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-rwxr-xr-xdebug/build.sh7
-rwxr-xr-xdebug/debugbin0 -> 396728 bytes
-rw-r--r--debug/debug.c62
-rw-r--r--debug/shader.frag12
-rw-r--r--debug/shader.vert13
-rw-r--r--libs/common.h127
-rw-r--r--pbr/ibl_irradiance/background.frag (renamed from pbr/2.1.1.ibl_irradiance_conversion/background.frag)0
-rw-r--r--pbr/ibl_irradiance/background.vert (renamed from pbr/2.1.1.ibl_irradiance_conversion/background.vert)0
-rwxr-xr-xpbr/ibl_irradiance/build.sh (renamed from pbr/2.1.2.ibl_irradiance/build.sh)0
-rw-r--r--pbr/ibl_irradiance/convolution.frag (renamed from pbr/2.1.2.ibl_irradiance/convolution.frag)0
-rw-r--r--pbr/ibl_irradiance/convolution.vert (renamed from pbr/2.1.2.ibl_irradiance/convolution.vert)0
-rw-r--r--pbr/ibl_irradiance/cubemap.frag (renamed from pbr/2.1.1.ibl_irradiance_conversion/cubemap.frag)0
-rw-r--r--pbr/ibl_irradiance/cubemap.vert (renamed from pbr/2.1.1.ibl_irradiance_conversion/cubemap.vert)0
-rw-r--r--pbr/ibl_irradiance/hdr.frag (renamed from pbr/1.1.lighting/hdr.frag)0
-rw-r--r--pbr/ibl_irradiance/hdr.vert (renamed from pbr/1.1.lighting/hdr.vert)0
-rwxr-xr-xpbr/ibl_irradiance/ibl_irradiance (renamed from pbr/2.1.2.ibl_irradiance/ibl_irradiance)bin402768 -> 402760 bytes
-rw-r--r--pbr/ibl_irradiance/ibl_irradiance.c (renamed from pbr/2.1.2.ibl_irradiance/ibl_irradiance.c)6
-rw-r--r--pbr/ibl_irradiance/pbr.frag (renamed from pbr/2.1.2.ibl_irradiance/pbr.frag)0
-rw-r--r--pbr/ibl_irradiance/pbr.vert (renamed from pbr/1.1.lighting/pbr.vert)0
-rw-r--r--pbr/ibl_irradiance_conversion/background.frag (renamed from pbr/2.1.2.ibl_irradiance/background.frag)0
-rw-r--r--pbr/ibl_irradiance_conversion/background.vert (renamed from pbr/2.1.2.ibl_irradiance/background.vert)0
-rwxr-xr-xpbr/ibl_irradiance_conversion/build.sh (renamed from pbr/2.1.1.ibl_irradiance_conversion/build.sh)0
-rw-r--r--pbr/ibl_irradiance_conversion/cubemap.frag (renamed from pbr/2.1.2.ibl_irradiance/cubemap.frag)0
-rw-r--r--pbr/ibl_irradiance_conversion/cubemap.vert (renamed from pbr/2.1.2.ibl_irradiance/cubemap.vert)0
-rw-r--r--pbr/ibl_irradiance_conversion/hdr.frag (renamed from pbr/1.2.textured/hdr.frag)0
-rw-r--r--pbr/ibl_irradiance_conversion/hdr.vert (renamed from pbr/1.2.textured/hdr.vert)0
-rwxr-xr-xpbr/ibl_irradiance_conversion/ibl_irradiance_conversion (renamed from pbr/2.1.1.ibl_irradiance_conversion/ibl_irradiance_conversion)bin402568 -> 402568 bytes
-rw-r--r--pbr/ibl_irradiance_conversion/ibl_irradiance_conversion.c (renamed from pbr/2.1.1.ibl_irradiance_conversion/ibl_irradiance_conversion.c)0
-rw-r--r--pbr/ibl_irradiance_conversion/pbr.frag (renamed from pbr/1.1.lighting/pbr.frag)0
-rw-r--r--pbr/ibl_irradiance_conversion/pbr.vert (renamed from pbr/2.1.1.ibl_irradiance_conversion/pbr.vert)0
-rw-r--r--pbr/ibl_specular/background.frag17
-rw-r--r--pbr/ibl_specular/background.vert19
-rw-r--r--pbr/ibl_specular/brdf.frag98
-rw-r--r--pbr/ibl_specular/brdf.vert13
-rwxr-xr-xpbr/ibl_specular/build.sh5
-rw-r--r--pbr/ibl_specular/convolution.frag33
-rw-r--r--pbr/ibl_specular/convolution.vert17
-rw-r--r--pbr/ibl_specular/cubemap.frag25
-rw-r--r--pbr/ibl_specular/cubemap.vert17
-rw-r--r--pbr/ibl_specular/hdr.frag (renamed from pbr/2.1.1.ibl_irradiance_conversion/hdr.frag)0
-rw-r--r--pbr/ibl_specular/hdr.vert (renamed from pbr/2.1.1.ibl_irradiance_conversion/hdr.vert)0
-rwxr-xr-xpbr/ibl_specular/ibl_specularbin0 -> 407864 bytes
-rw-r--r--pbr/ibl_specular/ibl_specular.c307
-rw-r--r--pbr/ibl_specular/pbr.frag131
-rw-r--r--pbr/ibl_specular/pbr.vert (renamed from pbr/2.1.2.ibl_irradiance/pbr.vert)0
-rw-r--r--pbr/ibl_specular/prefilter.frag91
-rw-r--r--pbr/ibl_specular/prefilter.vert17
-rwxr-xr-xpbr/lighting/build.sh (renamed from pbr/1.1.lighting/build.sh)0
-rw-r--r--pbr/lighting/default.frag (renamed from pbr/1.1.lighting/default.frag)0
-rw-r--r--pbr/lighting/default.vert (renamed from pbr/1.1.lighting/default.vert)0
-rw-r--r--pbr/lighting/hdr.frag (renamed from pbr/2.1.2.ibl_irradiance/hdr.frag)0
-rw-r--r--pbr/lighting/hdr.vert (renamed from pbr/2.1.2.ibl_irradiance/hdr.vert)0
-rwxr-xr-xpbr/lighting/lighting (renamed from pbr/1.1.lighting/lighting)bin401936 -> 401936 bytes
-rw-r--r--pbr/lighting/lighting.c (renamed from pbr/1.1.lighting/lighting.c)0
-rw-r--r--pbr/lighting/pbr.frag (renamed from pbr/2.1.1.ibl_irradiance_conversion/pbr.frag)0
-rw-r--r--pbr/lighting/pbr.vert21
-rwxr-xr-xpbr/textured/build.sh (renamed from pbr/1.2.textured/build.sh)0
-rw-r--r--pbr/textured/hdr.frag18
-rw-r--r--pbr/textured/hdr.vert17
-rw-r--r--pbr/textured/pbr.frag (renamed from pbr/1.2.textured/pbr.frag)0
-rw-r--r--pbr/textured/pbr.vert (renamed from pbr/1.2.textured/pbr.vert)0
-rwxr-xr-xpbr/textured/textured (renamed from pbr/1.2.textured/textured)bin397880 -> 397880 bytes
