#include "GL/glew.h" #include "GLFW/glfw3.h" #include "pwyazh.h" #include "pwyazh_GL.h" #include "common.h" 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); } int main(void) { GLFWwindow *window; Arena *arena; State state; F64 time, last_time; S32 screen_width = 800, screen_height = 600; U32 shadow_width = 1024, shadow_height = 1024; Input input; U32 shadows_ortho = 1; V3F light_pos = v3f(-2.0f, 4.0f, -2.0f); 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(screen_width, screen_height, "Shadow mapping", 0, 0); if (!window) goto error; 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, 0.0f, 0.0f }; /* 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 }; Mesh *plane = mesh_init(arena, plane_vertices, ArrayCount(plane_vertices), indices, ArrayCount(indices)); Mesh *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 debug_quad_shader = create_shader_program("shaders/debug_quad.vert", "shaders/debug_quad.frag"); U32 simple_depth_shader = create_shader_program("shaders/simple_depth.vert", "shaders/simple_depth.frag"); U32 shadow_shader = create_shader_program("shaders/shadow.vert", "shaders/shadow.frag"); U32 color_shader = create_shader_program("shaders/color.vert", "shaders/color.frag"); glUseProgram(shadow_shader); shader_set_1i(shadow_shader, "diffuse_texture", 0); shader_set_1i(shadow_shader, "shadow_map", 1); glUseProgram(0); U32 wood_texture = load_texture_gamma("../../data/textures/wood.png", 1); U32 depth_map_fbo, depth_map; glGenFramebuffers(1, &depth_map_fbo); glGenTextures(1, &depth_map); glBindTexture(GL_TEXTURE_2D, depth_map); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadow_width, 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, depth_map_fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 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(); /* NOTE(pryazha): Update */ process_glfw_keyboard(window, &input); glfwGetFramebufferSize(window, &screen_width, &screen_height); V3F target = v3f_zero(); if (key_first_press(input.exit)) glfwSetWindowShouldClose(window, GLFW_TRUE); V3F dv = get_dv_camera_orbital(&input, state.camera.pos, target, state.dt, 3.0f); state.camera.pos = v3f_add(state.camera.pos, dv); if (key_first_press(input.action_down)) shadows_ortho = !shadows_ortho; input_update_last_state(&input); F32 radius, angular_speed, x, z; 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); /* NOTE(pryazha): Render */ MAT4 proj, view, model, light_proj; F32 fovx, near, far; if (shadows_ortho) { near = 1.0f; far = 10.0f; F32 half_side = 10.0f; light_proj = ortho(-half_side, half_side, -half_side, half_side, near, far); } else { fovx = 90.0f; near = 1.0f; far = 50.0f; light_proj = perspective(fovx, (F32)shadow_width/(F32)shadow_height, near, far); } V3F up = v3f(0.0f, 1.0f, 0.0f); MAT4 light_view = look_at(light_pos, target, up); MAT4 light_space_matrix = mat4_mul(light_proj, light_view); glUseProgram(simple_depth_shader); shader_set_mat4fv(simple_depth_shader, "light_space_matrix", light_space_matrix); glViewport(0, 0, shadow_width, shadow_height); glBindFramebuffer(GL_FRAMEBUFFER, depth_map_fbo); glClear(GL_DEPTH_BUFFER_BIT); // glCullFace(GL_FRONT); render_scene(simple_depth_shader, cube, plane); // glCullFace(GL_BACK); glBindFramebuffer(GL_FRAMEBUFFER, 0); glViewport(0, 0, screen_width, screen_height); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); proj = perspective(state.camera.fovx, (F32)screen_width/(F32)screen_height, state.camera.near, state.camera.far); view = look_at(state.camera.pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f)); glUseProgram(shadow_shader); shader_set_mat4fv(shadow_shader, "proj", 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_mat4fv(shadow_shader, "light_space_matrix", light_space_matrix); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, wood_texture); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, depth_map); render_scene(shadow_shader, cube, plane); glUseProgram(color_shader); shader_set_mat4fv(shadow_shader, "proj", proj); shader_set_mat4fv(shadow_shader, "view", view); model = mat4_make_scale(v3f(0.1f, 0.1f, 0.1f)); model = mat4_translate(model, light_pos); shader_set_mat4fv(shadow_shader, "model", model); mesh_draw(cube); glDisable(GL_DEPTH_TEST); glUseProgram(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(debug_quad_shader, "model", model); shader_set_1f(debug_quad_shader, "near", near); shader_set_1f(debug_quad_shader, "far", far); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, depth_map); glBindVertexArray(quad_vao); glDrawArrays(GL_TRIANGLES, 0, 6); glBindVertexArray(0); glEnable(GL_DEPTH_TEST); glfwSwapBuffers(window); time = glfwGetTime(); state.dt = time-last_time; last_time = time; } glfwTerminate(); return(0); error: glfwTerminate(); return(1); }