diff options
author | pryazha <pryadeiniv@mail.ru> | 2025-06-15 16:11:31 +0500 |
---|---|---|
committer | pryazha <pryadeiniv@mail.ru> | 2025-06-15 16:11:31 +0500 |
commit | 9d944f26d359e4bc1ffd8e44350b0df9f0935b18 (patch) | |
tree | 9759a83a76ab741a587b99f00c2463eafd05d813 /advanced_lighting/9.ssao | |
parent | d65ddd07a43d5ffdcf2ddf90d6f86626cf9b92d8 (diff) |
something
Diffstat (limited to 'advanced_lighting/9.ssao')
-rwxr-xr-x | advanced_lighting/9.ssao/build | 5 | ||||
-rw-r--r-- | advanced_lighting/9.ssao/deferred.frag | 44 | ||||
-rw-r--r-- | advanced_lighting/9.ssao/deferred.vert | 16 | ||||
-rw-r--r-- | advanced_lighting/9.ssao/gbuffer.frag | 17 | ||||
-rw-r--r-- | advanced_lighting/9.ssao/gbuffer.vert | 21 | ||||
-rw-r--r-- | advanced_lighting/9.ssao/occlusion.frag | 14 | ||||
-rw-r--r-- | advanced_lighting/9.ssao/screen.frag | 14 | ||||
-rw-r--r-- | advanced_lighting/9.ssao/screen.vert | 16 | ||||
-rwxr-xr-x | advanced_lighting/9.ssao/ssao | bin | 0 -> 1291232 bytes | |||
-rw-r--r-- | advanced_lighting/9.ssao/ssao.c | 331 | ||||
-rw-r--r-- | advanced_lighting/9.ssao/ssao.frag | 45 | ||||
-rw-r--r-- | advanced_lighting/9.ssao/ssao.vert | 16 | ||||
-rw-r--r-- | advanced_lighting/9.ssao/xoshiro128plus.c | 28 |
13 files changed, 567 insertions, 0 deletions
diff --git a/advanced_lighting/9.ssao/build b/advanced_lighting/9.ssao/build new file mode 100755 index 0000000..dc6929a --- /dev/null +++ b/advanced_lighting/9.ssao/build @@ -0,0 +1,5 @@ +#!/bin/sh +. ../../config +TARGET='ssao' +set -x +gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS diff --git a/advanced_lighting/9.ssao/deferred.frag b/advanced_lighting/9.ssao/deferred.frag new file mode 100644 index 0000000..5a3cc33 --- /dev/null +++ b/advanced_lighting/9.ssao/deferred.frag @@ -0,0 +1,44 @@ +#version 330 core + +in vert_t { + vec2 tex_coords; +} vert; + +out vec4 frag_color; + +uniform sampler2D positions; +uniform sampler2D normals; +uniform sampler2D albedo; +uniform sampler2D ssao; + +uniform vec3 view_position; + +struct light_t { + vec3 position; + vec3 color; +}; + +uniform light_t light; + +const float linear = 0.7f; +const float quadratic = 1.8f; + +void main() +{ + vec3 position = texture(positions, vert.tex_coords).xyz; + vec3 normal = texture(normals, vert.tex_coords).xyz; + vec3 color = texture(albedo, vert.tex_coords).rgb; + float occlusion = texture(ssao, vert.tex_coords).r; + + vec3 ambient = 0.1 * color * occlusion; + vec3 result = ambient; + vec3 view_dir = normalize(-position); + vec3 light_dir = normalize(light.position - position); + vec3 diffuse = max(dot(normal, light_dir), 0.0) * color * light.color; + vec3 halfway_dir = normalize(view_dir + light_dir); + vec3 specular = pow(max(dot(halfway_dir, normal), 0.0), 16.0) * vec3(0.5); + float distance = length(light.position - position); + float attenuation = 1.0 / (1.0 + linear * distance + quadratic * distance * distance); + result += (diffuse + specular) * attenuation; + frag_color = vec4(result, 1.0); +} diff --git a/advanced_lighting/9.ssao/deferred.vert b/advanced_lighting/9.ssao/deferred.vert new file mode 100644 index 0000000..335635b --- /dev/null +++ b/advanced_lighting/9.ssao/deferred.vert @@ -0,0 +1,16 @@ +#version 330 core + +layout (location = 0) in vec3 position; +layout (location = 2) in vec2 tex_coords; + +out vert_t { + vec2 tex_coords; +} vert; + +uniform mat4 model; + +void main() +{ + vert.tex_coords = tex_coords; + gl_Position = model * vec4(position, 1.0); +} diff --git a/advanced_lighting/9.ssao/gbuffer.frag b/advanced_lighting/9.ssao/gbuffer.frag new file mode 100644 index 0000000..7755107 --- /dev/null +++ b/advanced_lighting/9.ssao/gbuffer.frag @@ -0,0 +1,17 @@ +#version 330 core + +in vert_t { + vec3 position; + vec3 normal; +} vert; + +layout(location = 0) out vec3 position; +layout(location = 1) out vec3 normal; +layout(location = 2) out vec3 albedo; + +void main() +{ + position = vert.position; + normal = normalize(vert.normal); + albedo.rgb = vec3(0.95); +} diff --git a/advanced_lighting/9.ssao/gbuffer.vert b/advanced_lighting/9.ssao/gbuffer.vert new file mode 100644 index 0000000..81ab951 --- /dev/null +++ b/advanced_lighting/9.ssao/gbuffer.vert @@ -0,0 +1,21 @@ +#version 330 core + +layout (location = 0) in vec3 position; +layout (location = 1) in vec3 normal; + +out vert_t { + vec3 position; + vec3 normal; +} vert; + +uniform mat4 projection; +uniform mat4 view; +uniform mat4 model; + +void main() +{ + vert.position = vec3(view * model * vec4(position, 1.0)); + mat3 matrix_normal = transpose(inverse(mat3(view * model))); + vert.normal = matrix_normal * normal; + gl_Position = projection * view * model * vec4(position, 1.0); +} diff --git a/advanced_lighting/9.ssao/occlusion.frag b/advanced_lighting/9.ssao/occlusion.frag new file mode 100644 index 0000000..41a436b --- /dev/null +++ b/advanced_lighting/9.ssao/occlusion.frag @@ -0,0 +1,14 @@ +#version 330 core + +in vert_t { + vec2 tex_coords; +} vert; + +out vec4 frag_color; + +uniform sampler2D colorbuffer; + +void main() +{ + frag_color = vec4(vec3(texture(colorbuffer, vert.tex_coords).r), 1.0); +} diff --git a/advanced_lighting/9.ssao/screen.frag b/advanced_lighting/9.ssao/screen.frag new file mode 100644 index 0000000..3ae592d --- /dev/null +++ b/advanced_lighting/9.ssao/screen.frag @@ -0,0 +1,14 @@ +#version 330 core + +in vert_t { + vec2 tex_coords; +} vert; + +out vec4 frag_color; + +uniform sampler2D colorbuffer; + +void main() +{ + frag_color = vec4(texture(colorbuffer, vert.tex_coords).rgb, 1.0); +} diff --git a/advanced_lighting/9.ssao/screen.vert b/advanced_lighting/9.ssao/screen.vert new file mode 100644 index 0000000..335635b --- /dev/null +++ b/advanced_lighting/9.ssao/screen.vert @@ -0,0 +1,16 @@ +#version 330 core + +layout (location = 0) in vec3 position; +layout (location = 2) in vec2 tex_coords; + +out vert_t { + vec2 tex_coords; +} vert; + +uniform mat4 model; + +void main() +{ + vert.tex_coords = tex_coords; + gl_Position = model * vec4(position, 1.0); +} diff --git a/advanced_lighting/9.ssao/ssao b/advanced_lighting/9.ssao/ssao Binary files differnew file mode 100755 index 0000000..72a9677 --- /dev/null +++ b/advanced_lighting/9.ssao/ssao 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; +} diff --git a/advanced_lighting/9.ssao/ssao.frag b/advanced_lighting/9.ssao/ssao.frag new file mode 100644 index 0000000..e4d04b1 --- /dev/null +++ b/advanced_lighting/9.ssao/ssao.frag @@ -0,0 +1,45 @@ +#version 330 core + +in vert_t { + vec2 tex_coords; +} vert; + +out float frag_color; + +uniform sampler2D positions; +uniform sampler2D normals; +uniform sampler2D noise; + +uniform vec3 samples[64]; +uniform mat4 projection; + +const vec2 noise_scale = vec2(1600.0 / 4.0, 900.0 / 4.0) + +void main() +{ + vec3 position = texture(positions, vert.tex_coords).rgb; + vec3 normal = texture(normals, vert.tex_coords).rgb; + vec3 random = texture(noise, vert.tex_coords * noise_scale).rgb; + + vec3 tangent = normalize(random - normal * dot(random, normal)); + vec3 bitangent = cross(normal, tangent); + mat3 TBN = mat3(tangent, bitangent, normal); + + int nsamples = 64; + float radius = 0.5; + float bias = 0.025; + float occlusion = 0.0; + for (int i = 0; i < nsamples; i++) { + vec3 sample = TBN * samples[i]; + sample = position + sample * radius; + vec4 offset = vec4(sample, 1.0); + offset = projection * offset; + offset.xyz /= offset.w; + offset.xyz = offset.xyz * 0.5 + 0.5; + float depth = texture(positions, offset.xy).z; + // float range_check = smoothstep(0.0, 1.0, radius / abs(position.z - depth)); + occlusion += (depth >= sample.z + bias ? 1.0 : 0.0); // * range_check; + } + occlusion = 1.0 - (occlusion / nsamples); + frag_color = occlusion; +} diff --git a/advanced_lighting/9.ssao/ssao.vert b/advanced_lighting/9.ssao/ssao.vert new file mode 100644 index 0000000..3ce6fb2 --- /dev/null +++ b/advanced_lighting/9.ssao/ssao.vert @@ -0,0 +1,16 @@ +#version 330 core + +layout(location = 0) in vec3 position; +layout(location = 2) in vec2 tex_coords; + +out vert_t { + vec2 tex_coords; +} vert; + +uniform mat4 model; + +void main() +{ + vert.tex_coords = tex_coords; + gl_Position = model * vec4(position, 1.0); +} diff --git a/advanced_lighting/9.ssao/xoshiro128plus.c b/advanced_lighting/9.ssao/xoshiro128plus.c new file mode 100644 index 0000000..b55c63b --- /dev/null +++ b/advanced_lighting/9.ssao/xoshiro128plus.c @@ -0,0 +1,28 @@ +#include <stdint.h> + +/* --- xoshiro128+ --- */ +static inline uint32_t rotl(const uint32_t x, int k) { + return (x << k) | (x >> (32 - k)); +} + +uint32_t next(uint32_t *s) { + const uint32_t result = s[0] + s[3]; + const uint32_t t = s[1] << 9; + s[2] ^= s[0]; + s[3] ^= s[1]; + s[1] ^= s[2]; + s[0] ^= s[3]; + s[2] ^= t; + s[3] = rotl(s[3], 11); + return result; +} +/* --- /xoshiro128+ --- */ + +float int_to_float(uint32_t random) { + union { uint32_t u32; float f; } u = { .u32 = random >> 9 | 0x3f800000 }; + return u.f - 1.0; +} + +float nextf(uint32_t* s) { + return int_to_float(next(s)); +} |