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 | 0 -> 397880 bytes | |||
-rw-r--r-- | pbr/1.2.textured/textured.c | 151 |
7 files changed, 341 insertions, 0 deletions
diff --git a/pbr/1.2.textured/build.sh b/pbr/1.2.textured/build.sh new file mode 100755 index 0000000..5c5427f --- /dev/null +++ b/pbr/1.2.textured/build.sh @@ -0,0 +1,5 @@ +#!/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 new file mode 100644 index 0000000..01650ae --- /dev/null +++ b/pbr/1.2.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/1.2.textured/hdr.vert b/pbr/1.2.textured/hdr.vert new file mode 100644 index 0000000..1b953d7 --- /dev/null +++ b/pbr/1.2.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/1.2.textured/pbr.frag new file mode 100644 index 0000000..f0aaeca --- /dev/null +++ b/pbr/1.2.textured/pbr.frag @@ -0,0 +1,126 @@ +#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 new file mode 100644 index 0000000..0ff1bdb --- /dev/null +++ b/pbr/1.2.textured/pbr.vert @@ -0,0 +1,24 @@ +#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 differnew file mode 100755 index 0000000..e339406 --- /dev/null +++ b/pbr/1.2.textured/textured 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; +} |