diff options
author | pryazha <pryadeiniv@mail.ru> | 2025-06-15 16:11:31 +0500 |
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committer | pryazha <pryadeiniv@mail.ru> | 2025-06-15 16:11:31 +0500 |
commit | 9d944f26d359e4bc1ffd8e44350b0df9f0935b18 (patch) | |
tree | 9759a83a76ab741a587b99f00c2463eafd05d813 /advanced_lighting/8.deferred_shading/deferred.c | |
parent | d65ddd07a43d5ffdcf2ddf90d6f86626cf9b92d8 (diff) |
something
Diffstat (limited to 'advanced_lighting/8.deferred_shading/deferred.c')
-rw-r--r-- | advanced_lighting/8.deferred_shading/deferred.c | 274 |
1 files changed, 274 insertions, 0 deletions
diff --git a/advanced_lighting/8.deferred_shading/deferred.c b/advanced_lighting/8.deferred_shading/deferred.c new file mode 100644 index 0000000..d411b41 --- /dev/null +++ b/advanced_lighting/8.deferred_shading/deferred.c @@ -0,0 +1,274 @@ +#include "GL/glew.h" +#include "GLFW/glfw3.h" + +#include "pwyazh.h" +#include "pwyazh_GL.h" + +#include "common.h" + +#define LIGHT_COUNT 200 +#define CUBE_COUNT 1000 + +int main(void) +{ + /* NOTE(pryazha): GLFW init */ + glfwSetErrorCallback(error_callback); + if (glfwInit() == GLFW_FALSE) + return 1; + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); + S32 width = 1600; + S32 height = 900; + GLFWwindow *window = glfwCreateWindow(width, height, "deferred", 0, 0); + if (!window) + return 1; + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + glfwMakeContextCurrent(window); + if (glewInit() != GLEW_OK) + return 1; + glEnable(GL_DEPTH_TEST); + + /* NOTE(pryazha): Program init */ + State state = {0}; + state.arena = arena_alloc(Kilobytes(256)); + state.input.first_mouse = 1; + state.camera = (Camera){ v3f(0.0f, 2.0f, 5.0f), 90.0f, 0.1f, 100.0f, 0.0f, 0.0f }; + + /* NOTE(pryazha): Textures */ + U32 woood_texture = load_texture("../../data/textures/wood.png"); + + /* NOTE(pryazha): Meshes */ + Mesh *quad = mesh_gen_quad(state.arena); + Mesh *cube = mesh_load_obj(state.arena, "../../data/models/cube.obj"); + + /* NOTE(pryazha): Framebuffers */ + U32 gbuffer; + glGenFramebuffers(1, &gbuffer); + glBindFramebuffer(GL_FRAMEBUFFER, gbuffer); + + // position color buffer + U32 gpositions; + glGenTextures(1, &gpositions); + glBindTexture(GL_TEXTURE_2D, gpositions); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gpositions, 0); + // normal + U32 gnormals; + glGenTextures(1, &gnormals); + glBindTexture(GL_TEXTURE_2D, gnormals); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, gnormals, 0); + // color + specular + U32 gcolor_specular; + glGenTextures(1, &gcolor_specular); + glBindTexture(GL_TEXTURE_2D, gcolor_specular); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gcolor_specular, 0); + U32 attachments[3] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2}; + glDrawBuffers(3, attachments); + U32 rbo; + glGenRenderbuffers(1, &rbo); + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) + fprintf(stderr, "error: gbuffer not complete\n"); + fprintf(stdout, "info: gbuffer complete\n"); + + /* NOTE(pryazha): Shaders */ + U32 shader_gbuffer = load_shader("shaders/gbuffer.vert", "shaders/gbuffer.frag"); + U32 shader_screen = load_shader("shaders/screen.vert", "shaders/screen.frag"); + U32 shader_specular = load_shader("shaders/screen.vert", "shaders/specular.frag"); + U32 shader_deferred = load_shader("shaders/screen.vert", "shaders/deferred.frag"); + U32 shader_light = load_shader("shaders/light.vert", "shaders/light.frag"); + + glUseProgram(shader_deferred); + shader_set_1i(shader_deferred, "positions", 0); + shader_set_1i(shader_deferred, "normals", 1); + shader_set_1i(shader_deferred, "color_specular", 2); + glUseProgram(0); + + V3F cube_positions[CUBE_COUNT]; + S32 cols = 30; + F32 spacing = 3.0f; + for (S32 i = 0; i < CUBE_COUNT; i++) { + S32 col = i % cols; + S32 row = i / cols; + cube_positions[i] = v3f(col * spacing, 0.0f, row * spacing); + } + + light_t lights[LIGHT_COUNT]; +#if 0 + V3F origin = {50.0f, 3.0f, 50.0f}; + F32 da = 2.0f*pi_F32/LIGHT_COUNT; + F32 a = 0.0f; + F32 radius = 20.0f; + for (S32 i = 0; i < LIGHT_COUNT; i++, a += da) { + lights[i].position = v3f_add(v3f(f32_sin(a) * radius, 0.0f, f32_cos(a) * radius), origin); + F32 r = (F32)(rand() % 100) / 100.0f; + F32 g = (F32)(rand() % 100) / 100.0f; + F32 b = (F32)(rand() % 100) / 100.0f; + lights[i].color = v3f(r, g, b); + } +#else + V3F origin = {0.0f, 3.0f, 0.0f}; + cols = 30; + spacing = 3.0f; + for (S32 i = 0; i < LIGHT_COUNT; i++) { + S32 col = i % cols; + S32 row = i / cols; + lights[i].position = v3f_add(v3f(col * spacing, 0.0f, row * spacing), origin); + F32 r = (F32)(rand() % 100) / 100.0f; + F32 g = (F32)(rand() % 100) / 100.0f; + F32 