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#include "GL/glew.h"
#include "GLFW/glfw3.h"
#include "pwyazh.h"
#include "pwyazh_GL.h"
#include "common.h"
#define LIGHT_COUNT 3
int main(void)
{
S32 width = 1600;
S32 height = 900;
/* NOTE(pryazha): GLFW init */
glfwSetErrorCallback(error_callback);
if (glfwInit() == GLFW_FALSE)
return 1;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
GLFWwindow *window = glfwCreateWindow(width, height, "Bloom", 0, 0);
if (!window)
return 1;
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK)
return 1;
glEnable(GL_DEPTH_TEST);
/* NOTE(pryazha): Program init */
State state = {0};
state.arena = arena_alloc(Kilobytes(256));
state.input.first_mouse = 1;
state.camera = (Camera){ v3f(0.0f, 0.0f, 3.0f), 90.0f, 0.1f, 100.0f, 0.0f, 0.0f };
V3F light_positions[LIGHT_COUNT];
F32 da = 2.0f*pi_F32/LIGHT_COUNT;
F32 a = 0.0f;
F32 r = 2.0f;
for (S32 i = 0; i < LIGHT_COUNT; i++, a += da)
light_positions[i] = v3f(f32_sin(a)*r, 0.0f, f32_cos(a)*r);
V3F light_colors[LIGHT_COUNT] = {
{5.0f, 5.0f, 5.0f},
{10.0f, 0.0f, 0.0f},
{0.0f, 5.0f, 0.0f},
};
S32 bloom = 0;
F32 exposure = 1.0f;
/* NOTE(pryazha): Textures */
U32 woood_texture = load_texture_gamma("../../data/textures/wood.png", 1);
/* NOTE(pryazha): Meshes */
Mesh *quad = mesh_gen_quad(state.arena);
Mesh *cube = mesh_load_obj(state.arena, "../../data/models/cube.obj");
/* NOTE(pryazha): Shaders */
U32 shader = load_shader("shaders/bloom.vert", "shaders/bloom.frag");
U32 shader_light = load_shader("shaders/bloom.vert", "shaders/light.frag");
U32 shader_blur = load_shader("shaders/blur.vert", "shaders/blur.frag");
U32 shader_test_blur = load_shader("shaders/test_blur.vert", "shaders/test_blur.frag");
U32 shader_final = load_shader("shaders/final.vert", "shaders/final.frag");
glUseProgram(shader_final);
shader_set_1i(shader_final, "scene", 0);
shader_set_1i(shader_final, "blur", 1);
/* NOTE(pryazha): Framebuffers */
U32 hdrfbo;
glGenFramebuffers(1, &hdrfbo);
glBindFramebuffer(GL_FRAMEBUFFER, hdrfbo);
U32 colorbuffers[2];
glGenTextures(2, colorbuffers);
for (S32 i = 0; i < 2; ++i) {
glBindTexture(GL_TEXTURE_2D, colorbuffers[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, 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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, GL_TEXTURE_2D, colorbuffers[i], 0);
}
U32 hdrrbo;
glGenRenderbuffers(1, &hdrrbo);
glBindRenderbuffer(GL_RENDERBUFFER, hdrrbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, hdrrbo);
U32 attachments[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, attachments);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
fprintf(stderr, "error: framebuffer not complete\n");
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
U32 pingpong_fbo[2];
U32 pingpong_colorbuffers[2];
glGenFramebuffers(2, pingpong_fbo);
glGenTextures(2, pingpong_colorbuffers);
for (S32 i = 0; i < 2; i++) {
glBindFramebuffer(GL_FRAMEBUFFER, pingpong_fbo[i]);
glBindTexture(GL_TEXTURE_2D, pingpong_colorbuffers[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, 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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pingpong_colorbuffers[i], 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
fprintf(stderr, "error: framebuffer not complete\n");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
U32 blur_fbo;
glGenFramebuffers(1, &blur_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, blur_fbo);
U32 blur_colorbuffer;
glGenTextures(1, &blur_colorbuffer);
glBindTexture(GL_TEXTURE_2D, blur_colorbuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, 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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, blur_colorbuffer, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
fprintf(stderr, "error: blur framebuffer not complete\n");
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
S32 myblur = 0;
F64 last_time = glfwGetTime();
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
glfwGetFramebufferSize(window, &width, &height);
process_glfw_keyboard(window, &state.input);
process_glfw_mouse_pos(window, &state.input);
if (key_first_press(state.input.exit))
