From 2e64d3c5d6eb1eb04168d39d5eb5f2d89af1a8b0 Mon Sep 17 00:00:00 2001 From: pryazha Date: Sat, 2 Aug 2025 13:21:42 +0500 Subject: debug chapter --- pbr/lighting/lighting.c | 157 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 157 insertions(+) create mode 100644 pbr/lighting/lighting.c (limited to 'pbr/lighting/lighting.c') diff --git a/pbr/lighting/lighting.c b/pbr/lighting/lighting.c new file mode 100644 index 0000000..d2a941d --- /dev/null +++ b/pbr/lighting/lighting.c @@ -0,0 +1,157 @@ +#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 *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}}, + }; + + /* 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; + + 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(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(0.16f, 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); + 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); + } + + return 0; +} -- cgit v1.2.3-70-g09d2