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#include "GL/glew.h"
#include "GLFW/glfw3.h"
#include "pwyazh.h"
#include "pwyazh_GL.h"
#include "xoshiro128plus.c"
#include "common.h"
#include "assert.h"
int main(void)
{
// 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, "ssao", 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);
// program init
Arena *arena = arena_alloc(Kilobytes(256));
Input input = input_init();
Camera camera = {
.pos = v3f(0.0f, 2.0f, 5.0f),
.fovx = 90.0f,
.near = 0.1f,
.far = 100.0f,
.yaw = 0.0f,
.pitch = 0.0f
};
V3F camera_dp = {0};
light_t light = {{2.0f, 2.0f, 2.0f}, {5.0f, 5.0f, 10.0f}};
// meshes
Mesh *quad = mesh_gen_quad(arena);
Mesh *cube = mesh_load_obj(arena, "../../data/models/cube.obj");
// framebuffers
U32 gbuffer;
glGenFramebuffers(1, &gbuffer);
glBindFramebuffer(GL_FRAMEBUFFER, gbuffer);
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);
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, gpositions, 0);
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);
U32 galbedo;
glGenTextures(1, &galbedo);
glBindTexture(GL_TEXTURE_2D, galbedo);
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, galbedo, 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");
// shaders
U32 shader_gbuffer = load_shader("gbuffer.vert", "gbuffer.frag");
U32 shader_ssao = load_shader("ssao.vert", "ssao.frag");
U32 shader_deferred = load_shader("deferred.vert", "deferred.frag");
U32 shader_screen = load_shader("screen.vert", "screen.frag");
U32 shader_occlusion = load_shader("screen.vert", "occlusion.frag");
glUseProgram(shader_ssao);
shader_set_1i(shader_ssao, "positions", 0);
shader_set_1i(shader_ssao, "normals", 1);
shader_set_1i(shader_ssao, "noise", 2);
glUseProgram(shader_deferred);
shader_set_1i(shader_deferred, "positions", 0);
shader_set_1i(shader_deferred, "normals", 1);
shader_set_1i(shader_deferred, "albedo", 2);
shader_set_1i(shader_deferred, "ssao", 3);
glUseProgram(0);
S32 show_gbuffer = 0;
S32 nsamples = 64;
V3F *samples = malloc(nsamples * sizeof(V3F));
S32 file = open("/dev/urandom", O_RDONLY);
if (file < 0) {
perror("error:");
return 1;
}
U32 seed[4];
if (read(file, seed, sizeof(seed)) < 0) {
perror("error");
return 1;
}
for (S32 i = 0; i < nsamples; i++) {
V3F sample = {
nextf(seed) * 2.0f - 1.0f,
nextf(seed) * 2.0f - 1.0f,
nextf(seed)
};
sample = v3f_norm(sample);
float scale = (F32)i / 64.0f;
scale = lerp(0.1f, 1.0f, scale * scale);
sample = v3f_scalef(sample, scale);
samples[i] = sample;
assert(-1.0f < sample.x && sample.x < 1.0f);
assert(-1.0f < sample.y && sample.y < 1.0f);
assert(0.0f < sample.z && sample.z < 1.0f);
// printf("color:\t%f\t%f\t%f\n", sample.x, sample.y, sample.z);
}
V3F noise[16];
for (S32 i = 0; i < 16; i++) {
noise[i] = (V3F){
nextf(seed) * 2.0f - 1.0f,
nextf(seed) * 2.0f - 1.0f,
0.0f,
};
}
close(file);
U32 noise_texture;
glGenTextures(1, &noise_texture);
glBindTexture(GL_TEXTURE_2D, noise_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, 4, 4, 0, GL_RGB, GL_FLOAT, noise);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindTexture(GL_TEXTURE_2D, 0);
U32 ssao_fbo;
glGenFramebuffers(1, &ssao_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, ssao_fbo);
U32 ssao_colorbuffer;
glGenTextures(1, &ssao_colorbuffer);
glBindTexture(GL_TEXTURE_2D, ssao_colorbuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, 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, ssao_colorbuffer, 0);
glBindTexture(GL_TEXTURE_2D, 0);
F64 last_time = glfwGetTime();
while (!glfwWindowShouldClose(window)) {
F64 time = glfwGetTime();
F32 dt = time - last_time;
last_time = time;
