diff options
Diffstat (limited to 'pbr/1.1.lighting/lighting.c')
-rw-r--r-- | pbr/1.1.lighting/lighting.c | 233 |
1 files changed, 131 insertions, 102 deletions
diff --git a/pbr/1.1.lighting/lighting.c b/pbr/1.1.lighting/lighting.c index 87621ba..d2a941d 100644 --- a/pbr/1.1.lighting/lighting.c +++ b/pbr/1.1.lighting/lighting.c @@ -1,126 +1,155 @@ #include "GL/glew.h" #include "GLFW/glfw3.h" -#include "pwyazh.h" #include "common.h" -typedef struct { - Arena *arena; - Input input; - Camera camera; - Mesh *cube; - GLFWwindow *window; -} state_t; - -static S32 width = 1600; -static S32 height = 800; - -void die(const char *fmt, ...) -{ - fprintf(stderr, "error: "); - va_list args; - va_start(args, fmt); - vprintf(fmt, args); - va_end(args); - fprintf(stderr, "\n"); - exit(1); -} - -void init_glfw(state_t *state) { - glfwSetErrorCallback(error_callback); - if (glfwInit() == GLFW_FALSE) - die("failed to initialize glfw"); - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); - state->window = glfwCreateWindow(width, height, "prb lighting", 0, 0); - if (!state->window) - die("failed to create window"); - glfwSetInputMode(state->window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); - glfwMakeContextCurrent(state->window); -} - -void init_gl(void) -{ - if (glewInit() != GLEW_OK) - die("failed to initialize glew"); - glEnable(GL_DEPTH_TEST); -} - -state_t init_state(void) -{ - state_t state = { - .arena = arena_alloc(Kilobytes(256)), - .input = input_init(), - .camera = { - .pos = v3f(0.0f, 2.0f, 5.0f), - .fovx = 90.0f, - .near = 0.1f, - .far = 100.0f, - .yaw = 0.0f, - .pitch = 0.0f - }, - }; - return state; -} - int main(void) { - state_t state = init_state(); + state_t state = init_state(1600, 800); init_glfw(&state); init_gl(); - // meshes - Mesh *cube = mesh_load_obj(state.arena, "../../data/models/cube.obj"); + /* meshes */ + Mesh *sphere = mesh_load_obj(state.arena, "../../data/models/sphere.obj"); + Mesh *quad = mesh_gen_quad(state.arena); + + /* shaders */ + add_shader("default.vert", "default.frag", 0); + add_shader("pbr.vert", "pbr.frag", 0); + add_shader("hdr.vert", "hdr.frag", 0); + + light_t lights[4] = { + {{-6.0f, 0.0f, 7.0f}, {300.0f, 300.0f, 300.0f}}, + {{-4.0f, 0.0f, 6.0f}, {300.0f, 300.0f, 300.0f}}, + {{ 1.0f, 0.0f, 5.0f}, {300.0f, 300.0f, 300.0f}}, + {{ 3.0f, 0.0f, 8.0f}, {300.0f, 300.0f, 300.0f}}, + }; - // shaders - U32 shader = load_shader("default.vert", "default.frag"); + /* 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); + + F32 time = 0; + + S32 show_gamma = 0; - F64 last_time = glfwGetTime(); while (!glfwWindowShouldClose(state.window)) { - F64 time = glfwGetTime(); - F32 dt = time - last_time; - last_time = time; - - input_update_last_state(&state.input); - - glfwPollEvents(); - process_glfw_keyboard(state.window, &state.input); - process_glfw_mouse_pos(state.window, &state.input); - - if (key_first_press(state.input.exit)) - glfwSetWindowShouldClose(state.window, GLFW_TRUE); - - F32 speed = 2.0f; - V3F dv = get_dv_camera_first_person(&state.input, &state.camera, speed, dt); - V3F camera_dp = v3f_add(camera_dp, dv); - camera_dp = v3f_scalef(camera_dp, 0.8f); - state.camera.pos = v3f_add(state.camera.pos, 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; - - // update - - // render - F32 ar = (F32)width / (F32)height; + 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; + + if (key_first_press(state.input.jump)) + show_gamma = 1 - show_gamma; + + /* render */ + F32 ar = 0; + if (show_gamma) { + ar = (F32)state.width / 2.0f / (F32)state.height; + } else { + ar = (F32)state.width / (F32)state.height; + } MAT4 projection = camera_persp(state.camera, ar); MAT4 view = get_view_matrix(&state.camera); - glClearColor(0.0f, 0.0f, 0.0f, 1.0f); + glClearColor(0.16f, 0.16f, 0.16f, 1.0f); + + glBindFramebuffer(GL_FRAMEBUFFER, hdr_fbo); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + U32 shader = find_shader("pbr"); + if (!shader) die("wha"); glUseProgram(shader); - mesh_draw(cube); + 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); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + if (show_gamma) { + shader = find_shader("default"); + if (!shader) die("!"); + glUseProgram(shader); + glBindTexture(GL_TEXTURE_2D, hdr_colorbuffer); + MAT4 model = mat4_make_scale(v3f(0.5f, 1.0f, 1.0f)); + model = mat4_translate(model, v3f(-0.5f, 0.0f, 0.0f)); + shader_set_mat4fv(shader, "model", model); + mesh_draw(quad); + glUseProgram(0); + + shader = find_shader("hdr"); + if (!shader) die("!"); + glUseProgram(shader); + glBindTexture(GL_TEXTURE_2D, hdr_colorbuffer); + model = mat4_make_scale(v3f(0.5f, 1.0f, 1.0f)); + model = mat4_translate(model, v3f(0.5f, 0.0f, 0.0f)); + shader_set_mat4fv(shader, "model", model); + mesh_draw(quad); + glUseProgram(0); + } else { + 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); } |