-rw-r--r--pbr/textured/textured.c (renamed from pbr/1.2.textured/textured.c)0
63 files changed, 1067 insertions, 6 deletions
diff --git a/debug/build.sh b/debug/build.sh
new file mode 100755
index 0000000..40da223
--- /dev/null
+++ b/debug/build.sh
@@ -0,0 +1,7 @@
+#!/bin/sh
+include='-I../libs -I../libs/pwyazh'
+cflags="-g -Wall -Wextra -Wno-unused-parameter $include"
+libs='-lm -lGL -lGLEW -lglfw'
+target='debug'
+set -x
+gcc -o $target $cflags $target.c $libs
diff --git a/debug/debug b/debug/debug
new file mode 100755
index 0000000..d516f24
--- /dev/null
+++ b/debug/debug
Binary files differ
diff --git a/debug/debug.c b/debug/debug.c
new file mode 100644
index 0000000..8cddc16
--- /dev/null
+++ b/debug/debug.c
@@ -0,0 +1,62 @@
+#include <GL/glew.h>
+#include <GLFW/glfw3.h>
+
+#include "common.h"
+
+int main(void)
+{
+ state_t state = init_state(1600, 800, 1);
+ init_glfw(&state);
+ init_gl();
+
+ F32 vertices[] = {
+ -0.5f, -0.5f,
+ 0.0f, 0.5f,
+ 0.5f, -0.5f
+ };
+ U32 indices[] = {
+ 0, 1, 2
+ };
+ U32 vao = 0, vbo = 0, ebo = 0;
+ glGenVertexArrays(1, &vao);
+ glGenBuffers(1, &ebo);
+ glGenBuffers(1, &vbo);
+ glBindVertexArray(vao);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(F32), 0);
+ glBindVertexArray(0);
+
+ add_shader("shader.vert", "shader.frag", 0);
+ U32 shader = find_shader("shader");
+ glUseProgram(shader);
+
+ glClearColor(0.16f, 0.16f, 0.16f, 1.0f);
+ glBindVertexArray(vao);
+
+ V2F offset = v2f(0.0f, 0.0f);
+ F32 time = 0.0f;
+
+ while (!glfwWindowShouldClose(state.window)) {
+ handle_glfw_events(state.window, &state.input);
+ F32 dt = lock_framerate(60);
+
+ /* update */
+ offset.x += 0.5f * dt;
+
+ /* render */
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glUniform2fv(glGetUniformLocation(shader, "offset"), 1, (F32 *)&offset);
+ glUniform1f(glGetUniformLocation(shader, "time"), time);
+ glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
+
+ glfwSwapBuffers(state.window);
+
+ time += dt;
+ }
+
+ return 0;
+}
diff --git a/debug/shader.frag b/debug/shader.frag
new file mode 100644
index 0000000..fd25c5f
--- /dev/null
+++ b/debug/shader.frag
@@ -0,0 +1,12 @@
+#version 330 core
+
+in vec2 pos;
+
+out vec4 frag_color;
+
+uniform float time;
+
+void main()
+{
+ frag_color = vec4(sin(2.0 * time) * pos.x + 0.5, cos(2.0 * time) * pos.y + 0.5, 0.5, 1.0);
+}
diff --git a/debug/shader.vert b/debug/shader.vert
new file mode 100644
index 0000000..e37e212
--- /dev/null
+++ b/debug/shader.vert
@@ -0,0 +1,13 @@
+#version 330 core
+
+layout(location = 0) in vec2 apos;
+
+out vec2 pos;
+
+uniform vec2 offset;
+
+void main()
+{
+ pos = apos;
+ gl_Position = vec4(apos + offset, 0.0, 1.0);
+}
diff --git a/libs/common.h b/libs/common.h
index 72b44e7..08e753a 100644
--- a/libs/common.h
+++ b/libs/common.h
@@ -181,6 +181,7 @@ typedef struct {
GLFWwindow *window;
S32 width;
S32 height;
+ S32 debug;
} state_t;
Input input_init()
@@ -190,7 +191,7 @@ Input input_init()
return(input);
}
-state_t init_state(S32 width, S32 height)
+state_t init_state(S32 width, S32 height, S32 debug)
{
state_t state = {
.arena = arena_alloc(Megabytes(64)),
@@ -204,7 +205,8 @@ state_t init_state(S32 width, S32 height)
.pitch = 0.0f
},
.width = width,
- .height = height
+ .height = height,
+ .debug = debug
};
return state;
}
@@ -664,6 +666,8 @@ void init_glfw(state_t *state) {
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ if (state->debug)
+ glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, 1);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
glfwWindowHint(GLFW_POSITION_X, xpos + monitor_width / 2.0f - state->width / 2.0f);
@@ -680,10 +684,91 @@ void init_glfw(state_t *state) {
glfwSwapInterval(0);
}
+void gl_debug_output(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
+{
+ /* ignore these non-significant error codes */
+ if(id == 131169 || id == 131185 || id == 131218 || id == 131204)
+ return;
+ info("debug message (%d): %s", id, message);
+ switch (source) {
+ case GL_DEBUG_SOURCE_API:
+ info("source: api");
+ break;
+ case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
+ info("source: window system");
+ break;
+ case GL_DEBUG_SOURCE_SHADER_COMPILER:
+ info("source: shader compiler");
+ break;
+ case GL_DEBUG_SOURCE_THIRD_PARTY:
+ info("source: third party");
+ break;
+ case GL_DEBUG_SOURCE_APPLICATION:
+ info("source: application");
+ break;
+ case GL_DEBUG_SOURCE_OTHER:
+ info("source: other");
+ break;
+ }
+ switch (type) {
+ case GL_DEBUG_TYPE_ERROR:
+ info("type: error");
+ break;
+ case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
+ info("type: deprecated behaviour");
+ break;
+ case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
+ info("type: undefined behaviour");
+ break;
+ case GL_DEBUG_TYPE_PORTABILITY:
+ info("type: portability");
+ break;
+ case GL_DEBUG_TYPE_PERFORMANCE:
+ info("type: performance");