glfwSetWindowShouldClose(window, GLFW_TRUE);
F32 speed = 2.0f;
V3F dv = get_dv_camera_first_person(&state.input, &state.camera, speed, state.dt);
state.camera_dp = v3f_add(state.camera_dp, dv);
state.camera_dp = v3f_scalef(state.camera_dp, 0.8f);
state.camera.pos = v3f_add(state.camera.pos, state.camera_dp);
F32 sensitivity = 0.1f;
state.input.mouse_offset = v2f_scalef(state.input.mouse_offset, sensitivity);
state.camera.yaw += state.input.mouse_offset.x;
state.camera.pitch += state.input.mouse_offset.y;
if (state.camera.pitch > 89.0f)
state.camera.pitch = 89.0f;
if (state.camera.pitch < -89.0f)
state.camera.pitch = -89.0f;
/* NOTE(pryazha): Update */
if (key_is_pressed(state.input.action_down))
exposure -= 0.01f;
if (key_is_pressed(state.input.action_up))
exposure += 0.01f;
if (key_first_press(state.input.jump))
bloom = !bloom;
if (key_first_press(state.input.action_left))
myblur = !myblur;
for (S32 i = 0; i < LIGHT_COUNT; i++)
light_positions[i].y = f32_sin(glfwGetTime()+i);
/* NOTE(pryazha): Render */
glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* Render to HDR framebuffer */
glBindFramebuffer(GL_FRAMEBUFFER, hdrfbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
F32 ar = (F32)width/(F32)height;
MAT4 projection = camera_persp(state.camera, ar);
MAT4 view = get_view_matrix(&state.camera);
glUseProgram(shader);
shader_set_mat4fv(shader, "projection", projection);
shader_set_mat4fv(shader, "view", view);
for (S32 i = 0; i < LIGHT_COUNT; i++) {
char light_string[1024];
snprintf(light_string, 1024, "lights[%d].position", i);
shader_set_3fv(shader, light_string, light_positions[i]);
snprintf(light_string, 1024, "lights[%d].color", i);
shader_set_3fv(shader, light_string, light_colors[i]);
}
shader_set_3fv(shader, "view_pos", state.camera.pos);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, woood_texture);
MAT4 model = mat4_make_scale(v3f(10.0f, 0.25f, 10.0f));
model = mat4_translate(model, v3f(0.0f, -2.0f, 0.0f));
shader_set_mat4fv(shader, "model", model);
mesh_draw(cube);
model = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f));
model = mat4_rotate_angles(model, v3f(30.0f, 45.0f, 0.0f));
model = mat4_translate(model, v3f(-0.5f, -1.0f, -2.0f));
shader_set_mat4fv(shader, "model", model);
mesh_draw(cube);
model = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f));
model = mat4_rotate_angles(model, v3f(-30.0f, 45.0f, 90.0f));
model = mat4_translate(model, v3f(0.75f, -1.5f, 1.0f));
shader_set_mat4fv(shader, "model", model);
mesh_draw(cube);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
glUseProgram(shader_light);
shader_set_mat4fv(shader_light, "projection", projection);
shader_set_mat4fv(shader_light, "view", view);
for (S32 i = 0; i < LIGHT_COUNT; i++) {
model = mat4_make_scale(v3f(0.2f, 0.2f, 0.2f));
model = mat4_translate(model, light_positions[i]);
shader_set_mat4fv(shader_light, "model", model);
shader_set_3fv(shader_light, "light_color", light_colors[i]);
mesh_draw(cube);
}
glUseProgram(0);
S32 horizontal = 1, first = 1, amount = 10;
glUseProgram(shader_blur);
for (S32 i = 0; i < amount; i++) {
glBindFramebuffer(GL_FRAMEBUFFER, pingpong_fbo[horizontal]);
shader_set_1i(shader_blur, "horizontal", horizontal);
glBindTexture(GL_TEXTURE_2D, first ? colorbuffers[1] : pingpong_colorbuffers[!horizontal]);
mesh_draw(quad);
horizontal = !horizontal;
if (first)
first = 0;
}
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, blur_fbo);
glUseProgram(shader_test_blur);
glActiveTexture(0);
glBindTexture(GL_TEXTURE_2D, colorbuffers[1]);
mesh_draw(quad);
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader_final);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, colorbuffers[0]);
glActiveTexture(GL_TEXTURE1);
if (myblur) {
glBindTexture(GL_TEXTURE_2D, blur_colorbuffer);
} else {
glBindTexture(GL_TEXTURE_2D, pingpong_colorbuffers[!horizontal]);
}
shader_set_1i(shader_final, "bloom", bloom);
shader_set_1f(shader_final, "exposure", exposure);
mesh_draw(quad);
glfwSwapBuffers(window);
F64 time = glfwGetTime();
state.dt = time - last_time;
last_time = time;
input_update_last_state(&state.input);
}
return 0;
}
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