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path: root/pbr/1.1.lighting/lighting.c
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#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;
}