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#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);
}
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