+ break;
+ case GL_DEBUG_TYPE_MARKER:
+ info("type: marker");
+ break;
+ case GL_DEBUG_TYPE_PUSH_GROUP:
+ info("type: push group");
+ break;
+ case GL_DEBUG_TYPE_POP_GROUP:
+ info("type: pop group");
+ break;
+ case GL_DEBUG_TYPE_OTHER:
+ info("type: other");
+ break;
+ }
+ switch (severity) {
+ case GL_DEBUG_SEVERITY_HIGH:
+ info("severity: high");
+ break;
+ case GL_DEBUG_SEVERITY_MEDIUM:
+ info("severity: medium");
+ break;
+ case GL_DEBUG_SEVERITY_LOW:
+ info("severity: low");
+ break;
+ case GL_DEBUG_SEVERITY_NOTIFICATION:
+ info("severity: notification");
+ break;
+ }
+ putc('\n', stdout);
+}
+
void init_gl(void)
{
if (glewInit() != GLEW_OK)
die("failed to initialize glew");
+ int flags;
+ glGetIntegerv(GL_CONTEXT_FLAGS, &flags);
+ if (flags & GL_CONTEXT_FLAG_DEBUG_BIT) {
+ info("debug context initialized successfully");
+ glEnable(GL_DEBUG_OUTPUT);
+ glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
+ glDebugMessageCallback(gl_debug_output, 0);
+ glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE);
+ }
glEnable(GL_DEPTH_TEST);
}
@@ -1056,4 +1141,42 @@ F32 lerp(F32 a, F32 b, F32 f)
return a + f * (b - a);
}
+U32 check_gl_errors_(const char *file, int line)
+{
+ U32 code;
+ while ((code = glGetError()) != GL_NO_ERROR) {
+ char *error;
+ switch (code) {
+ case GL_INVALID_ENUM:
+ error = "invalid enum";
+ break;
+ case GL_INVALID_VALUE:
+ error = "invalid value";
+ break;
+ case GL_INVALID_OPERATION:
+ error = "invalid operation";
+ break;
+ case GL_STACK_OVERFLOW:
+ error = "stack overflow";
+ break;
+ case GL_STACK_UNDERFLOW:
+ error = "stack underflow";
+ break;
+ case GL_OUT_OF_MEMORY:
+ error = "out of memory";
+ break;
+ case GL_INVALID_FRAMEBUFFER_OPERATION:
+ error = "invalid framebuffer operation";
+ break;
+ default:
+ error = "undefined error";
+ break;
+ }
+ info("%s:%d: %s", file, line, error);
+ }
+ return code;
+}
+
+#define check_gl_errors() check_gl_errors_(__FILE__, __LINE__)
+
#endif /* COMMON_H */
diff --git a/pbr/2.1.1.ibl_irradiance_conversion/background.frag b/pbr/ibl_irradiance/background.frag
index e3891eb..e3891eb 100644
--- a/pbr/2.1.1.ibl_irradiance_conversion/background.frag
+++ b/pbr/ibl_irradiance/background.frag
diff --git a/pbr/2.1.1.ibl_irradiance_conversion/background.vert b/pbr/ibl_irradiance/background.vert
index 25b9778..25b9778 100644
--- a/pbr/2.1.1.ibl_irradiance_conversion/background.vert
+++ b/pbr/ibl_irradiance/background.vert
diff --git a/pbr/2.1.2.ibl_irradiance/build.sh b/pbr/ibl_irradiance/build.sh
index fdecd76..fdecd76 100755
--- a/pbr/2.1.2.ibl_irradiance/build.sh
+++ b/pbr/ibl_irradiance/build.sh
diff --git a/pbr/2.1.2.ibl_irradiance/convolution.frag b/pbr/ibl_irradiance/convolution.frag
index 69ce8af..69ce8af 100644
--- a/pbr/2.1.2.ibl_irradiance/convolution.frag
+++ b/pbr/ibl_irradiance/convolution.frag
diff --git a/pbr/2.1.2.ibl_irradiance/convolution.vert b/pbr/ibl_irradiance/convolution.vert
index 8f8862e..8f8862e 100644
--- a/pbr/2.1.2.ibl_irradiance/convolution.vert
+++ b/pbr/ibl_irradiance/convolution.vert
diff --git a/pbr/2.1.1.ibl_irradiance_conversion/cubemap.frag b/pbr/ibl_irradiance/cubemap.frag
index 349347a..349347a 100644
--- a/pbr/2.1.1.ibl_irradiance_conversion/cubemap.frag
+++ b/pbr/ibl_irradiance/cubemap.frag
diff --git a/pbr/2.1.1.ibl_irradiance_conversion/cubemap.vert b/pbr/ibl_irradiance/cubemap.vert
index 8f8862e..8f8862e 100644
--- a/pbr/2.1.1.ibl_irradiance_conversion/cubemap.vert
+++ b/pbr/ibl_irradiance/cubemap.vert
diff --git a/pbr/1.1.lighting/hdr.frag b/pbr/ibl_irradiance/hdr.frag
index 01650ae..01650ae 100644
--- a/pbr/1.1.lighting/hdr.frag
+++ b/pbr/ibl_irradiance/hdr.frag
diff --git a/pbr/1.1.lighting/hdr.vert b/pbr/ibl_irradiance/hdr.vert
index 1b953d7..1b953d7 100644
--- a/pbr/1.1.lighting/hdr.vert
+++ b/pbr/ibl_irradiance/hdr.vert
diff --git a/pbr/2.1.2.ibl_irradiance/ibl_irradiance b/pbr/ibl_irradiance/ibl_irradiance
index 4561ae2..aee47cb 100755
--- a/pbr/2.1.2.ibl_irradiance/ibl_irradiance
+++ b/pbr/ibl_irradiance/ibl_irradiance
Binary files differ
diff --git a/pbr/2.1.2.ibl_irradiance/ibl_irradiance.c b/pbr/ibl_irradiance/ibl_irradiance.c
index e6f1390..921c60d 100644
--- a/pbr/2.1.2.ibl_irradiance/ibl_irradiance.c
+++ b/pbr/ibl_irradiance/ibl_irradiance.c
@@ -193,14 +193,12 @@ int main(void)
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");
@@ -208,7 +206,7 @@ int main(void)
shader_set_mat4fv(shader, "projection", projection);
shader_set_mat4fv(shader, "view", view);
glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance_map);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
mesh_draw(cube);
glUseProgram(0);
@@ -216,7 +214,7 @@ int main(void)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader = find_shader("hdr");
- if (!shader) die("failed to find hdr shader!");
+ if (!shader) die("!");
