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authorpryazha <pryadeiniv@mail.ru>2025-08-02 13:21:42 +0500
committerpryazha <pryadeiniv@mail.ru>2025-08-02 13:21:42 +0500
commit2e64d3c5d6eb1eb04168d39d5eb5f2d89af1a8b0 (patch)
tree85c8a586a1343469cdcdab5dccad023053571ecd /pbr/2.1.2.ibl_irradiance/ibl_irradiance.c
parent33d5f67044d104d69cb2d11e78e6a79bc20d4c4e (diff)
debug chapterHEADmaster
Diffstat (limited to 'pbr/2.1.2.ibl_irradiance/ibl_irradiance.c')
-rw-r--r--pbr/2.1.2.ibl_irradiance/ibl_irradiance.c230
1 files changed, 0 insertions, 230 deletions
diff --git a/pbr/2.1.2.ibl_irradiance/ibl_irradiance.c b/pbr/2.1.2.ibl_irradiance/ibl_irradiance.c
deleted file mode 100644
index e6f1390..0000000
--- a/pbr/2.1.2.ibl_irradiance/ibl_irradiance.c
+++ /dev/null
@@ -1,230 +0,0 @@
-#include "GL/glew.h"
-#include "GLFW/glfw3.h"
-#include "common.h"
-
-int main(void)
-{
- state_t state = init_state(1600, 800);
-
- init_glfw(&state);
- init_gl();
- glDepthFunc(GL_LEQUAL);
-
- /* meshes */
- Mesh *cube = mesh_load_obj(state.arena, "../../data/models/cube.obj");
- Mesh *sphere = mesh_load_obj(state.arena, "../../data/models/sphere.obj");
- Mesh *quad = mesh_gen_quad(state.arena);
-
- /* shaders */
- add_shader("pbr.vert", "pbr.frag", 0);
- add_shader("hdr.vert", "hdr.frag", 0);
- add_shader("cubemap.vert", "cubemap.frag", 0);
- add_shader("background.vert", "background.frag", 0);
- add_shader("convolution.vert", "convolution.frag", 0);
-
- light_t lights[4] = {
- {{-10.0f, 0.0f, 20.0f}, {300.0f, 300.0f, 300.0f}},
- {{-5.0f, 0.0f, 20.0f}, {300.0f, 300.0f, 300.0f}},
- {{ 5.0f, 0.0f, 20.0f}, {300.0f, 300.0f, 300.0f}},
- {{ 10.0f, 0.0f, 20.0f}, {300.0f, 300.0f, 300.0f}},
- };
-
- /* textures */
- U32 hdr_texture = load_hdr_texture("../../data/textures/loigerwiesen.hdr");;
-
- /* framebuffers */
- U32 hdr_fbo, hdr_colorbuffer, hdr_rbo;
- glGenFramebuffers(1, &hdr_fbo);
- glGenTextures(1, &hdr_colorbuffer);
- glBindTexture(GL_TEXTURE_2D, hdr_colorbuffer);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, state.width, state.height, 0, GL_RGBA, GL_FLOAT, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glGenRenderbuffers(1, &hdr_rbo);
- glBindRenderbuffer(GL_RENDERBUFFER, hdr_rbo);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, state.width, state.height);
- glBindFramebuffer(GL_FRAMEBUFFER, hdr_fbo);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, hdr_colorbuffer, 0);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, hdr_rbo);
- if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
- die("failed to create framebuffer");
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
- glBindTexture(GL_TEXTURE_2D, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- U32 capture_fbo, capture_rbo;
- glGenFramebuffers(1, &capture_fbo);
- glGenRenderbuffers(1, &capture_rbo);
- glBindFramebuffer(GL_FRAMEBUFFER, capture_fbo);
- glBindRenderbuffer(GL_RENDERBUFFER, capture_rbo);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 512, 512);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, capture_rbo);
- if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
- die("failed to create framebuffer");
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- U32 cubemap;
- glGenTextures(1, &cubemap);
- glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
- for (U32 i = 0; i < 6; i++)
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 512, 512, 0, GL_RGB, GL_FLOAT, 0);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-
- MAT4 capture_projection = perspective(90.0f, 1.0f, 0.1f, 10.0f);
- V3F capture_origin = {0};
- MAT4 capture_views[6] = {
- look_at(capture_origin, v3f( 1.0f, 0.0f, 0.0f), v3f(0.0f, -1.0f, 0.0f)),
- look_at(capture_origin, v3f(-1.0f, 0.0f, 0.0f), v3f(0.0f, -1.0f, 0.0f)),
- look_at(capture_origin, v3f( 0.0f, 1.0f, 0.0f), v3f(0.0f, 0.0f, 1.0f)),
- look_at(capture_origin, v3f( 0.0f, -1.0f, 0.0f), v3f(0.0f, 0.0f, -1.0f)),
- look_at(capture_origin, v3f( 0.0f, 0.0f, 1.0f), v3f(0.0f, -1.0f, 0.0f)),
- look_at(capture_origin, v3f( 0.0f, 0.0f, -1.0f), v3f(0.0f, -1.0f, 0.0f)),
- };
-
- glBindFramebuffer(GL_FRAMEBUFFER, capture_fbo);
- U32 shader = find_shader("cubemap");
- if (!shader) die("waht");
- glUseProgram(shader);
