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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 200
#define CUBE_COUNT 1000
int main(void)
{
/* 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);
S32 width = 1600;
S32 height = 900;
GLFWwindow *window = glfwCreateWindow(width, height, "deferred", 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, 2.0f, 5.0f), 90.0f, 0.1f, 100.0f, 0.0f, 0.0f };
/* NOTE(pryazha): Textures */
U32 woood_texture = load_texture("../../data/textures/wood.png");
/* NOTE(pryazha): Meshes */
Mesh *quad = mesh_gen_quad(state.arena);
Mesh *cube = mesh_load_obj(state.arena, "../../data/models/cube.obj");
/* NOTE(pryazha): Framebuffers */
U32 gbuffer;
glGenFramebuffers(1, &gbuffer);
glBindFramebuffer(GL_FRAMEBUFFER, gbuffer);
// position color buffer
U32 gpositions;
glGenTextures(1, &gpositions);
glBindTexture(GL_TEXTURE_2D, gpositions);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gpositions, 0);
// normal
U32 gnormals;
glGenTextures(1, &gnormals);
glBindTexture(GL_TEXTURE_2D, gnormals);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, gnormals, 0);
// color + specular
U32 gcolor_specular;
glGenTextures(1, &gcolor_specular);
glBindTexture(GL_TEXTURE_2D, gcolor_specular);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gcolor_specular, 0);
U32 attachments[3] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2};
glDrawBuffers(3, attachments);
U32 rbo;
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
fprintf(stderr, "error: gbuffer not complete\n");
fprintf(stdout, "info: gbuffer complete\n");
/* NOTE(pryazha): Shaders */
U32 shader_gbuffer = load_shader("shaders/gbuffer.vert", "shaders/gbuffer.frag");
U32 shader_screen = load_shader("shaders/screen.vert", "shaders/screen.frag");
U32 shader_specular = load_shader("shaders/screen.vert", "shaders/specular.frag");
U32 shader_deferred = load_shader("shaders/screen.vert", "shaders/deferred.frag");
U32 shader_light = load_shader("shaders/light.vert", "shaders/light.frag");
glUseProgram(shader_deferred);
shader_set_1i(shader_deferred, "positions", 0);
shader_set_1i(shader_deferred, "normals", 1);
shader_set_1i(shader_deferred, "color_specular", 2);
glUseProgram(0);
V3F cube_positions[CUBE_COUNT];
S32 cols = 30;
F32 spacing = 3.0f;
for (S32 i = 0; i < CUBE_COUNT; i++) {
S32 col = i % cols;
S32 row = i / cols;
cube_positions[i] = v3f(col * spacing, 0.0f, row * spacing);
}
light_t lights[LIGHT_COUNT];
#if 0
V3F origin = {50.0f, 3.0f, 50.0f};
F32 da = 2.0f*pi_F32/LIGHT_COUNT;
F32 a = 0.0f;
F32 radius = 20.0f;
for (S32 i = 0; i < LIGHT_COUNT; i++, a += da) {
lights[i].position = v3f_add(v3f(f32_sin(a) * radius, 0.0f, f32_cos(a) * radius), origin);
F32 r = (F32)(rand() % 100) / 100.0f;
F32 g = (F32)(rand() % 100) / 100.0f;
F32 b = (F32)(rand() % 100) / 100.0f;
lights[i].color = v3f(r, g, b);
}
#else
V3F origin = {0.0f, 3.0f, 0.0f};
cols = 30;
spacing = 3.0f;
for (S32 i = 0; i < LIGHT_COUNT; i++) {
S32 col = i % cols;
S32 row = i / cols;
lights[i].position = v3f_add(v3f(col * spacing, 0.0f, row * spacing), origin);
F32 r = (F32)(rand() % 100) / 100.0f;
F32 g = (F32)(rand() % 100) / 100.0f;
F32 b = (F32)(rand() % 100) / 100.0f;
lights[i].color = v3f(r, g, b);
}
#endif
S32 show_gbuffer = 0;
F64 last_time = glfwGetTime();
while (!glfwWindowShouldClose(window)) {
F64 time = glfwGetTime();
state.dt = time - last_time;
last_time = time;
input_update_last_state(&state.input);
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 */
for (S32 i = 0; i < LIGHT_COUNT; i++)
lights[i].position.y = origin.y + f32_sin(glfwGetTime() + i);
if (key_first_press(state.input.jump)) {
show_gbuffer = !show_gbuffer;
}
/* NOTE(pryazha): Render */
F32 ar = (F32)width/(F32)height;
MAT4 projection = camera_persp(state.camera, ar);
MAT4 view = get_view_matrix(&state.camera);
glBindFramebuffer(GL_FRAMEBUFFER, gbuffer);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader_gbuffer);
shader_set_mat4fv(shader_gbuffer, "projection", projection);
shader_set_mat4fv(shader_gbuffer, "view", view);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, woood_texture);
for (S32 i = 0; i < CUBE_COUNT; i++) {
MAT4 model = mat4_make_translate(cube_positions[i]);
shader_set_mat4fv(shader_gbuffer, "model", model);
mesh_draw(cube);
}
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (show_gbuffer) {
glDisable(GL_DEPTH_TEST);
glUseProgram(shader_screen);
MAT4 model = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f));
model = mat4_translate(model, v3f(-0.5f, 0.5f, 0.0f));
shader_set_mat4fv(shader_screen, "model", model);
glBindTexture(GL_TEXTURE_2D, gpositions);
mesh_draw(quad);
model = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f));
model = mat4_translate(model, v3f(0.5f, 0.5f, 0.0f));
shader_set_mat4fv(shader_screen, "model", model);
glBindTexture(GL_TEXTURE_2D, gnormals);
mesh_draw(quad);
model = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f));
model = mat4_translate(model, v3f(-0.5f, -0.5f, 0.0f));
shader_set_mat4fv(shader_screen, "model", model);
glBindTexture(GL_TEXTURE_2D, gcolor_specular);
mesh_draw(quad);
glUseProgram(0);
glUseProgram(shader_specular);
model = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f));
model = mat4_translate(model, v3f(0.5f, -0.5f, 0.0f));
shader_set_mat4fv(shader_specular, "model", model);
glBindTexture(GL_TEXTURE_2D, gcolor_specular);
mesh_draw(quad);
glUseProgram(0);
glEnable(GL_DEPTH_TEST);
} else {
glUseProgram(shader_deferred);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gpositions);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gnormals);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, gcolor_specular);
shader_set_3fv(shader_deferred, "view_position", state.camera.pos);
for (S32 i = 0; i < LIGHT_COUNT; i++) {
char light_string[512];
snprintf(light_string, 512, "lights[%d].position", i);
shader_set_3fv(shader_deferred, light_string, lights[i].position);
snprintf(light_string, 512, "lights[%d].color", i);
shader_set_3fv(shader_deferred, light_string, lights[i].color);
}
MAT4 model = mat4_identity();
shader_set_mat4fv(shader_deferred, "model", model);
mesh_draw(quad);
glUseProgram(0);
glEnable(GL_DEPTH_TEST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, gbuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
GL_DEPTH_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 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++) {
shader_set_3fv(shader_light, "light_color", lights[i].color);
model = mat4_make_scale(v3f(0.2f, 0.2f, 0.2f));
model = mat4_translate(model, lights[i].position);
shader_set_mat4fv(shader_light, "model", model);
mesh_draw(cube);
}
glUseProgram(0);
}
glfwSwapBuffers(window);
}
return 0;
}
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