glUseProgram(shader);
glBindTexture(GL_TEXTURE_2D, hdr_colorbuffer);
shader_set_mat4fv(shader, "model", mat4_identity());
diff --git a/pbr/2.1.2.ibl_irradiance/pbr.frag b/pbr/ibl_irradiance/pbr.frag
index 88cf01d..88cf01d 100644
--- a/pbr/2.1.2.ibl_irradiance/pbr.frag
+++ b/pbr/ibl_irradiance/pbr.frag
diff --git a/pbr/1.1.lighting/pbr.vert b/pbr/ibl_irradiance/pbr.vert
index e6e3800..e6e3800 100644
--- a/pbr/1.1.lighting/pbr.vert
+++ b/pbr/ibl_irradiance/pbr.vert
diff --git a/pbr/2.1.2.ibl_irradiance/background.frag b/pbr/ibl_irradiance_conversion/background.frag
index e3891eb..e3891eb 100644
--- a/pbr/2.1.2.ibl_irradiance/background.frag
+++ b/pbr/ibl_irradiance_conversion/background.frag
diff --git a/pbr/2.1.2.ibl_irradiance/background.vert b/pbr/ibl_irradiance_conversion/background.vert
index 25b9778..25b9778 100644
--- a/pbr/2.1.2.ibl_irradiance/background.vert
+++ b/pbr/ibl_irradiance_conversion/background.vert
diff --git a/pbr/2.1.1.ibl_irradiance_conversion/build.sh b/pbr/ibl_irradiance_conversion/build.sh
index 834030a..834030a 100755
--- a/pbr/2.1.1.ibl_irradiance_conversion/build.sh
+++ b/pbr/ibl_irradiance_conversion/build.sh
diff --git a/pbr/2.1.2.ibl_irradiance/cubemap.frag b/pbr/ibl_irradiance_conversion/cubemap.frag
index 349347a..349347a 100644
--- a/pbr/2.1.2.ibl_irradiance/cubemap.frag
+++ b/pbr/ibl_irradiance_conversion/cubemap.frag
diff --git a/pbr/2.1.2.ibl_irradiance/cubemap.vert b/pbr/ibl_irradiance_conversion/cubemap.vert
index 8f8862e..8f8862e 100644
--- a/pbr/2.1.2.ibl_irradiance/cubemap.vert
+++ b/pbr/ibl_irradiance_conversion/cubemap.vert
diff --git a/pbr/1.2.textured/hdr.frag b/pbr/ibl_irradiance_conversion/hdr.frag
index 01650ae..01650ae 100644
--- a/pbr/1.2.textured/hdr.frag
+++ b/pbr/ibl_irradiance_conversion/hdr.frag
diff --git a/pbr/1.2.textured/hdr.vert b/pbr/ibl_irradiance_conversion/hdr.vert
index 1b953d7..1b953d7 100644
--- a/pbr/1.2.textured/hdr.vert
+++ b/pbr/ibl_irradiance_conversion/hdr.vert
diff --git a/pbr/2.1.1.ibl_irradiance_conversion/ibl_irradiance_conversion b/pbr/ibl_irradiance_conversion/ibl_irradiance_conversion
index cc43012..cc43012 100755
--- a/pbr/2.1.1.ibl_irradiance_conversion/ibl_irradiance_conversion
+++ b/pbr/ibl_irradiance_conversion/ibl_irradiance_conversion
Binary files differ
diff --git a/pbr/2.1.1.ibl_irradiance_conversion/ibl_irradiance_conversion.c b/pbr/ibl_irradiance_conversion/ibl_irradiance_conversion.c
index 0ffbe7c..0ffbe7c 100644
--- a/pbr/2.1.1.ibl_irradiance_conversion/ibl_irradiance_conversion.c
+++ b/pbr/ibl_irradiance_conversion/ibl_irradiance_conversion.c
diff --git a/pbr/1.1.lighting/pbr.frag b/pbr/ibl_irradiance_conversion/pbr.frag
index db9edea..db9edea 100644
--- a/pbr/1.1.lighting/pbr.frag
+++ b/pbr/ibl_irradiance_conversion/pbr.frag
diff --git a/pbr/2.1.1.ibl_irradiance_conversion/pbr.vert b/pbr/ibl_irradiance_conversion/pbr.vert
index e6e3800..e6e3800 100644
--- a/pbr/2.1.1.ibl_irradiance_conversion/pbr.vert
+++ b/pbr/ibl_irradiance_conversion/pbr.vert
diff --git a/pbr/ibl_specular/background.frag b/pbr/ibl_specular/background.frag
new file mode 100644
index 0000000..e3891eb
--- /dev/null
+++ b/pbr/ibl_specular/background.frag
@@ -0,0 +1,17 @@
+#version 330 core
+
+in vert_t {
+ vec3 position;
+} vert;
+
+out vec4 frag_color;
+
+uniform samplerCube cubemap;
+
+void main(void)
+{
+ vec3 color = texture(cubemap, vert.position).rgb;
+ color /= color + vec3(1.0);
+ color = pow(color, vec3(1.0 / 2.2));
+ frag_color = vec4(color, 1.0);
+}
diff --git a/pbr/ibl_specular/background.vert b/pbr/ibl_specular/background.vert
new file mode 100644
index 0000000..25b9778
--- /dev/null
+++ b/pbr/ibl_specular/background.vert
@@ -0,0 +1,19 @@
+#version 330 core
+
+layout(location = 0) in vec3 position;
+
+out vert_t {
+ vec3 position;
+} vert;
+
+uniform mat4 projection;
+uniform mat4 view;
+
+void main(void)
+{
+ vert.position = position;
+
+ mat4 rotate_view = mat4(mat3(view));
+ vec4 clip_position = projection * rotate_view * vec4(position, 1.0);
+ gl_Position = clip_position.xyww;
+}
diff --git a/pbr/ibl_specular/brdf.frag b/pbr/ibl_specular/brdf.frag
new file mode 100644
index 0000000..6e7cf5b
--- /dev/null
+++ b/pbr/ibl_specular/brdf.frag
@@ -0,0 +1,98 @@
+#version 330 core
+
+in vert_t {
+ vec2 tex_coords;
+} vert;
+
+out vec2 frag_color;
+
+const float PI = 3.14159265359;
+
+float radical_inverse_vdc(uint bits)
+{
+ bits = (bits << 16u) | (bits >> 16u);
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
+ return float(bits) * 2.3283064365386963e-10; // / 0x100000000
+}
+
+vec2 hammersley(uint i, uint n)
+{
+ return vec2(float(i) / float(n), radical_inverse_vdc(i));
+}
+
+vec3 importance_sample_ggx(vec2 xi, vec3 n, float roughness)
+{
+ float a = roughness * roughness;
+
+ float phi = 2.0 * PI * xi.x;