input_update_last_state(&input);
glfwPollEvents();
glfwGetFramebufferSize(window, &width, &height);
process_glfw_keyboard(window, &input);
process_glfw_mouse_pos(window, &input);
if (key_first_press(input.exit))
glfwSetWindowShouldClose(window, GLFW_TRUE);
F32 speed = 2.0f;
V3F dv = get_dv_camera_first_person(&input, &camera, speed, dt);
camera_dp = v3f_add(camera_dp, dv);
camera_dp = v3f_scalef(camera_dp, 0.8f);
camera.pos = v3f_add(camera.pos, camera_dp);
F32 sensitivity = 0.1f;
input.mouse_offset = v2f_scalef(input.mouse_offset, sensitivity);
camera.yaw += input.mouse_offset.x;
camera.pitch += input.mouse_offset.y;
if (camera.pitch > 89.0f)
camera.pitch = 89.0f;
if (camera.pitch < -89.0f)
camera.pitch = -89.0f;
// update
if (key_first_press(input.jump))
show_gbuffer = !show_gbuffer;
// render
F32 ar = (F32)width / (F32)height;
MAT4 projection = camera_persp(camera, ar);
MAT4 view = get_view_matrix(&camera);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// render stuff into gbuffer
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);
shader_set_mat4fv(shader_gbuffer, "model", mat4_identity());
mesh_draw(cube);
MAT4 model = mat4_make_scale(v3f(10.0f, 0.2f, 10.0f));
model = mat4_translate(model, v3f(0.0f, -1.25f, 0.0f));
shader_set_mat4fv(shader_gbuffer, "model", model);
mesh_draw(cube);
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// render ssao texture
glBindFramebuffer(GL_FRAMEBUFFER, ssao_fbo);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader_ssao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gpositions);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gnormals);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, noise_texture);
for (S32 i = 0; i < nsamples; i++) {
char str[512] = {0};
snprintf(str, 512, "samples[%d]", i);
shader_set_3fv(shader_ssao, str, samples[i]);
}
shader_set_mat4fv(shader_ssao, "projection", projection);
mesh_draw(quad);
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (show_gbuffer) {
MAT4 scale = mat4_make_scale(v3f(0.5f, 0.5f, 0.5f));
MAT4 leftup = mat4_translate(scale, v3f(-0.5f, 0.5f, 0.0f));
MAT4 rightup = mat4_translate(scale, v3f(0.5f, 0.5f, 0.0f));
MAT4 leftdown = mat4_translate(scale, v3f(-0.5f, -0.5f, 0.0f));
MAT4 rightdown = mat4_translate(scale, v3f(0.5f, -0.5f, 0.0f));
glDisable(GL_DEPTH_TEST);
glUseProgram(shader_screen);
shader_set_mat4fv(shader_screen, "model", leftup);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gpositions);
mesh_draw(quad);
shader_set_mat4fv(shader_screen, "model", rightup);
glBindTexture(GL_TEXTURE_2D, gnormals);
mesh_draw(quad);
shader_set_mat4fv(shader_screen, "model", leftdown);
glBindTexture(GL_TEXTURE_2D, galbedo);
mesh_draw(quad);
glUseProgram(0);
glUseProgram(shader_occlusion);
shader_set_mat4fv(shader_occlusion, "model", rightdown);
glBindTexture(GL_TEXTURE_2D, ssao_colorbuffer);
mesh_draw(quad);
glUseProgram(0);
glEnable(GL_DEPTH_TEST);
} else {
// render scene lighting
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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, galbedo);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, ssao_colorbuffer);
V4F light_pos_v4 = v4f(light.position.x, light.position.y, light.position.z, 1.0f);
V4F light_view_pos = mat4_v4f_mul(view, light_pos_v4);
shader_set_3fv(shader_deferred, "light.position", v3f_from_v4f(light_view_pos));
shader_set_3fv(shader_deferred, "light.color", light.color);
shader_set_mat4fv(shader_deferred, "model", mat4_identity());
mesh_draw(quad);
glUseProgram(0);
}
glfwSwapBuffers(window);
}
return 0;
}
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