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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();
glDepthFunc(GL_LEQUAL);
/* meshes */
Mesh *cube = mesh_load_obj(state.arena, "../../data/models/cube.obj");
Mesh *sphere = mesh_load_obj(state.arena, "../../data/models/sphere.obj");
Mesh *quad = mesh_gen_quad(state.arena);
/* shaders */
add_shader("pbr.vert", "pbr.frag", 0);
add_shader("hdr.vert", "hdr.frag", 0);
add_shader("cubemap.vert", "cubemap.frag", 0);
add_shader("background.vert", "background.frag", 0);
add_shader("convolution.vert", "convolution.frag", 0);
light_t lights[4] = {
{{-10.0f, 0.0f, 20.0f}, {300.0f, 300.0f, 300.0f}},
{{-5.0f, 0.0f, 20.0f}, {300.0f, 300.0f, 300.0f}},
{{ 5.0f, 0.0f, 20.0f}, {300.0f, 300.0f, 300.0f}},
{{ 10.0f, 0.0f, 20.0f}, {300.0f, 300.0f, 300.0f}},
};
/* textures */
U32 hdr_texture = load_hdr_texture("../../data/textures/loigerwiesen.hdr");;
/* 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);
U32 capture_fbo, capture_rbo;
glGenFramebuffers(1, &capture_fbo);
glGenRenderbuffers(1, &capture_rbo);
glBindFramebuffer(GL_FRAMEBUFFER, capture_fbo);
glBindRenderbuffer(GL_RENDERBUFFER, capture_rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 512, 512);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, capture_rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
die("failed to create framebuffer");
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
U32 cubemap;
glGenTextures(1, &cubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
for (U32 i = 0; i < 6; i++)
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 512, 512, 0, GL_RGB, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
MAT4 capture_projection = perspective(90.0f, 1.0f, 0.1f, 10.0f);
V3F capture_origin = {0};
MAT4 capture_views[6] = {
look_at(capture_origin, v3f( 1.0f, 0.0f, 0.0f), v3f(0.0f, -1.0f, 0.0f)),
look_at(capture_origin, v3f(-1.0f, 0.0f, 0.0f), v3f(0.0f, -1.0f, 0.0f)),
look_at(capture_origin, v3f( 0.0f, 1.0f, 0.0f), v3f(0.0f, 0.0f, 1.0f)),
look_at(capture_origin, v3f( 0.0f, -1.0f, 0.0f), v3f(0.0f, 0.0f, -1.0f)),
look_at(capture_origin, v3f( 0.0f, 0.0f, 1.0f), v3f(0.0f, -1.0f, 0.0f)),
look_at(capture_origin, v3f( 0.0f, 0.0f, -1.0f), v3f(0.0f, -1.0f, 0.0f)),
};
glBindFramebuffer(GL_FRAMEBUFFER, capture_fbo);
U32 shader = find_shader("cubemap");
if (!shader) die("waht");
glUseProgram(shader);
shader_set_mat4fv(shader, "projection", capture_projection);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, hdr_texture);
glViewport(0, 0, 512, 512);
for (U32 i = 0; i < 6; i++) {
shader_set_mat4fv(shader, "view", capture_views[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
mesh_draw(cube);
}
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
U32 irradiance_map;
glGenTextures(1, &irradiance_map);
glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance_map);
for (U32 i = 0; i < 6; i++)
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 32, 32, 0, GL_RGB, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
glBindFramebuffer(GL_FRAMEBUFFER, capture_fbo);
glBindRenderbuffer(GL_RENDERBUFFER, capture_rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 32, 32);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, capture_fbo);
shader = find_shader("convolution");
glUseProgram(shader);
shader_set_mat4fv(shader, "projection", capture_projection);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
glViewport(0, 0, 32, 32);
for (U32 i = 0; i < 6; i++) {
shader_set_mat4fv(shader, "view", capture_views[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance_map, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
mesh_draw(cube);
}
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, state.width, state.height);
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(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");
glUseProgram(shader);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance_map);
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);
shader = find_shader("background");
glUseProgram(shader);
shader_set_mat4fv(shader, "projection", projection);
shader_set_mat4fv(shader, "view", view);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
mesh_draw(cube);
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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;
}
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