+ float cos_theta = sqrt((1.0 - xi.y) / (1.0 + (a * a - 1.0) * xi.y));
+ float sin_theta = sqrt(1.0 - cos_theta * cos_theta);
+
+ vec3 h;
+ h.x = cos(phi) * sin_theta;
+ h.y = sin(phi) * sin_theta;
+ h.z = cos_theta;
+
+ vec3 up = abs(n.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ vec3 tangent = normalize(cross(up, n));
+ vec3 bitangent = cross(n, tangent);
+
+ vec3 samplevec = tangent * h.x + bitangent * h.y + n * h.z;
+ return normalize(samplevec);
+}
+
+float geometry_schlick_ggx(float ndotv, float roughness)
+{
+ float a = roughness;
+ float k = (a * a) / 2.0;
+ float nom = ndotv;
+ float denom = ndotv * (1.0 - k) + k;
+ return nom / denom;
+}
+
+float geometry_smith(vec3 n, vec3 v, vec3 l, float roughness)
+{
+ float ndotv = max(dot(n, v), 0.0);
+ float ndotl = max(dot(n, l), 0.0);
+ float ggx1 = geometry_schlick_ggx(ndotl, roughness);
+ float ggx2 = geometry_schlick_ggx(ndotv, roughness);
+ return ggx1 * ggx2;
+}
+
+vec2 integrate_brdf(float ndotv, float roughness)
+{
+ vec3 v;
+ v.x = sqrt(1.0 - ndotv * ndotv);
+ v.y = 0.0;
+ v.z = ndotv;
+ float a = 0.0;
+ float b = 0.0;
+ vec3 n = vec3(0.0, 0.0, 1.0);
+ uint sample_count = 1024u;
+ for (uint i = 0u; i < sample_count; i++) {
+ vec2 xi = hammersley(i, sample_count);
+ vec3 h = importance_sample_ggx(xi, n, roughness);
+ vec3 l = normalize(2.0 * dot(v, h) * h - v);
+ float ndotl = max(l.z, 0.0);
+ float ndoth = max(h.z, 0.0);
+ float vdoth = max(dot(v, h), 0.0);
+ if (ndotl > 0.0) {
+ float g = geometry_smith(n, v, l, roughness);
+ float g_vis = (g * vdoth) / (ndoth * ndotv);
+ float fc = pow(1.0 - vdoth, 5.0);
+ a += (1.0 - fc) * g_vis;
+ b += fc * g_vis;
+ }
+ }
+ a /= float(sample_count);
+ b /= float(sample_count);
+ return vec2(a, b);
+}
+
+void main()
+{
+ frag_color = integrate_brdf(vert.tex_coords.x, vert.tex_coords.y);
+}
diff --git a/pbr/ibl_specular/brdf.vert b/pbr/ibl_specular/brdf.vert
new file mode 100644
index 0000000..fd86ecc
--- /dev/null
+++ b/pbr/ibl_specular/brdf.vert
@@ -0,0 +1,13 @@
+#version 330 core
+layout(location = 0) in vec3 position;
+layout(location = 2) in vec2 tex_coords;
+
+out vert_t {
+ vec2 tex_coords;
+} vert;
+
+void main()
+{
+ vert.tex_coords = tex_coords;
+ gl_Position = vec4(position, 1.0);
+}
diff --git a/pbr/ibl_specular/build.sh b/pbr/ibl_specular/build.sh
new file mode 100755
index 0000000..5ed5193
--- /dev/null
+++ b/pbr/ibl_specular/build.sh
@@ -0,0 +1,5 @@
+#!/bin/bash
+. ../../config
+TARGET='ibl_specular'
+set -x
+gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS
diff --git a/pbr/ibl_specular/convolution.frag b/pbr/ibl_specular/convolution.frag
new file mode 100644
index 0000000..69ce8af
--- /dev/null
+++ b/pbr/ibl_specular/convolution.frag
@@ -0,0 +1,33 @@
+#version 330 core
+
+in vert_t {
+ vec3 position;
+} vert;
+
+out vec4 frag_color;
+
+uniform samplerCube cubemap;
+
+const float PI = 3.14159265359;
+
+void main(void)
+{
+ vec3 normal = normalize(vert.position);
+ vec3 up = vec3(0.0, 1.0, 0.0);
+ vec3 right = cross(up, normal);
+ up = cross(normal, right);
+
+ vec3 irradiance = vec3(0.0);
+ float delta = 0.025;
+ int nsamples = 0;
+ for (float phi = 0.0; phi < 2.0 * PI; phi += delta) {
+ for (float theta = 0.0; theta < 0.5 * PI; theta += delta) {
+ vec3 tangent = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
+ vec3 v = tangent.x * right + tangent.y * up + tangent.z * normal;
+ irradiance += texture(cubemap, v).rgb * cos(theta) * sin(theta);
+ nsamples++;
+ }
+ }
+ irradiance *= PI / nsamples;
+ frag_color = vec4(irradiance, 1.0);
+}
diff --git a/pbr/ibl_specular/convolution.vert b/pbr/ibl_specular/convolution.vert
new file mode 100644
index 0000000..8f8862e
--- /dev/null
+++ b/pbr/ibl_specular/convolution.vert
@@ -0,0 +1,17 @@
+#version 330 core
+
+layout(location = 0) in vec3 position;
+
+out vert_t {
+ vec3 position;
+} vert;
+
+uniform mat4 projection;
+uniform mat4 view;
+
+void main(void)
+{
+ gl_Position = projection * view * vec4(position, 1.0);
+
+ vert.position = position;
+}
diff --git a/pbr/ibl_specular/cubemap.frag b/pbr/ibl_specular/cubemap.frag
new file mode 100644
index 0000000..349347a
--- /dev/null
+++ b/pbr/ibl_specular/cubemap.frag
@@ -0,0 +1,25 @@
+#version 330 core
+
+in vert_t {
+ vec3 position;
+} vert;
+
+out vec4 frag_color;
+
+uniform sampler2D map;
+
+const vec2 inv_atan = vec2(0.1591, 0.3183);
+vec2 sample_spherical_map(vec3 v)
+{
+ vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
+ uv *= inv_atan;
+ uv += 0.5;
+ return uv;
+}
+
+void main(void)
+{
+ vec2 uv = sample_spherical_map(normalize(vert.position));
+ vec3 color = texture(map, uv).rgb;
+ frag_color = vec4(color, 1.0);
+}
diff --git a/pbr/ibl_specular/cubemap.vert b/pbr/ibl_specular/cubemap.vert
new file mode 100644
index 0000000..8f8862e
--- /dev/null
+++ b/pbr/ibl_specular/cubemap.vert
@@ -0,0 +1,17 @@
