#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; }