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authorpryazha <pryadeiniv@mail.ru>2025-06-15 16:11:31 +0500
committerpryazha <pryadeiniv@mail.ru>2025-06-15 16:11:31 +0500
commit9d944f26d359e4bc1ffd8e44350b0df9f0935b18 (patch)
tree9759a83a76ab741a587b99f00c2463eafd05d813 /advanced_lighting/9.ssao/ssao.c
parentd65ddd07a43d5ffdcf2ddf90d6f86626cf9b92d8 (diff)
something
Diffstat (limited to 'advanced_lighting/9.ssao/ssao.c')
-rw-r--r--advanced_lighting/9.ssao/ssao.c331
1 files changed, 331 insertions, 0 deletions
diff --git a/advanced_lighting/9.ssao/ssao.c b/advanced_lighting/9.ssao/ssao.c
new file mode 100644
index 0000000..3cfca03
--- /dev/null
+++ b/advanced_lighting/9.ssao/ssao.c
@@ -0,0 +1,331 @@
+#include "GL/glew.h"
+#include "GLFW/glfw3.h"
+
+#include "pwyazh.h"
+#include "pwyazh_GL.h"
+
+#include "xoshiro128plus.c"
+
+#include "common.h"
+
+#include "assert.h"
+
+int main(void)
+{
+ // 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, "ssao", 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);
+
+ // program init
+ Arena *arena = arena_alloc(Kilobytes(256));
+ Input input = input_init();
+ Camera camera = {
+ .pos = v3f(0.0f, 2.0f, 5.0f),
+ .fovx = 90.0f,
+ .near = 0.1f,
+ .far = 100.0f,
+ .yaw = 0.0f,
+ .pitch = 0.0f
+ };
+ V3F camera_dp = {0};
+ light_t light = {{2.0f, 2.0f, 2.0f}, {5.0f, 5.0f, 10.0f}};
+
+ // meshes
+ Mesh *quad = mesh_gen_quad(arena);
+ Mesh *cube = mesh_load_obj(arena, "../../data/models/cube.obj");
+
+ // framebuffers
+ U32 gbuffer;
+ glGenFramebuffers(1, &gbuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, gbuffer);
+
+ 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);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gpositions, 0);
+
+ 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);
+
+ U32 galbedo;
+ glGenTextures(1, &galbedo);
+ glBindTexture(GL_TEXTURE_2D, galbedo);
+ 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, galbedo, 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");
+
+ // shaders
+ U32 shader_gbuffer = load_shader("gbuffer.vert", "gbuffer.frag");
+ U32 shader_ssao = load_shader("ssao.vert", "ssao.frag");
+ U32 shader_deferred = load_shader("deferred.vert", "deferred.frag");
+ U32 shader_screen = load_shader("screen.vert", "screen.frag");
+ U32 shader_occlusion = load_shader("screen.vert", "occlusion.frag");
+
+ glUseProgram(shader_ssao);
+ shader_set_1i(shader_ssao, "positions", 0);
+ shader_set_1i(shader_ssao, "normals", 1);
+ shader_set_1i(shader_ssao, "noise", 2);
+ glUseProgram(shader_deferred);
+ shader_set_1i(shader_deferred, "positions", 0);
+ shader_set_1i(shader_deferred, "normals", 1);
+ shader_set_1i(shader_deferred, "albedo", 2);
+ shader_set_1i(shader_deferred, "ssao", 3);
+ glUseProgram(0);
+
+ S32 show_gbuffer = 0;
+
+ S32 nsamples = 64;
+ V3F *samples = malloc(nsamples * sizeof(V3F));
+ S32 file = open("/dev/urandom", O_RDONLY);
+ if (file < 0) {
+ perror("error:");
+ return 1;
+ }
+ U32 seed[4];
+ if (read(file, seed, sizeof(seed)) < 0) {
+ perror("error");
+ return 1;
+ }
+ for (S32 i = 0; i < nsamples; i++) {
+ V3F sample = {
+ nextf(seed) * 2.0f - 1.0f,
+ nextf(seed) * 2.0f - 1.0f,
+ nextf(seed)
+ };
+ sample = v3f_norm(sample);
+ float scale = (F32)i / 64.0f;
+ scale = lerp(0.1f, 1.0f, scale * scale);
+ sample = v3f_scalef(sample, scale);
+ samples[i] = sample;
+ assert(-1.0f < sample.x && sample.x < 1.0f);
+ assert(-1.0f < sample.y && sample.y < 1.0f);
+ assert(0.0f < sample.z && sample.z < 1.0f);
+ // printf("color:\t%f\t%f\t%f\n", sample.x, sample.y, sample.z);
+ }
+ V3F noise[16];
+ for (S32 i = 0; i < 16; i++) {
+ noise[i] = (V3F){
+ nextf(seed) * 2.0f - 1.0f,
+ nextf(seed) * 2.0f - 1.0f,
+ 0.0f,
+ };
+ }
+ close(file);
+
+ U32 noise_texture;
+ glGenTextures(1, &noise_texture);
+ glBindTexture(GL_TEXTURE_2D, noise_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, 4, 4, 0, GL_RGB, GL_FLOAT, noise);
+ 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_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ U32 ssao_fbo;
+ glGenFramebuffers(1, &ssao_fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, ssao_fbo);
+ U32 ssao_colorbuffer;
+ glGenTextures(1, &ssao_colorbuffer);