+#version 330 core
+
+layout(location = 0) in vec3 position;
+
+out vert_t {
+ vec3 position;
+} vert;
+
+uniform mat4 projection;
+uniform mat4 view;
+
+void main(void)
+{
+ gl_Position = projection * view * vec4(position, 1.0);
+
+ vert.position = position;
+}
diff --git a/pbr/2.1.1.ibl_irradiance_conversion/hdr.frag b/pbr/ibl_specular/hdr.frag
index 01650ae..01650ae 100644
--- a/pbr/2.1.1.ibl_irradiance_conversion/hdr.frag
+++ b/pbr/ibl_specular/hdr.frag
diff --git a/pbr/2.1.1.ibl_irradiance_conversion/hdr.vert b/pbr/ibl_specular/hdr.vert
index 1b953d7..1b953d7 100644
--- a/pbr/2.1.1.ibl_irradiance_conversion/hdr.vert
+++ b/pbr/ibl_specular/hdr.vert
diff --git a/pbr/ibl_specular/ibl_specular b/pbr/ibl_specular/ibl_specular
new file mode 100755
index 0000000..e4466f5
--- /dev/null
+++ b/pbr/ibl_specular/ibl_specular
Binary files differ
diff --git a/pbr/ibl_specular/ibl_specular.c b/pbr/ibl_specular/ibl_specular.c
new file mode 100644
index 0000000..5692505
--- /dev/null
+++ b/pbr/ibl_specular/ibl_specular.c
@@ -0,0 +1,307 @@
+#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);
+ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
+
+ /* 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);
+ add_shader("prefilter.vert", "prefilter.frag", 0);
+ add_shader("brdf.vert", "brdf.frag", 0);
+
+ U32 shader = find_shader("pbr");
+ glUseProgram(shader);
+ shader_set_1i(shader, "irradiance_map", 0);
+ shader_set_1i(shader, "prefilter_map", 1);
+ shader_set_1i(shader, "brdf_lut", 2);
+ glUseProgram(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 textures[] = {
+ load_hdr_texture("../../data/textures/loigerwiesen.hdr"),
+ load_hdr_texture("../../data/textures/wells.hdr")
+ };
+ U32 hdr_texture = 1;
+
+ /* 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_LINEAR_MIPMAP_LINEAR);
+ 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);
+ shader = find_shader("cubemap");
+ if (!shader) die("waht");
+ glUseProgram(shader);
+ shader_set_mat4fv(shader, "projection", capture_projection);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, textures[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);
+
+ glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
+ glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
+
+ 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);
+
+ U32 prefilter_map;
+ glGenTextures(1, &prefilter_map);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter_map);
+ for (U32 i = 0; i < 6; i++)
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 128, 128, 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_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
+
+ shader = find_shader("prefilter");
+ glUseProgram(shader);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
+ shader_set_mat4fv(shader, "projection", capture_projection);
+ glBindFramebuffer(GL_FRAMEBUFFER, capture_fbo);
+ U32 mipmap_levels = 5;
+ for (U32 mip = 0; mip < mipmap_levels; mip++) {
+ U32 width = 128 * pow(0.5, mip);
+ U32 height = width;
+ glBindRenderbuffer(GL_RENDERBUFFER, capture_rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
+ glViewport(0, 0, width, height);
+ float roughness = (float)mip / (float)(mipmap_levels - 1);
+ shader_set_1f(shader, "roughness", roughness);
+ 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, prefilter_map, mip);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ mesh_draw(cube);
+ }
+ }
+ glUseProgram(0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ U32 brdf_lut_texture;
+ glGenTextures(1, &brdf_lut_texture);
+ glBindTexture(GL_TEXTURE_2D, brdf_lut_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, 512, 512, 0, GL_RG, GL_FLOAT, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glBindFramebuffer(GL_FRAMEBUFFER, capture_fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, capture_rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 512, 512);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf_lut_texture, 0);
+ glViewport(0, 0, 512, 512);
+ shader = find_shader("brdf");
+ assert(shader);
+ glUseProgram(shader);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ mesh_draw(quad);
+ 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);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter_map);
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, brdf_lut_texture);
+ 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(cube);
+ }
+ }
+ 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, cubemap);
+ 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("!");
+ 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;
+}
diff --git a/pbr/ibl_specular/pbr.frag b/pbr/ibl_specular/pbr.frag
new file mode 100644
index 0000000..3ed2018
--- /dev/null
+++ b/pbr/ibl_specular/pbr.frag
@@ -0,0 +1,131 @@
+#version 330 core
+
+in vert_t {
