diff options
Diffstat (limited to 'pbr/1.1.lighting')
-rwxr-xr-x | pbr/1.1.lighting/build.sh | 5 | ||||
-rw-r--r-- | pbr/1.1.lighting/default.vert | 2 | ||||
-rw-r--r-- | pbr/1.1.lighting/gbuffer.vert | 9 | ||||
-rw-r--r-- | pbr/1.1.lighting/lighting.c | 128 | ||||
-rw-r--r-- | pbr/1.1.lighting/occlusion.frag | 14 | ||||
-rw-r--r-- | pbr/1.1.lighting/ssao.frag | 45 | ||||
-rw-r--r-- | pbr/1.1.lighting/ssao.vert | 14 |
7 files changed, 0 insertions, 217 deletions
diff --git a/pbr/1.1.lighting/build.sh b/pbr/1.1.lighting/build.sh deleted file mode 100755 index 2cd71b7..0000000 --- a/pbr/1.1.lighting/build.sh +++ /dev/null @@ -1,5 +0,0 @@ -#!/bin/sh -. ../../config -TARGET='lighting' -set -x -gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS diff --git a/pbr/1.1.lighting/default.vert b/pbr/1.1.lighting/default.vert deleted file mode 100644 index d83afbf..0000000 --- a/pbr/1.1.lighting/default.vert +++ /dev/null @@ -1,2 +0,0 @@ -#version 330 core -layout(location = 0) diff --git a/pbr/1.1.lighting/gbuffer.vert b/pbr/1.1.lighting/gbuffer.vert deleted file mode 100644 index c53439c..0000000 --- a/pbr/1.1.lighting/gbuffer.vert +++ /dev/null @@ -1,9 +0,0 @@ -#version 330 core - -layout(location = 0) in vec3 position; -layout(location = 1) in vec3 normal; -layout(location = 2) in vec2 tex_coords; - -out vert_t { - vec2 tex_coords; -} vert; diff --git a/pbr/1.1.lighting/lighting.c b/pbr/1.1.lighting/lighting.c deleted file mode 100644 index 87621ba..0000000 --- a/pbr/1.1.lighting/lighting.c +++ /dev/null @@ -1,128 +0,0 @@ -#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(); - - init_glfw(&state); - init_gl(); - - // meshes - Mesh *cube = mesh_load_obj(state.arena, "../../data/models/cube.obj"); - - // shaders - U32 shader = load_shader("default.vert", "default.frag"); - - 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; - MAT4 projection = camera_persp(state.camera, ar); - MAT4 view = get_view_matrix(&state.camera); - - glClearColor(0.0f, 0.0f, 0.0f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - glUseProgram(shader); - mesh_draw(cube); - glUseProgram(0); - - glfwSwapBuffers(state.window); - } - - return 0; -} diff --git a/pbr/1.1.lighting/occlusion.frag b/pbr/1.1.lighting/occlusion.frag deleted file mode 100644 index 41a436b..0000000 --- a/pbr/1.1.lighting/occlusion.frag +++ /dev/null @@ -1,14 +0,0 @@ -#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/pbr/1.1.lighting/ssao.frag b/pbr/1.1.lighting/ssao.frag deleted file mode 100644 index dd03754..0000000 --- a/pbr/1.1.lighting/ssao.frag +++ /dev/null @@ -1,45 +0,0 @@ -#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/pbr/1.1.lighting/ssao.vert b/pbr/1.1.lighting/ssao.vert deleted file mode 100644 index eed3be3..0000000 --- a/pbr/1.1.lighting/ssao.vert +++ /dev/null @@ -1,14 +0,0 @@ -#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); -} |