- shader_set_mat4fv(shader, "projection", capture_projection);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, hdr_texture);
-
- glViewport(0, 0, 512, 512);
- for (U32 i = 0; i < 6; i++) {
- shader_set_mat4fv(shader, "view", capture_views[i]);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap, 0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- mesh_draw(cube);
- }
- glUseProgram(0);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- U32 irradiance_map;
- glGenTextures(1, &irradiance_map);
- glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance_map);
- for (U32 i = 0; i < 6; i++)
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 32, 32, 0, GL_RGB, GL_FLOAT, 0);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
-
- glBindFramebuffer(GL_FRAMEBUFFER, capture_fbo);
- glBindRenderbuffer(GL_RENDERBUFFER, capture_rbo);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 32, 32);
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- glBindFramebuffer(GL_FRAMEBUFFER, capture_fbo);
- shader = find_shader("convolution");
- glUseProgram(shader);
- shader_set_mat4fv(shader, "projection", capture_projection);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
- glViewport(0, 0, 32, 32);
- for (U32 i = 0; i < 6; i++) {
- shader_set_mat4fv(shader, "view", capture_views[i]);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance_map, 0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- mesh_draw(cube);
- }
- glUseProgram(0);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- glViewport(0, 0, state.width, state.height);
-
- F32 time = 0;
-
- while (!glfwWindowShouldClose(state.window)) {
- handle_glfw_events(state.window, &state.input);
- F32 dt = lock_framerate(60);
- fps_info(dt, 10);
-
- /* update */
- update_camera_first_person(&state.camera, &state.input, dt, 2.0f);
- F32 limit = 4.0f;
- for (U32 i = 0; i < (sizeof(lights) / sizeof(lights[0])); i++)
- lights[i].position.y = sinf(time + i) * limit;
- time += dt;
-
- /* render */
- F32 ar = (F32)state.width / (F32)state.height;
- MAT4 projection = camera_persp(state.camera, ar);
- MAT4 view = get_view_matrix(&state.camera);
-
- glClearColor(0.16f, 0.16f, 0.16f, 1.0f);
-
- glBindFramebuffer(GL_FRAMEBUFFER, hdr_fbo);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- shader = find_shader("pbr");
- glUseProgram(shader);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance_map);
- shader_set_mat4fv(shader, "projection", projection);
- shader_set_mat4fv(shader, "view", view);
- shader_set_3fv(shader, "camera", state.camera.pos);
- shader_set_3fv(shader, "color", v3f(0.04, 0.04, 0.04));
- shader_set_1f(shader, "ao", 1.0f);
- for (U32 i = 0; i < (sizeof(lights) / sizeof(lights[0])); i++) {
- char str[512];
- snprintf(str, 512, "lights[%d].position", i);
- shader_set_3fv(shader, str, lights[i].position);
- snprintf(str, 512, "lights[%d].color", i);
- shader_set_3fv(shader, str, lights[i].color);
- }
- S32 rows = 7;
- S32 cols = 7;
- F32 offset = 3.0f;
- for (S32 row = 0; row < rows; row++) {
- shader_set_1f(shader, "metallic", (F32)row / (F32)rows);
- for (S32 col = 0; col < cols; col++) {
- shader_set_1f(shader, "roughness", clamp(0.05f, (F32)col / (F32)cols, 1.0f));
- V3F pos = {(col - cols / 2.0f) * offset, (row - rows / 2.0f) * offset, 0.0f};
- MAT4 model = mat4_make_translate(pos);
- shader_set_mat4fv(shader, "model", model);
- mesh_draw(sphere);
- }
- }
-
- for (U32 i = 0; i < (sizeof(lights) / sizeof(lights[0])); i++) {
- MAT4 model = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f));
- model = mat4_translate(model, lights[i].position);
- shader_set_mat4fv(shader, "model", model);
- mesh_draw(sphere);
- }
-
- glUseProgram(0);
-
- shader = find_shader("background");
- glUseProgram(shader);
- shader_set_mat4fv(shader, "projection", projection);
- shader_set_mat4fv(shader, "view", view);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance_map);
- mesh_draw(cube);
- glUseProgram(0);
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- shader = find_shader("hdr");
- if (!shader) die("failed to find hdr shader!");
- glUseProgram(shader);
- glBindTexture(GL_TEXTURE_2D, hdr_colorbuffer);
- shader_set_mat4fv(shader, "model", mat4_identity());
- mesh_draw(quad);
- glUseProgram(0);
-
- glfwSwapBuffers(state.window);
- }
-
- return 0;
-}