+ glBindTexture(GL_TEXTURE_2D, ssao_colorbuffer);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, 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, ssao_colorbuffer, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ F64 last_time = glfwGetTime();
+ while (!glfwWindowShouldClose(window)) {
+ F64 time = glfwGetTime();
+ F32 dt = time - last_time;
+ last_time = time;
+
+ input_update_last_state(&input);
+
+ glfwPollEvents();
+ glfwGetFramebufferSize(window, &width, &height);
+ process_glfw_keyboard(window, &input);
+ process_glfw_mouse_pos(window, &input);
+
+ if (key_first_press(input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+
+ F32 speed = 2.0f;
+ V3F dv = get_dv_camera_first_person(&input, &camera, speed, dt);
+ camera_dp = v3f_add(camera_dp, dv);
+ camera_dp = v3f_scalef(camera_dp, 0.8f);
+ camera.pos = v3f_add(camera.pos, camera_dp);
+
+ F32 sensitivity = 0.1f;
+ input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity);
+ camera.yaw += input.mouse_offset.x;
+ camera.pitch += input.mouse_offset.y;
+ if (camera.pitch > 89.0f)
+ camera.pitch = 89.0f;
+ if (camera.pitch < -89.0f)
+ camera.pitch = -89.0f;
+
+ // update
+ if (key_first_press(input.jump))
+ show_gbuffer = !show_gbuffer;
+
+ // render
+ F32 ar = (F32)width / (F32)height;
+ MAT4 projection = camera_persp(camera, ar);
+ MAT4 view = get_view_matrix(&camera);
+
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ // render stuff into gbuffer
+ 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);
+
+ shader_set_mat4fv(shader_gbuffer, "model", mat4_identity());
+ mesh_draw(cube);
+
+ MAT4 model = mat4_make_scale(v3f(10.0f, 0.2f, 10.0f));
+ model = mat4_translate(model, v3f(0.0f, -1.25f, 0.0f));
+ shader_set_mat4fv(shader_gbuffer, "model", model);
+ mesh_draw(cube);
+
+ glUseProgram(0);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ // render ssao texture
+ glBindFramebuffer(GL_FRAMEBUFFER, ssao_fbo);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glUseProgram(shader_ssao);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, gpositions);
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, gnormals);
+
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, noise_texture);
+
+ for (S32 i = 0; i < nsamples; i++) {
+
+ char str[512] = {0};
+ snprintf(str, 512, "samples[%d]", i);
+ shader_set_3fv(shader_ssao, str, samples[i]);
+ }
+ shader_set_mat4fv(shader_ssao, "projection", projection);
+
+ mesh_draw(quad);
+
+ glUseProgram(0);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ if (show_gbuffer) {
+ MAT4 scale = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f));
+ MAT4 leftup = mat4_translate(scale, v3f(-0.5f, 0.5f, 0.0f));
+ MAT4 rightup = mat4_translate(scale, v3f(0.5f, 0.5f, 0.0f));
+ MAT4 leftdown = mat4_translate(scale, v3f(-0.5f, -0.5f, 0.0f));
+ MAT4 rightdown = mat4_translate(scale, v3f(0.5f, -0.5f, 0.0f));
+
+ glDisable(GL_DEPTH_TEST);
+
+ glUseProgram(shader_screen);
+ shader_set_mat4fv(shader_screen, "model", leftup);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, gpositions);
+ mesh_draw(quad);
+
+ shader_set_mat4fv(shader_screen, "model", rightup);
+ glBindTexture(GL_TEXTURE_2D, gnormals);
+ mesh_draw(quad);
+
+ shader_set_mat4fv(shader_screen, "model", leftdown);
+ glBindTexture(GL_TEXTURE_2D, galbedo);
+ mesh_draw(quad);
+ glUseProgram(0);
+
+ glUseProgram(shader_occlusion);
+ shader_set_mat4fv(shader_occlusion, "model", rightdown);
+ glBindTexture(GL_TEXTURE_2D, ssao_colorbuffer);
+ mesh_draw(quad);
+ glUseProgram(0);
+
+ glEnable(GL_DEPTH_TEST);
+ } else {
+ // render scene lighting
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ 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, galbedo);
+
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_2D, ssao_colorbuffer);
+
+ V4F light_pos_v4 = v4f(light.position.x, light.position.y, light.position.z, 1.0f);
+ V4F light_view_pos = mat4_v4f_mul(view, light_pos_v4);
+ shader_set_3fv(shader_deferred, "light.position", v3f_from_v4f(light_view_pos));
+ shader_set_3fv(shader_deferred, "light.color", light.color);
+ shader_set_mat4fv(shader_deferred, "model", mat4_identity());
+
+ mesh_draw(quad);
+
+ glUseProgram(0);
+ }
+
+ glfwSwapBuffers(window);
+ }
+
+ return 0;
+}