#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) { 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; Input input; F64 time, last_time; V3F light_pos; MAT4 shadow_transforms[6]; MAT4 proj, view; S32 screen_width, screen_height; glfwSetErrorCallback(error_callback); if (glfwInit() == GLFW_FALSE) return(1); screen_width = 800; screen_height = 600; glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_SAMPLES, 4); window = glfwCreateWindow(screen_width, screen_height, "Point shadows", 0, 0); if (!window) goto error; glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); 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 */ 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 depth_shader = create_shader_program_geom("shaders/depth.vert", "shaders/depth.frag", "shaders/depth.geom"); U32 shadow_shader = create_shader_program("shaders/shadow.vert", "shaders/shadow.frag"); 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 */ F32 x, y, z, angular_speed, radius; glfwGetFramebufferSize(window, &screen_width, &screen_height); process_glfw_keyboard(window, &input); process_glfw_mouse_pos(window, &input); if (key_first_press(input.exit)) glfwSetWindowShouldClose(window, GLFW_TRUE); F32 speed = 4.0f; V3F dv = get_dv_camera_first_person(&input, &state.camera, speed, state.dt); if (key_is_pressed(input.action_up)) dv = v3f_scalef(dv, 3.0f); camera_dp = v3f_add(camera_dp, dv); camera_dp = v3f_scalef(camera_dp, 0.8f); state.camera.pos = v3f_add(state.camera.pos, camera_dp); F32 sensitivity = 0.1f; input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity); state.camera.yaw += input.mouse_offset.x; state.camera.pitch += 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(&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, screen_width, screen_height); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(shadow_shader); aspect = (F32)screen_width/(F32)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, "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_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); }