diff options
Diffstat (limited to 'pbr/1.2.textured')
-rwxr-xr-x | pbr/1.2.textured/build.sh | 5 | ||||
-rw-r--r-- | pbr/1.2.textured/hdr.frag | 18 | ||||
-rw-r--r-- | pbr/1.2.textured/hdr.vert | 17 | ||||
-rw-r--r-- | pbr/1.2.textured/pbr.frag | 126 | ||||
-rw-r--r-- | pbr/1.2.textured/pbr.vert | 24 | ||||
-rwxr-xr-x | pbr/1.2.textured/textured | bin | 397880 -> 0 bytes | |||
-rw-r--r-- | pbr/1.2.textured/textured.c | 151 |
7 files changed, 0 insertions, 341 deletions
diff --git a/pbr/1.2.textured/build.sh b/pbr/1.2.textured/build.sh deleted file mode 100755 index 5c5427f..0000000 --- a/pbr/1.2.textured/build.sh +++ /dev/null @@ -1,5 +0,0 @@ -#!/bin/sh -. ../../config -TARGET='textured' -set -x -gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS diff --git a/pbr/1.2.textured/hdr.frag b/pbr/1.2.textured/hdr.frag deleted file mode 100644 index 01650ae..0000000 --- a/pbr/1.2.textured/hdr.frag +++ /dev/null @@ -1,18 +0,0 @@ -#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/1.2.textured/hdr.vert b/pbr/1.2.textured/hdr.vert deleted file mode 100644 index 1b953d7..0000000 --- a/pbr/1.2.textured/hdr.vert +++ /dev/null @@ -1,17 +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; - -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/1.2.textured/pbr.frag deleted file mode 100644 index f0aaeca..0000000 --- a/pbr/1.2.textured/pbr.frag +++ /dev/null @@ -1,126 +0,0 @@ -#version 330 core - -in vert_t { - vec3 position; - vec3 normal; - vec2 tex_coords; -} vert; - -out vec4 frag_color; - -uniform vec3 camera; - -uniform sampler2D color_map; -uniform sampler2D normal_map; -uniform sampler2D metallic_map; -uniform sampler2D roughness_map; -uniform sampler2D ao_map; - -struct light_t { - vec3 position; - vec3 color; -}; - -const int light_count = 4; -uniform light_t lights[light_count]; - -const float PI = 3.14159265358; - -vec3 get_normal_from_map() -{ - vec3 tangent = texture(normal_map, vert.tex_coords).xyz * 2.0 - 1.0; - vec3 q1 = dFdx(vert.position); - vec3 q2 = dFdy(vert.position); - vec2 st1 = dFdx(vert.tex_coords); - vec2 st2 = dFdy(vert.tex_coords); - vec3 n = normalize(vert.normal); - vec3 t = normalize(q1*st2.t - q2*st1.t); - vec3 b = -normalize(cross(n, t)); - mat3 tbn = mat3(t, b, n); - return normalize(tbn * tangent); -} - -vec3 fresnel_shlick(float costheta, vec3 f0) -{ - return f0 + (1.0 - f0) * pow(1.0 - costheta, 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_shlick_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_shlick_ggx(ndotv, roughness); - float ggx1 = geometry_shlick_ggx(ndotl, roughness); - - return ggx1 * ggx2; -} - -void main(void) -{ - vec3 color = pow(texture(color_map, vert.tex_coords).rgb, vec3(2.2)); - float metallic = texture(metallic_map, vert.tex_coords).r; - float roughness = texture(roughness_map, vert.tex_coords).r; - float ao = texture(ao_map, vert.tex_coords).r; - - vec3 n = get_normal_from_map(); - vec3 v = normalize(camera - vert.position); - - 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 f0 = vec3(0.04); - f0 = mix(f0, color, metallic); - vec3 f = fresnel_shlick(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 ambient = vec3(0.03) * color * ao; - frag_color = vec4(ambient + lo, 1.0); -} diff --git a/pbr/1.2.textured/pbr.vert b/pbr/1.2.textured/pbr.vert deleted file mode 100644 index 0ff1bdb..0000000 --- a/pbr/1.2.textured/pbr.vert +++ /dev/null @@ -1,24 +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 { - vec3 position; - vec3 normal; - vec2 tex_coords; -} 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); - vert.tex_coords = tex_coords; -} diff --git a/pbr/1.2.textured/textured b/pbr/1.2.textured/textured Binary files differdeleted file mode 100755 index e339406..0000000 --- a/pbr/1.2.textured/textured +++ /dev/null diff --git a/pbr/1.2.textured/textured.c b/pbr/1.2.textured/textured.c deleted file mode 100644 index e8ed096..0000000 --- a/pbr/1.2.textured/textured.c +++ /dev/null @@ -1,151 +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(); - - /* 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; -} |