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Diffstat (limited to 'pbr/1.2.textured/textured.c')
-rw-r--r--pbr/1.2.textured/textured.c151
1 files changed, 151 insertions, 0 deletions
diff --git a/pbr/1.2.textured/textured.c b/pbr/1.2.textured/textured.c
new file mode 100644
index 0000000..e8ed096
--- /dev/null
+++ b/pbr/1.2.textured/textured.c
@@ -0,0 +1,151 @@
+#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();
+
+ /* meshes */
+ Mesh *sphere = mesh_load_obj(state.arena, "../../data/models/sphere.obj");
+ Mesh *cube = mesh_load_obj(state.arena, "../../data/models/cube.obj");
+ Mesh *quad = mesh_gen_quad(state.arena);
+
+ /* shaders */
+ add_shader("pbr.vert", "pbr.frag", 0);
+ add_shader("hdr.vert", "hdr.frag", 0);
+
+ U32 shader = find_shader("pbr");
+ if (!shader)
+ die("not again");
+ glUseProgram(shader);
+ shader_set_1i(shader, "color_map", 0);
+ shader_set_1i(shader, "normal_map", 1);
+ shader_set_1i(shader, "metallic_map", 2);
+ shader_set_1i(shader, "roughness_map", 3);
+ shader_set_1i(shader, "ao_map", 4);
+ glUseProgram(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}},
+ };
+
+ /* textures */
+ U32 color_map = load_texture("../../data/textures/pbr/albedo.png");
+ U32 normal_map = load_texture("../../data/textures/pbr/normal.png");
+ U32 metallic_map = load_texture("../../data/textures/pbr/metallic.png");
+ U32 roughness_map = load_texture("../../data/textures/pbr/roughness.png");
+ U32 ao_map = load_texture("../../data/textures/pbr/ao.png");
+
+ /* 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;
+
+ 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(2.0f * 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");
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, color_map);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, normal_map);
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, metallic_map);
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_2D, roughness_map);
+ glActiveTexture(GL_TEXTURE4);
+ glBindTexture(GL_TEXTURE_2D, ao_map);
+
+ if (!shader) die("wha");
+ glUseProgram(shader);
+ shader_set_mat4fv(shader, "projection", projection);
+ shader_set_mat4fv(shader, "view", view);
+ shader_set_3fv(shader, "camera", state.camera.pos);
+ 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++) {
+ for (S32 col = 0; col < cols; col++) {
+ 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);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ shader = find_shader("hdr");
+ if (!shader) die("!");
+ glUseProgram(shader);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, hdr_colorbuffer);
+ shader_set_mat4fv(shader, "model", mat4_identity());
+ mesh_draw(quad);
+ glUseProgram(0);
+
+ glfwSwapBuffers(state.window);
+ }
+
+ return 0;
+}