadow_shader, "diffuse_texture", 0);
+ shader_set_1i(global_shadow_shader, "shadow_map", 1);
+ glUseProgram(0);
+
+ global_wood_texture = load_texture_gamma("../../data/textures/wood.png", 1);
+
+ glGenFramebuffers(1, &global_depth_map_fbo);
+ glGenTextures(1, &global_depth_map);
+ glBindTexture(GL_TEXTURE_2D, global_depth_map);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, global_shadow_width,
+ global_shadow_height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+ glBindFramebuffer(GL_FRAMEBUFFER, global_depth_map_fbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
+ global_depth_map, 0);
+ V4F border_color = v4f(1.0f, 1.0f, 1.0f, 1.0f);
+ glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (const F32 *)&border_color);
+ 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();
+ if (key_first_press(global_input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+ update(&state, time);
+ render(&state, cube_mesh, plane_mesh);
+ 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/3.2.point_shadows/build.sh b/advanced_lighting/3.2.point_shadows/build.sh
new file mode 100755
index 0000000..bf934b6
--- /dev/null
+++ b/advanced_lighting/3.2.point_shadows/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+TARGET='point_shadows'
+set -x
+gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS
diff --git a/advanced_lighting/3.2.point_shadows/point_shadows b/advanced_lighting/3.2.point_shadows/point_shadows
new file mode 100755
index 0000000..c4668ab
--- /dev/null
+++ b/advanced_lighting/3.2.point_shadows/point_shadows
Binary files differ
diff --git a/advanced_lighting/3.2.point_shadows/point_shadows.c b/advanced_lighting/3.2.point_shadows/point_shadows.c
new file mode 100644
index 0000000..0f60565
--- /dev/null
+++ b/advanced_lighting/3.2.point_shadows/point_shadows.c
@@ -0,0 +1,383 @@
+#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
+glfw_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_DOWN: {
+ global_input.action_down.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_DOWN: {
+ global_input.action_down.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_screen_width = width;
+ global_screen_height = height;
+ /* glViewport(0, 0, global_screen_width, global_screen_height); */
+}
+
+void
+error_callback(int error, const char *desc)
+{
+ fprintf(stderr, "[ERROR] GLFW: %s\n", desc);
+}
+
+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);
+
+ glfwSetKeyCallback(window, glfw_key_callback);
+ 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();
+ if (key_first_press(global_input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+
+ /* NOTE(pryazha): For now it's easier to write all of the logic in the main loop */
+ /* NOTE(pryazha): Update */
+ 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)*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/3.2.point_shadows/shaders/depth.fs b/advanced_lighting/3.2.point_shadows/shaders/depth.fs
new file mode 100644
index 0000000..88fb9e6
--- /dev/null
+++ b/advanced_lighting/3.2.point_shadows/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/3.2.point_shadows/shaders/depth.gs b/advanced_lighting/3.2.point_shadows/shaders/depth.gs
new file mode 100644
index 0000000..638e2b9
--- /dev/null
+++ b/advanced_lighting/3.2.point_shadows/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/3.2.point_shadows/shaders/depth.vs b/advanced_lighting/3.2.point_shadows/shaders/depth.vs
new file mode 100644
index 0000000..37a3484
--- /dev/null
+++ b/advanced_lighting/3.2.point_shadows/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/3.2.point_shadows/shaders/shadow.fs b/advanced_lighting/3.2.point_shadows/shaders/shadow.fs
new file mode 100644
index 0000000..6a3a8b0
--- /dev/null
+++ b/advanced_lighting/3.2.point_shadows/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/3.2.point_shadows/shaders/shadow.vs b/advanced_lighting/3.2.point_shadows/shaders/shadow.vs
new file mode 100644
index 0000000..ac8ee4f
--- /dev/null
+++ b/advanced_lighting/3.2.point_shadows/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);
+}
diff --git a/advanced_lighting/blinn_phong/build.sh b/advanced_lighting/4.normal_mapping/build.sh
index 21a65b4..262203d 100755
--- a/advanced_lighting/blinn_phong/build.sh
+++ b/advanced_lighting/4.normal_mapping/build.sh
@@ -1,5 +1,5 @@
#!/bin/sh
. ../../config
-TARGET='blinn_phong'
+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);
+}
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/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);
-}
diff --git a/advanced_lighting/build.sh b/advanced_lighting/build.sh
new file mode 100755
index 0000000..4829c7d
--- /dev/null
+++ b/advanced_lighting/build.sh
@@ -0,0 +1,9 @@
+#!/bin/sh
+targets=$(ls)
+for target in $targets ; do
+ if [ $target != 'build.sh' ] ; then
+ cd $target
+ ./build.sh
+ cd ..
+ fi
+done