+ vec3 position;
+ vec3 normal;
+} vert;
+
+out vec4 frag_color;
+
+uniform vec3 camera;
+
+uniform vec3 color;
+uniform float metallic;
+uniform float roughness;
+uniform float ao;
+
+uniform samplerCube irradiance_map;
+uniform samplerCube prefilter_map;
+uniform sampler2D brdf_lut;
+
+struct light_t {
+ vec3 position;
+ vec3 color;
+};
+
+const int light_count = 4;
+uniform light_t lights[light_count];
+
+const float PI = 3.14159265358;
+
+vec3 fresnel_schlick(float costheta, vec3 f0)
+{
+ return f0 + (1.0 - f0) * pow(1.0 - costheta, 5.0);
+}
+
+vec3 fresnel_schlick_roughness(float costheta, vec3 f0, float roughness)
+{
+ return f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(clamp(1.0 - costheta, 0.0, 1.0), 5.0);
+}
+
+float distribution_ggx(vec3 n, vec3 h, float roughness)
+{
+ float a = roughness * roughness;
+ float a2 = a * a;
+ float ndoth = max(dot(n, h), 0.0);
+ float ndoth2 = ndoth * ndoth;
+
+ float num = a2;
+ float denom = (ndoth2 * (a2 - 1.0) + 1.0);
+ denom = PI * denom * denom;
+
+ return num / denom;
+}
+
+float geometry_schlick_ggx(float ndotv, float roughness)
+{
+ float r = roughness + 1.0;
+ float k = r * r / 8.0;
+
+ float num = ndotv;
+ float denom = ndotv * (1.0 - k) + k;
+
+ return num / denom;
+}
+
+float geometry_smith(vec3 n, vec3 v, vec3 l, float roughness)
+{
+ float ndotv = max(dot(n, v), 0.0);
+ float ndotl = max(dot(n, l), 0.0);
+ float ggx2 = geometry_schlick_ggx(ndotv, roughness);
+ float ggx1 = geometry_schlick_ggx(ndotl, roughness);
+
+ return ggx1 * ggx2;
+}
+
+void main(void)
+{
+ vec3 n = vert.normal;
+ vec3 v = normalize(camera - vert.position);
+ vec3 r = reflect(-v, n);
+
+ vec3 f0 = vec3(0.04);
+ f0 = mix(f0, color, metallic);
+
+ vec3 lo = vec3(0.0);
+ for (int i = 0; i < light_count; i++) {
+ vec3 l = normalize(lights[i].position - vert.position);
+ vec3 h = normalize(v + l);
+ float ndotv = max(dot(n, v), 0.0);
+ float ndotl = max(dot(n, l), 0.0);
+
+ float distance = length(lights[i].position - vert.position);
+ float attenuation = 1.0 / (distance * distance);
+
+ vec3 radiance = lights[i].color * attenuation;
+
+ vec3 f = fresnel_schlick(max(dot(h, v), 0.0), f0);
+
+ float ndf = distribution_ggx(n, h, roughness);
+ float g = geometry_smith(n, v, l, roughness);
+
+ vec3 numerator = ndf * g * f;
+ float denominator = 4.0 * ndotv * ndotl;
+ vec3 specular = numerator / max(denominator, 0.001);
+
+ vec3 ks = f;
+ vec3 kd = vec3(1.0) - ks;
+
+ kd *= 1.0 - metallic;
+
+ lo += (kd * color / PI + specular) * radiance * ndotl;
+ }
+
+ vec3 f = fresnel_schlick_roughness(max(dot(n, v), 0.0), f0, roughness);
+
+ vec3 ks = f;
+ vec3 kd = 1.0 - ks;
+ kd *= 1.0 - metallic;
+
+ vec3 irradiance = texture(irradiance_map, n).rgb;
+ vec3 diffuse = irradiance * color;
+
+ float max_reflection_lod = 4.0;
+ vec3 prefiltered = textureLod(prefilter_map, r, roughness * max_reflection_lod).rgb;
+ vec2 brdf = texture(brdf_lut, vec2(max(dot(n, v), 0.0), roughness)).rg;
+ vec3 specular = prefiltered * (f * brdf.x + brdf.y);
+
+ vec3 ambient = (kd * diffuse + specular)* ao;
+
+ frag_color = vec4(ambient + lo, 1.0);
+}
diff --git a/pbr/2.1.2.ibl_irradiance/pbr.vert b/pbr/ibl_specular/pbr.vert
index e6e3800..e6e3800 100644
--- a/pbr/2.1.2.ibl_irradiance/pbr.vert
+++ b/pbr/ibl_specular/pbr.vert
diff --git a/pbr/ibl_specular/prefilter.frag b/pbr/ibl_specular/prefilter.frag
new file mode 100644
index 0000000..5359c58
--- /dev/null
+++ b/pbr/ibl_specular/prefilter.frag
@@ -0,0 +1,91 @@
+#version 330 core
+
+in vert_t {
+ vec3 position;
+} vert;
+
+out vec4 frag_color;
+
+uniform samplerCube cubemap;
+uniform float roughness;
+
+const float PI = 3.14159265359;
+
+float distribution_ggx(vec3 n, vec3 h, float roughness)
+{
+ float a = roughness * roughness;
+ float a2 = a * a;
+ float ndoth = max(dot(n, h), 0.0);
+ float ndoth2 = ndoth * ndoth;
+ float nom = a2;
+ float denom = (ndoth2 * (a2 - 1.0) + 1.0);
+ denom = PI * denom * denom;
+ return nom / denom;
+}
+
+float radical_inverse_vdc(uint bits)
+{
+ bits = (bits << 16u) | (bits >> 16u);
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
+ return float(bits) * 2.3283064365386963e-10; // / 0x100000000
+}
+
+vec2 hammersley(uint i, uint n)
+{
+ return vec2(float(i) / float(n), radical_inverse_vdc(i));
+}
+
+vec3 importance_sample_ggx(vec2 xi, vec3 n, float roughness)
+{
+ float a = roughness * roughness;
+
+ float phi = 2.0 * PI * xi.x;
+ float cos_theta = sqrt((1.0 - xi.y) / (1.0 + (a * a - 1.0) * xi.y));
+ float sin_theta = sqrt(1.0 - cos_theta * cos_theta);
+
+ vec3 h;
+ h.x = cos(phi) * sin_theta;
+ h.y = sin(phi) * sin_theta;
+ h.z = cos_theta;
+
+ vec3 up = abs(n.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ vec3 tangent = normalize(cross(up, n));
+ vec3 bitangent = cross(n, tangent);
+
+ vec3 samplevec = tangent * h.x + bitangent * h.y + n * h.z;