b = (F32)(rand() % 100) / 100.0f; + lights[i].color = v3f(r, g, b); + } +#endif + + S32 show_gbuffer = 0; + + F64 last_time = glfwGetTime(); + while (!glfwWindowShouldClose(window)) { + F64 time = glfwGetTime(); + state.dt = time - last_time; + last_time = time; + + input_update_last_state(&state.input); + + glfwPollEvents(); + glfwGetFramebufferSize(window, &width, &height); + process_glfw_keyboard(window, &state.input); + process_glfw_mouse_pos(window, &state.input); + + if (key_first_press(state.input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + F32 speed = 2.0f; + V3F dv = get_dv_camera_first_person(&state.input, &state.camera, speed, state.dt); + state.camera_dp = v3f_add(state.camera_dp, dv); + state.camera_dp = v3f_scalef(state.camera_dp, 0.8f); + state.camera.pos = v3f_add(state.camera.pos, state.camera_dp); + + F32 sensitivity = 0.1f; + state.input.mouse_offset = v2f_scalef(state.input.mouse_offset, sensitivity); + state.camera.yaw += state.input.mouse_offset.x; + state.camera.pitch += state.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; + + /* NOTE(pryazha): Update */ + for (S32 i = 0; i < LIGHT_COUNT; i++) + lights[i].position.y = origin.y + f32_sin(glfwGetTime() + i); + + if (key_first_press(state.input.jump)) { + show_gbuffer = !show_gbuffer; + } + + /* NOTE(pryazha): Render */ + F32 ar = (F32)width/(F32)height; + MAT4 projection = camera_persp(state.camera, ar); + MAT4 view = get_view_matrix(&state.camera); + + glBindFramebuffer(GL_FRAMEBUFFER, gbuffer); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glUseProgram(shader_gbuffer); + shader_set_mat4fv(shader_gbuffer, "projection", projection); + shader_set_mat4fv(shader_gbuffer, "view", view); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, woood_texture); + + for (S32 i = 0; i < CUBE_COUNT; i++) { + MAT4 model = mat4_make_translate(cube_positions[i]); + shader_set_mat4fv(shader_gbuffer, "model", model); + mesh_draw(cube); + } + + glUseProgram(0); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + if (show_gbuffer) { + glDisable(GL_DEPTH_TEST); + glUseProgram(shader_screen); + MAT4 model = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f)); + model = mat4_translate(model, v3f(-0.5f, 0.5f, 0.0f)); + shader_set_mat4fv(shader_screen, "model", model); + glBindTexture(GL_TEXTURE_2D, gpositions); + mesh_draw(quad); + + model = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f)); + model = mat4_translate(model, v3f(0.5f, 0.5f, 0.0f)); + shader_set_mat4fv(shader_screen, "model", model); + glBindTexture(GL_TEXTURE_2D, gnormals); + mesh_draw(quad); + + model = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f)); + model = mat4_translate(model, v3f(-0.5f, -0.5f, 0.0f)); + shader_set_mat4fv(shader_screen, "model", model); + glBindTexture(GL_TEXTURE_2D, gcolor_specular); + mesh_draw(quad); + glUseProgram(0); + + glUseProgram(shader_specular); + model = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f)); + model = mat4_translate(model, v3f(0.5f, -0.5f, 0.0f)); + shader_set_mat4fv(shader_specular, "model", model); + glBindTexture(GL_TEXTURE_2D, gcolor_specular); + mesh_draw(quad); + glUseProgram(0); + glEnable(GL_DEPTH_TEST); + } else { + glUseProgram(shader_deferred); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, gpositions); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, gnormals); + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, gcolor_specular); + shader_set_3fv(shader_deferred, "view_position", state.camera.pos); + for (S32 i = 0; i < LIGHT_COUNT; i++) { + char light_string[512]; + snprintf(light_string, 512, "lights[%d].position", i); + shader_set_3fv(shader_deferred, light_string, lights[i].position); + snprintf(light_string, 512, "lights[%d].color", i); + shader_set_3fv(shader_deferred, light_string, lights[i].color); + } + MAT4 model = mat4_identity(); + shader_set_mat4fv(shader_deferred, "model", model); + mesh_draw(quad); + glUseProgram(0); + glEnable(GL_DEPTH_TEST); + + glBindFramebuffer(GL_READ_FRAMEBUFFER, gbuffer); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, + GL_DEPTH_BUFFER_BIT, GL_NEAREST); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + glUseProgram(shader_light); + shader_set_mat4fv(shader_light, "projection", projection); + shader_set_mat4fv(shader_light, "view", view); + for (S32 i = 0; i < LIGHT_COUNT; i++) { + shader_set_3fv(shader_light, "light_color", lights[i].color); + model = mat4_make_scale(v3f(0.2f, 0.2f, 0.2f)); + model = mat4_translate(model, lights[i].position); + shader_set_mat4fv(shader_light, "model", model); + mesh_draw(cube); + } + glUseProgram(0); + } + + glfwSwapBuffers(window); + } + + return 0; +} |