#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); }