+ return normalize(samplevec);
+}
+
+void main(void)
+{
+ vec3 n = normalize(vert.position);
+ vec3 r = n;
+ vec3 v = r;
+
+ uint count = 1024u;
+ float total = 0.0;
+ vec3 prefiltered = vec3(0.0);
+ for (uint i = 0u; i < count; i++) {
+ vec2 xi = hammersley(i, count);
+ vec3 h = importance_sample_ggx(xi, n, roughness);
+ vec3 l = normalize(2.0 * dot(v, h) * h - v);
+ float ndotl = max(dot(n, l), 0.0);
+ if (ndotl > 0.0) {
+ float d = distribution_ggx(n, h, roughness);
+ float ndoth = max(dot(n, h), 0.0);
+ float hdotv = max(dot(h, v), 0.0);
+ float pdf = d * ndoth / (4.0 * hdotv) + 0.0001;
+ float resolution = 512.0;
+ float sa_texel = 4.0 * PI / (6.0 * resolution * resolution);
+ float sa_sample = 1.0 / (float(count) * pdf + 0.0001);
+ float mip_level = roughness == 0.0 ? 0.0 : 0.5 * log2(sa_sample / sa_texel);
+ prefiltered += textureLod(cubemap, l, mip_level).rgb * ndotl;
+ total += ndotl;
+ }
+ }
+ prefiltered /= total;
+ frag_color = vec4(prefiltered, 1.0);
+}
diff --git a/pbr/ibl_specular/prefilter.vert b/pbr/ibl_specular/prefilter.vert
new file mode 100644
index 0000000..8f8862e
--- /dev/null
+++ b/pbr/ibl_specular/prefilter.vert
@@ -0,0 +1,17 @@
+#version 330 core
+
+layout(location = 0) in vec3 position;
+
+out vert_t {
+ vec3 position;
+} vert;
+
+uniform mat4 projection;
+uniform mat4 view;
+
+void main(void)
+{
+ gl_Position = projection * view * vec4(position, 1.0);
+
+ vert.position = position;
+}
diff --git a/pbr/1.1.lighting/build.sh b/pbr/lighting/build.sh
index 2cd71b7..2cd71b7 100755
--- a/pbr/1.1.lighting/build.sh
+++ b/pbr/lighting/build.sh
diff --git a/pbr/1.1.lighting/default.frag b/pbr/lighting/default.frag
index 9351a1b..9351a1b 100644
--- a/pbr/1.1.lighting/default.frag
+++ b/pbr/lighting/default.frag
diff --git a/pbr/1.1.lighting/default.vert b/pbr/lighting/default.vert
index 1b953d7..1b953d7 100644
--- a/pbr/1.1.lighting/default.vert
+++ b/pbr/lighting/default.vert
diff --git a/pbr/2.1.2.ibl_irradiance/hdr.frag b/pbr/lighting/hdr.frag
index 01650ae..01650ae 100644
--- a/pbr/2.1.2.ibl_irradiance/hdr.frag
+++ b/pbr/lighting/hdr.frag
diff --git a/pbr/2.1.2.ibl_irradiance/hdr.vert b/pbr/lighting/hdr.vert
index 1b953d7..1b953d7 100644
--- a/pbr/2.1.2.ibl_irradiance/hdr.vert
+++ b/pbr/lighting/hdr.vert
diff --git a/pbr/1.1.lighting/lighting b/pbr/lighting/lighting
index a68bd2b..a68bd2b 100755
--- a/pbr/1.1.lighting/lighting
+++ b/pbr/lighting/lighting
Binary files differ
diff --git a/pbr/1.1.lighting/lighting.c b/pbr/lighting/lighting.c
index d2a941d..d2a941d 100644
--- a/pbr/1.1.lighting/lighting.c
+++ b/pbr/lighting/lighting.c
diff --git a/pbr/2.1.1.ibl_irradiance_conversion/pbr.frag b/pbr/lighting/pbr.frag
index db9edea..db9edea 100644
--- a/pbr/2.1.1.ibl_irradiance_conversion/pbr.frag
+++ b/pbr/lighting/pbr.frag
diff --git a/pbr/lighting/pbr.vert b/pbr/lighting/pbr.vert
new file mode 100644
index 0000000..e6e3800
--- /dev/null
+++ b/pbr/lighting/pbr.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(void)
+{
+ gl_Position = projection * view * model * vec4(position, 1.0);
+
+ vert.position = vec3(model * vec4(position, 1.0));
+ vert.normal = normalize(mat3(transpose(inverse(model))) * normal);
+}
diff --git a/pbr/1.2.textured/build.sh b/pbr/textured/build.sh
index 5c5427f..5c5427f 100755
--- a/pbr/1.2.textured/build.sh
+++ b/pbr/textured/build.sh
diff --git a/pbr/textured/hdr.frag b/pbr/textured/hdr.frag
new file mode 100644
index 0000000..01650ae
--- /dev/null
+++ b/pbr/textured/hdr.frag
@@ -0,0 +1,18 @@
+#version 330 core
+
+in vert_t {
+ vec2 tex_coords;
+} vert;
+
+out vec4 frag_color;
+
+uniform sampler2D colorbuffer;
+
+void main(void)
+{
+ const float gamma = 2.2;
+ vec3 color = vec3(texture(colorbuffer, vert.tex_coords));
+ color /= color + vec3(1.0);
+ color = pow(color, vec3(1.0 / gamma));
+ frag_color = vec4(color, 1.0);
+}
diff --git a/pbr/textured/hdr.vert b/pbr/textured/hdr.vert
new file mode 100644
index 0000000..1b953d7
--- /dev/null
+++ b/pbr/textured/hdr.vert
@@ -0,0 +1,17 @@
+#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(void)
+{
+ gl_Position = model * vec4(position, 1.0);
+
+ vert.tex_coords = tex_coords;
+}
diff --git a/pbr/1.2.textured/pbr.frag b/pbr/textured/pbr.frag
index f0aaeca..f0aaeca 100644
--- a/pbr/1.2.textured/pbr.frag
+++ b/pbr/textured/pbr.frag
diff --git a/pbr/1.2.textured/pbr.vert b/pbr/textured/pbr.vert
index 0ff1bdb..0ff1bdb 100644
--- a/pbr/1.2.textured/pbr.vert
+++ b/pbr/textured/pbr.vert
diff --git a/pbr/1.2.textured/textured b/pbr/textured/textured
index e339406..e339406 100755
--- a/pbr/1.2.textured/textured
+++ b/pbr/textured/textured
Binary files differ
diff --git a/pbr/1.2.textured/textured.c b/pbr/textured/textured.c
index e8ed096..e8ed096 100644
--- a/pbr/1.2.textured/textured.c
+++ b/pbr/textured/textured.c